When you build an oversized map you have to be very careful with every single block you place.
I mean you need to watch out the "heaviness" of each block you put in your map (coppers). And you really have to prefer light blocks (StadiumCircuitBase, StadiumWallBorder, StadiumDirtHill, etc...) than heavy blocks (StadiumPlatformRoad, StadiumSculptBridgeSuspendSlope2, StadiumAirship, etc...)
examples:
-if you need a slope, you better choose a StadiumCircuitSlopeStart rather than a StadiumPlatformBiSlope2Start.
-if you need a boost, you better choose a StadiumCircuitTurbo rather than a StadiumPlatformTurbo.
Because those 2 boost blocks have the same "boost surface", but 1 StadiumPlatformTurbo = 7 StadiumCircuitTurbo...!
Those are only little differences, but with huge amounts of blocks this is what will make the difference between a playable map or a laggy map.
For example:
-My map "Wonders Of The Past" has 17345 blocks and only 17503 coppers.
-My map "The Golden Gate Bridge" has 16535 blocks and only 13775 coppers ! (maybe the only track that has less coppers than blocks ^^ (except [0cc]Nothing by Igntul XD))
Moreover, you also have to anticipate how much space you will need to build your map, Because the larger the building area is, the heavier the map will be. Even if there are lot of empty cells.
You can notice that by playing the 2 maps I mentioned before: the golden gate bridge has less blocks and coppers than wonders of the past, but it's a bit more laggy.
Because the bridge is 232*80*50 and wonders is 32*70*32.
And Detroit has 30000 coppers but it's not oversized, so only 32*32*32.
I hope it will help you
