No, no... I need to generate like "instances" of a map to be used on the game simultaneously...
it's something like this: I have a level called battle-forest.wmb, which is the map for battles on forest-type grounds. I have 200 players on the forest of my game world. suddenly, one of them encounters a monster and enters a battle, thus he's teleported to battle-forest.wmb, the monster entities are created, and the battle begins.
Now, another player on the forest encounters another monster. he's gonna be teleported to battle-forest.wmb? but the first player is already there, the 2 players will be on the same map, yet fighting their own battles? I need them to be on different maps, right? so I need an "instance" of the battle-forest.wmb map to be created every time a player enters a battle, and destroyed when the battle is ended.
HUMMM SOMETHING JUST OCURRED TO ME: If I control the flow of messages between the client and the server, even if there are several players on the same map, I can make it so only the clients that are there receive the messages related to this player's battle... that way even if there are hundreds of people battling on the same map, only the information related to THIS client's battle will be sent to him, only entities pertaining to HIS battle will be created on that client, and so, it's like all other battles that are happening simultaneously are not visible by everyone... right? I just forgot that you CAN control these kinds of stuff in 3DGS... am I right? would that work?