I have found this very annoying in isometric mapping that you can't filter out the tiles based on the pixel_z. For example, when I make a building which is multileveled and I want to edit something from the lower floors I have to start rebuilding the whole thing from scratch to avoid possible mapping bugs. So I would suggest that there would be an option to turn certain level of pixel_z invisible, while other remain visible for example.. you set the value to 64, it means that all objects on the map which have a pixel_z value higher than 64 will appear invisible, this would remove this annoying .... Thus far I have avoided the Map editor completely, by building the map inside the game, by programming map editing powers of my own. Would you consider such a feature?
hmm i realised this problem too. it seem to be such an bother when have a really tall building.