I'd like to let it be known that there will
eventually be a custom code object to allow for dynamic map loading. This basically means you release your game with 10 levels and then later the user can download new levels online through the game's interface.
These maps are designed in the SGDK2 IDE just like regular maps, with a bit of a different flow afterwards. You need to (or at least should. Not entirely certain) keep the original game's exe around (the one without any maps in it) to reference, so after you've made a new level, save the .SGDK2 file somewhere else and compile it. Then, using a program I have tentatively named "MapExtractor" (because that's basically what it does) you will select the code file(s) created by the IDE that you want to include in the update and compile them into a DLL file. This file can then go online and be indexed into a list, and in the original game, the list can be looked up and the new map found, downloaded, and switched to with a function similar to SwitchToMap.
The basic code object and compiler are both pretty much complete. The only thing is that they both rely on .NET 2.0 code, so the custom code object won't work with SGDK2.0, so we must wait until SGDK2.1 is released.
Errata: (not really, since I haven't actually edited this post

- At least for now, the map must rely on sprites and tiles that are defined in the original game. No new sprite definitions or tiles or graphics of any kind can be added or updated with the new DLL. This may change in the future. Not sure.
- You can include multiple maps in a single dll, so that from a single mod, you can access multiple areas, as long as you define the starting map in the resources of the dll file.