Nah, at the most I'd want to see maps interlocking with eachother. NOT an entire world map the size of a Far Cry campaign!
Reason being that there will hardly be enough quality out there to justify spending much time in a full world map. Plus players will have need to download the full map before playing, which will be taxing with larger maps.
Doesn't matter the size of the grid area anyway. Since after all the budget is weak for consoles. Also no respawning vehicles and 6vs6 is lite. Even some props are late draw-in's. Budget is so low that my COD4 BOG map making 3 buildings from scratch. I had to cut and paste and drag them to 4 corners of 4 grids to have the budget.
Also the FX bug is bad I had to remove a bunch of fire so I could see grenade explosions other wise with what I all had it showed no explosions other wise. Doubt UBISOFT fixed that bug either. Even though I was first to report it when the game was released. Bad enough the community as a whole had to figure a work around to flatten the ground to remove the shoehorn6000B error.
Yeah, the problem here may well be the engine tech. Ubisoft never 'fixed' the FX "bug" because it is not a bug, but an (intended?) limitation of the engine.
There is no such thing as unlimited budget, you'll have to make do with the resources offered by the platforms. If an overkill of effects slow the gameplay performance down to a crawl, best limit the use of effects. Same thing for the AI and physics objects.
It's unfortunate that in some cases, this is a regression rather than an improvement. No respawning vehicles, max 12 AI on the map, etc.
there is a texture of 1 meter squares. get a big generic platform and use object prefrences to texture it with that 1 meters texture then place them down,use snap tool a bunch of times to connect them when your done that and you havee length across the map use the edit tool find object by name and do the math.