Every level OpenCAGE could open used to be one that shipped with the game. File → Create Level, the first item on the script editor's File menu (shown below), makes a new one from scratch: it builds the level folder, seeds it with the scripts and data every level needs, optionally brings composites (and everything they use) across from other levels, registers the level with the game, and opens it in the editor.

A new level is a real level as far as the game is concerned. It lives in DATA/ENV/<NAME> beside the shipped ones, it appears in the Launch Game level list and the Backup Manager, and it goes through Save and Build like any other.
Open File → Create Level. The dialog, shown below, has three parts:

The Create Level dialog with a name entered and a pick from BSP_TORRENS queued for import: one composite ticked, and the seven it instances counted with it.
The picker is the same Import from Level dialog described under Composite Porting, minus the Overwrite composites already here option — a level that doesn't exist yet has no composites to overwrite — and with OK in place of Import, since nothing is ported until the level is created. Overwrite existing assets is still offered, for when picks from several levels bring same-named models or textures. Open composite after import is shown too, but has no effect here: the new level is loaded as soon as it's created, and opens on its root composite. Ticking it only sets the default for the Import Composites windows. Composites you've saved as .ocp packages can be brought in once the level exists — even before it's opened.

The picker with BSP_TORRENS chosen and Android_Impact_Generators ticked. The line beside OK counts the seven composites it instances as well — they're ticked and greyed in the tree (out of view here), since they come along regardless.
The level is built from FRONTEND, the menu level nothing else edits. A handful of a level's files can't be generated from nothing — behaviour trees, sound lookups, galaxy data, soundbank tables, material mappings and the collision and physics scaffolds — and those are copied from it, along with the engine's own materials that head every level's material table (the fallback and post-processing materials, the fog, water and light materials and so on — without them the game draws its HUD over a black frame), the block of required models the engine builds lights, particles and fog from, and the twelve movers that draw them. Everything else starts empty: no geometry, navmesh, lighting or sound network of your own until you add models and build.
On the script side you get:
The level is also written into the game's package list straight away, so the game can find it without waiting for the next launch.
.ocp package).