Source 2 map limitations

I’ve been wondering what the Dota 2 mapping tools (aka Source 2) have in terms of limits?

Can anyone find/answer these:

-Brush/mesh limit (comparison?
-Model limit (comparison)?
-Map limit (comparison) or map example (what real world place or object can be compared)?
-Detailed creations? (how small can you create? If Source 1 has a small detail limit of 1x1 inch, what’s Source 2?)

Other information?

I’m doing research and would really appreciate some answers, and figured the best place is the mapping section.

https://i.imgur.com/vFKCUG3.png[/t] [t]http://team-s4s.de/screens/2014-08-08_16-46-53.jpg[/t]
I don’t know if this helps you out with anything, but somebody ported a map of Paris into source 2
From the looks of it, the engine can support streaming levels in, so you can basically have a limitless map.
Since source 2 uses mesh, you could ultimately create objects as detailed as you want, but performance is something you’re going to have to take into account.
[t]https://dl.dropboxusercontent.com/u/65113316/screenies/2_polyres.jpg

Is that a theoretic size of the map limit or is there so far an actual map size limit?

The best answer will be to try to break Hammer yourself to figure out what works and what doesn’t. If you make a gigantic ass map that is bigger than Daggerfall and it compiles successfully, you probably don’t have anything to worry about.

The hammer’s increment grid goes below 1". So you can make 0.75, 0.5, 0.25 adjustments to your mesh. I assume you should still maintain proper level dimensions such as a wall being 128" tall. Being that there is no first person mode in Dota 2, I can’t really verify, but it just seems like there would be no point to change dimensions around that everyone is used to.

The grid actually goes to 0.125.