The title is being quite simplistic, but i mostly just wanted to know if it was feasible within the map editor to expand a map size without having to start making one from scratch with 4x4km size, since i always thought that WCU would be able to fit more as a "big american city" if it had more room to add buildings and streets in it.
as far as I know, the game only supports 4096x4096 heightmaps. Italy, Johnson Valley, and West Coast all already use these, it's just that they're scaled differently. Italy leaves them at 1m per pixel, giving 4x4km, Johnson valley makes it 0.67m per pixel at 3x3km, and WCUSA makes it 0.5m per pixel at 2x2km. the extra density is needed to make the terrain higher quality, on johnson valley it improves the detail in the rutted roads, on WCUSA it smooths out the sharp graded roads in the city. That being said, it appears that with "spearleaf island" on west coast USA, they've figured out a way to bake heightmaps into a mesh, so they can have natural-looking terrain outside the main heightmap. on top of that, I'd imagine simply populating the map with 16km² worth of stuff would be really heavy for lower end PC users, and with the amount of effort required they're likely interested in inventing other entirely new locations.
I wonder if it would be possible to make something different, i know im just saying for myself, but i'd gladly chop my FPS in half in a city map if it can be done in a realistic size and density.
i certainly wouldn't want to chop my FPS in half, because then i'd only have 10fps with one car spawned
From my answer to a similar post recently about another map: Best way is to go to terrain, export terrain, then take the heightmap that dumps into your map folder (in the export folder) and scale that up in a program like gimp. The maximum you can go to is 8192x8192. Then import this into your map, using maths to change the terrain sizes correctly. Also use the (also upscaled) alphas from the export output for each of the terrain types, so the textures are applied correctly. You will likely have some stepping issues, so might need to run a Gaussian blur on your heightmap and re-import. That'll mean it isn't a perfect fit, but it'll be close. It'll also mess your terrain textures up so you'll have to update them to stretch over 8192x8192 in the material editor. But that should work. It'll be fiddly. --- Post updated --- --- Sorry, that was about upscaling specifically to get a higher density. I answered a different question about what you are suggesting: --- Export the terrain, load up the heightmap and expand the size of the image from 4096 to 8192 without stretching the heightmap. You'll then have a flat area around the existing heightmap region. This can be imported back in (you'll have to do the same with the alphas) and Bob's your uncle. Or... make a bit of additional terrain in blender and just don't have grass on it (as they did with the recent wcusa update). --- Basically, you can go to 8192x8192, but the process is tricky. I'm sure it is doable with a bit of logical thinking. I've not tried it myself.