@kevL_s
Thanks for commenting … Yes, only one module, not a “mod to mod” at this stage. I was just play testing module one in MP mode again because of the alterations I have made.
As I say, the same module area transition is 10 seconds in a SP and (so far the best achieved) one minute in MP. In one session, the transition did not even finish and we had to alt-tab and force exit.
I am trying to minimise the code around area transition, but even if I remove all scripts to do with area transitions and heartbeats, the time only improves by around 2-3 seconds, so I don’t believe it’s anything to do with that side of things.
At the moment, I edging towards the number of “objects” in the area are the main impact - as there appears to be some correlation - not perfectly so though.
The thing is, I did not have this problem in the past, and so unless I have added more objects since then (which I do not believe I have - especially none to interiors anyway), then we should be around the same.
I am going to keep searching, as it does help me clean up some stuff anyway, but something seems off to me. I may reluctantly end up removing some objects or try adding some “empty” areas to see how they compare.
I’ll keep this post updated. Thanks!
EDIT: I just did a quick test comparing level of objects in an area and it is definitely that! A blank area loads almost instantly, and as I add objects (around 60 on first test), the load slowed down. I imagine “100s” will be comparability slower - and may well be causing the issues I am experiencing. I will keeep testing though just to be sure.

EDIT: OK, I am definitely starting to see a pattern here … Simply based on the number of objects, load times in a MP game are 0.04 seconds per object roughly speaking.
However, if anybody wanted to analyse the data further, then certain object types may be weighting the load times.
Here are my results for five areas (2 x outdoor at the top) and three indoor below. I also discovered that there is a VERY HEAVY WEIGHTING on any objects that have been created into an area since baking. E.g. Where I use created placeable for my weather system. My first guess is that leaving them in an area after creation causes significant additional workload for the system in a MP environment. I am going to try to work on a destruction prior leave to see if that helps return to area load times where they would be recreated.
The load times for each area have been added at the bottom of the images. All these times have been calculated with the WEATHER SYSTEM turned off.
Next, I will come back and show comparable load times when playing in SP, but even with the WEATHER SYSTEM on!
OK, so here are the SP loading times … EVEN with the weather system on …
NEShoreline 2s (v10s MP)
New Edgeton 5s (v23s MP)
NESanctuary 3s (v9s MP)
NEGuildhall 4s (v 31 MP)
NEBloated 3s (v 18 MP)
Two more interesting ones … Holy Mountains jumped to 31 seconds with weather units on.

And a couple of others …
