(Those of you that remember the time when players had to take drastic measures just to load Tara might care more about this than others.)
Mabinogi has been in development for many years and has had a rotation of developers over that time, so some resources are created differently than others. Let's look at some of the maps out there and see how well this concept has been held to over time.
Tir Chonaill is first on the list.
[Image: http://i.imgur.com/tBUUj7gm.jpg]
We can see that this is pretty well-done. They didn't bother texturing areas outside normal camera view, and the landmass is shaped in such a way that there's nothing outside of areas players can naturally get to.
Dugald Aisle comes next, of course.
[Image: http://i.imgur.com/NZd0sLPm.jpg]
Same deal as with Tir, so these were designed with the same aspects in mind and are done well.
Dunbarton, everybody knows what this is like.
[Image: http://i.imgur.com/2g9Ajnwm.jpg]
Nothing special here, nice and efficient.
Gairech Hills is an older area as well,
[Image: http://i.imgur.com/4m2tPYVm.jpg]
Pretty efficient, nothing to point out.
Osna Sail...
[Image: http://i.imgur.com/Bu71LuKm.jpg]
Impressively efficient!
Emain Macha is the first map of interest.
[Image: http://i.imgur.com/owmShaTm.jpg]
First of all, "Where is Ceo!?", it's on its own map. Second, in Emain if you look at the northeast and southeast exits you'll see that the terrain ends pretty close to them. On the other hand the western exit, which is relatively newer (added when Blago was added) has quite a bit of unused space after the exit, a trend you'll unfortunately see in newer maps.
Iria (Rano) is next 'cause they did something new there.
[Image: http://i.imgur.com/B9jqZKsm.jpg]
Unlike the previous maps, when Iria came out Devcat realized that their existing map system wouldn't handle excessively-large maps properly. So what they do with Iria is divide the map into tiny little squares and then load groups of them at a time (the grouping is displayed as dotted lines on the minimap), and only load what's within a certain distance. This is a decent way to handle it, and as you can see below...
Blago Prairie and other newer maps use this method.
[Image: http://i.imgur.com/DZQDcNT.gif]
Here you can see the distant terrain loading in, small squares at a time as I move. Blago Prairie is one of the relatively-newer maps and it uses this method to try to reduce resource usage. Unfortunately this method can also lead to developer laziness...
Abb Neagh shows some of the resulting dev inefficiency.
[Image: http://i.imgur.com/6C3vHxxm.jpg]
There's a ton of terrain the player will not see under normal circumstances. Wasted space on disk, wasted space in RAM (even when not rendered) and wasted additional loading time. In addition, Abb Neagh's lake shows one problem with Mabinogi using props for things like lakes.
[Image: http://i.imgur.com/ff5rAvQm.jpg]
Decoration objects like this need to be loaded at all once, which is fine... when it's not that damn big. At least it's just this lake, right? ... Right?
Corrib Valley is an interesting case.
[Image: http://i.imgur.com/YgnA48Rm.jpg]
From this first pic, it looks alright. That's all the areas the player is intended to normally visit, there's not too much.. except that Corrib Valley, as a newer map, also does the "load on demand" thing and actually has a ton of wasted space on the map in the corners.
[Image: http://i.imgur.com/ZfzPYgcm.jpg]
As well a where the river ends there's good chunks of the map the player won't see.
[Image: http://i.imgur.com/RoRxD8Gm.jpg]
So... not doing so hot here anymore. But at least it's not as bad as...
Tara. ... Just. ... Tara. Ugh.
[Image: http://i.imgur.com/mcbM3GMm.jpg]
Apparently Tara believes that the entire floor of the city and the front quarter of the castle are important enough objects to be one solid thing that's always rendered. Needless to say this is kinda' bad. But at least the actual Castle map is better, right? ... Right?
[Image: http://i.imgur.com/tIQ8obwm.jpg]
lolnope, apparently the map thinks that it needs to load the entire floor of the city even in the castle map.
So... in general, the older maps are more efficient. The newer ones are made using newer techniques that would allow them to load faster, but the devs put less effort into efficiency over time instead and we end up with slower-loading maps due to map sizes being increased far beyond what we can actually travel.
Bonus: Cobh is weird.