Gabriel the artist will probably see this and come around to answer himself. I use a lot of his maps as tiles and make larger areas like you're describing, although I've done mostly wilderness (forest, snow field, ocean), and some dungeon and fortress area maps (Roll20 pages), have not done an urban outdoor (city) with Gabriel's maps used as tiles yet. The closest I've come to that was planting a single Inn & stable, or a bandit camp, alongside a larger wilderness/swamp map. I think that the maps are meant to scale at 5' per square, the number of squares Gabriel tells in the descriptions or file names. In many cases this can be adjusted according to GM's preference, without a major issue (depending how particular and visually critical your players & your game needs to be). To start with the scale they are designed I would set grid to 5 feet per unit, set number of units to what the tile artist specified. But then you can manually adjust it a bit larger or smaller, and often find the artwork is equally convincing. My trick is to use the Roll20 Ruler (measuring tool) after you nudge your map to the size you think you want. Look for something you know like a table, or a fire pit, or a tent, or a room, on the map. Measure it with the ruler tool. If you think "Yeah that table can be 10 feet, whatever, that's cool" then stick with it. If everything is too small or too large you can bump it back. Again I think Gabriel will confirm they are made for 5-feet per unit, but as a practical matter I've certainly found that you can nudge it up or down quite a bit and still get a good appearance with a playable, convincing scale. My guess is this nudging works more smoothly on wilderness than urban buildings. It's not a problem when the diameter of a tree appears as 5' or 10' or 15' or 20'. On an urban layout you might nudge less, but still I've found that you can stretch or compress a Tavern map and still get believable, measurable, playable spaces. Finally, your last question, the most interesting. I regularly make area maps of 180x220 units, covered with encounter maps used as tiles, and have success with this size, and slight performance hits when it's really filled up with tons of tokens on top. There are very many factors at play in performance loading of your Roll20 map pages. Something awesome, Roll20 has a good way of only loading the parts that are showing to the players, at the zoom they are loaded at. If you are zoomed out it does not load "original size" but loads a smaller thumbnail appropriate for that view. If you are zoomed in, it only needs to load the section that you are zoomed to look at. This is a big performance feature that allows larger pages on here than previously possible. This awesome feature should (and seems to) really help with allowing wider-taller page areas that are scrolled-across and only viewed one quadrant at a time, in other words pages with a lot of maps stitched together. There can be exceptions, many other factors add weight to the pageload such as number of Tokens on the page, and whether you use Dynamic light or not. Besides all these factors of what GM puts on the Page, the largest factor by-far is if any of your players has an old computer or underpowered. You can have a very big page that loads fine for everyone except the one player with the lowest computer power. With all this in mind, I have had success adding 6 to 12 of Gabriel's maps onto 1 Roll20 page, and, it didn't cause performance problems until later when we had 100's of tokens on top, plus dynamic lighting, plus fog of war, plus API running, plus Jukebox running sounds, and even then it really only bogged down on the 2 players with the lowest computers in the group (with some but tolerable slowdowns seen on newer computers). Also it bogged down at other times but we discovered it was Roll20 status having hiccups for everyone on those days, so it was not because of our map size like we suspected. The one (undocumented?) issue I've personally had with large maps is when I placed or stretched a single map graphic that was over 5500x5500 pixels, this was not a Gabriel map but my own creation. I tried 7000x7000 and 12000x12000, they did not work, and failed repeatedly, loading as black box at different zoom levels. Not sure if this bug was on my end or what, I didn't resolve it, but my testing showed that the maps were happy at 5000x5000. I believe you'll find that the professional Marketplace maps are rarely meant for larger than 5500x5500, that seems to be about the max size of a single graphic that I have seen from Marketplace. But Jason, I've found that I could place 6 to 12 maps of that pixel size, side by side on a single Page, and it works for my group, and I haven't tested to see if we can go larger still. When talking pixels remember that a Unit in Roll20 is 70 pixels at 100% zoom, regardless of your scale being 5' or 10' or other. You can do all the scaling math with this, if you want to know how many pixels in a 200x200 (Units) Page, and how many 5000x5000 (pixels) map tiles you would put there to fill it up. Remember to add more resolution (pixel density) if you want the map to look equally good if players zoom in to 150% or even 200% (the max zoom). If you want to look "perfect" at 200% zoom you want around 140x140 pixels per unit. These numbers are needed if you download all the map tiles into Photoshop or GIMP (external graphic editor) and then use their SLICE tool to break your mega-map up into tiles to upload/place in Roll20. Read Optimizing roll20 wiki docs for more info on that, <a href="https://wiki.roll20.net/Optimizing_Roll20_Performa" rel="nofollow">https://wiki.roll20.net/Optimizing_Roll20_Performa</a>... How many of Gabriel's maps are you thinking about putting on one page? Eager to hear the dimensions of the page you create, and your results.