This is not really a request; it's just an idea I've been thinking how to make one a long time ago.
If you ever played Dungeon Siege (any versions), you will notice that the game loads all maps (by Preparing World loading scene) after you load a saved game or start a new game. When playing, the game will never load anymore unless for movies. So, the world is massively big and you won't never use teleports to move from a small area to another (except, of course, to move between massive areas such as cities, check points, etc.).
Note that building interior is not displayed until a player enters it (i.e. such in our real world, outside a building you will only see its window, wall, roof, etc.). This makes sense when entering a cave, tower, shrine, etc. (all kinds of dungeons, in short).
It might be interesting if a RMXP game uses a similar method. I remember recalling a script that work around map size limit (esp. when making a very big world map) by linking maps in 8-directions. But, this script still divides the world into chunks (which each consists up to 9 smaller maps), so you still need the teleport event. I think if the script is developed further, it will be able to link all maps in the game, thus creates a massive big world.
In addition, this script might need a "real" loading script to inform players while the game is loading. A fog-of-war minimap is also nice to add, aside with zoomed-in and world map itself). Inform the player when entering a new section of the world (such as Entering Tower of Blindness).
Well, it might be hard for me to implement, but anyone out there should be able to do it. Hopefully...
If you ever played Dungeon Siege (any versions), you will notice that the game loads all maps (by Preparing World loading scene) after you load a saved game or start a new game. When playing, the game will never load anymore unless for movies. So, the world is massively big and you won't never use teleports to move from a small area to another (except, of course, to move between massive areas such as cities, check points, etc.).
Note that building interior is not displayed until a player enters it (i.e. such in our real world, outside a building you will only see its window, wall, roof, etc.). This makes sense when entering a cave, tower, shrine, etc. (all kinds of dungeons, in short).
It might be interesting if a RMXP game uses a similar method. I remember recalling a script that work around map size limit (esp. when making a very big world map) by linking maps in 8-directions. But, this script still divides the world into chunks (which each consists up to 9 smaller maps), so you still need the teleport event. I think if the script is developed further, it will be able to link all maps in the game, thus creates a massive big world.
In addition, this script might need a "real" loading script to inform players while the game is loading. A fog-of-war minimap is also nice to add, aside with zoomed-in and world map itself). Inform the player when entering a new section of the world (such as Entering Tower of Blindness).
Well, it might be hard for me to implement, but anyone out there should be able to do it. Hopefully...