Originally Posted by Blacas
We are lucky Tavs. We connected the nerves just on time. The nautiloid could have crashed on the druid grove (or perhaps the temple, or the crèche maybe).

I understand the size argument but I don't understand how you would implement those multi maps (specifically the surface / external environment) and still preserve a high artistic value.
What would you see at the border of those maps ? on the horizon ?
a "low cost" blurry environment ? a "costly" graphically rich area that you can't explore ?
I wouldn't like to jump from pocket zone to pocket zone.

In this amusement park, I am more concerned by the perpetual russian hill topography. Not a fun ride imho.

I think the environment geometry should extend just beyond the traversable area. When you get to the edge of a map, have a popup that asks if you want to leave the area and continue your journey, then transition to the world map to select your next destination.