Honestly, large maps are a pain with Stalker anyways, as all the artifacts and anomaly triggers count as objects, and arma2 has a limit to objects that can be placed via editor. That plus Real Survival pack , where you must place water barrels and timbers around at least, it was just to much to try an utilize a big huge map.
( not looking good for takistan btw, not yet, but is possible I can do one for Zargabad soon. )
You -can- script things to load sort of dynamically , but it doesn't always work to be honest, or isn't quite fluid enough.
But, because I lost work on Chernarus due to a technical blunder and glitch , I started finishing up my test map, which is on Proving Grounds. Smaller map, but much added in , things to explore, and lots of traveling around.
Almost at a final stage for complete alpha testing.
Has most the same features as the previous version I originally spoke about, with a minor tweak to loot spawns, which now randomizes in containers found around the map+ respawns loot every so often.
This was done also to save object space in the editor.
My randomish-enemy/renegade/bandit spawns are also working.
How it works, once you cross a trigger , it randomly selects units , spawns them with random gear , random skill levels, random directions, and they will seek to move in on the player positions. There can randomly be several small groups of these spawn in at random time intervals too.
Just having blind dogs and zombified Stalkers wasn't enough "danger" to give much challenge.
Crossing my fingers, I'll have no more set backs.