Level Design tips for large maps

I actually figured it out a little. My map is very very very big and I will have to start from scratch in order to split it up and stream it all together. That way I could get the best performance possible plus using Culling. My main issue was that the grass really slowed everything down and it still does to a degree, I think it’s the result of poor level planning and not configuring Culling properly.

Thanks for the Footstep tutorial, it really helped me out!