maybe in the campaign mode they could have a teleportation system so say you hit the end of eca you will be teleported to another map.
All that was addressed in the posts directly following the post you quoted. Please read the entire thread before asking questions.
I've been considering this and I just don't think that teleportation will fit well with the maps as they are now. Teleportation works best when we can channel the player into a small area (like a walkway or road) using the scenery. They need to be alone (no props) and moving in the direction we want. Typically in other games there would be an empty room or a bend in a hallway or canyon so that some mutual area can be present on both the source and destination map. Normally there would be an entrance path to a level, which might branch out (diverge) but will eventually converge again into an exit path... so there's one way in and one way out. Even if you have several paths for entrance/exit it's probably just not very practical for a game of this type (in my opinion).
it could be done by maybe you drive to the docks and there is a ferry waiting there you hop on a menu comes up saying "where do you want to go" with the different maps you pay a fee and it takes you to the next map but the problem is with the map hirochi raceway (and the map Utah which is in development) so there is a problem with how will the player get there?
If someone wanted to they could easily put the "ferry" a bit deeper in the pit area. If you skip the menu (just have static teleport areas defined) then this can probably be accomplished in a mod right now, but I haven't tried. I think you'd package a lua script to handle the teleporting and use prefabs to put lua triggers into the right areas in the maps. That way you don't have to modify .mis files, and some LUA script can tell us to always try and load the appropriate teleporters.prefab (or similar) when a new .mis file is loaded. Another issue with this concept (right now) is the extremely long loading times in BeamNG.drive - I don't think most users would want to move back and forth between maps a lot. Modern games often use some sort of system for preloading assets as you approach areas.
oh yeah I forgot about the loading times I personally don't find it that long but then I guess I have gotten used to it. scratch that the loading times I guess re quite long but then it takes a bit for the computer to load up the game files.
Nah, I prefer the idea of a ferry that can drive on land(how else would it get to hirochi raceway and utah like that guy said)
What problems actually manifest when you attempt to make maps bigger than torque 3D's set limit? I've never worked with it myself, but i'd assume that it would stonewall you if you tried to exceed the size limit. What if you tore it down far enough to alter it to where it would cease to care if you went bigger? The limit is obviously there for a reason, but what exactly is it trying to prevent from happening? As for traffic and teleportation, actually making it "teleport" you to a different terrain in real time with no noticeable load time sounds kinda impossible with what they have to work with, but a glorified map change trigger like the ferry idea seems pretty feasible. The traffic thing is another story... As far as I can imagine the only way to make that work right would be to have the traffic be "sliding bricks" until you made contact, at which point the jbeam model would take over. If they tried to make each and every car simulated to the same extent as the player's car there's no way it would be playable on anything but a monster, unless they work a few miracles with optimization that is (pretty unlikely).
There's no set limit to anything, the problem simply lies in how computers handle numbers. There's more in-depth information in this thread.
i think teleportation can be done easily with some optimizations to loading maps. just look at crash time 2/3/4. there are atleast 3 points to enter city/autobahn in free roam. player just comes into teleportation spot (usually a tunnel entrance), 3-7 sec loading takes place and player is teleported to a tunnel exit on the other map.