The DL layer only pays attention to paths. The API doesn't support path creation, and manipulation is limited. There's also the problem of not having much to identify path objects with. Alex's suggestion of a "snapshot" progression is a good one, though. One of the things we can do with paths is change their location. The GM could set the paths, take a !snapshot, and move them, etc. It wouldn't work for creation/deletion of paths, but you could move unused pieces to a far corner of the map. The script I just wrote for HoneyBadger could be adapted for cycling through the snapshots on a delay, too. You'd need to make use of the state object so that the GM could set things up before the game. Path objects do have a property describing the path, but I'm not certain whether the contents of the property can be edited (it's a read-only property, but that might just mean you can't reset it, essentially, depending on how the path object is set up and how the API deals with the read-only properties), and even if it can be edited, I'm not entirely certain how to interpret the content of the property.