Switching between scenes without new server loading

When switching between scenes it loads up a new server (or attempts to). Is there a way to switch between scenes without that? As in the normal way in a game engine, loading between levels. Or is there another way to load between levels that does not force you to include it in the current map/scene?

"A game can be made up of many scenes (e.g. main menu, tutorial, different levels) that display different information, and usually there is some way for a Player to get from one scene to the other. Transferring between scenes as a player is like transferring between games and there will be a loading screen."

I'm well aware of this, hence the question. Let me refraise it, how does one switch between 'scenes' (not core scenes)? Does one simply expand the original world loaded, increasing the initial load time, or am i missing something here? I'm not talking about UI displays which can simply be made (in)visible, but about switching between different parts of a world.
If they are big enough then yes you need to start a new 'game/scene', however on a smaller scale this causes unneeded load times.

Sorry, I seem to be misunderstanding what you are referring to.

A "map" can only be so big, I use the term "map" because that's how I basically see scenes, and I am assuming that the core developers saw that creators were needing a way to switch from map to map without the need to create multiple "games" having to load multiple data sources and using shared storage.

If you are trying to create a seamless transition from map to map, like WoW does, it's not possible under the current restrictions.

I did read somewhere here on the forums that you can increase the voxel size to map the map seem bigger, but you can only have a single terrain that has collision, and there can only be 4 materials that can be on said terrain.

If I am still not understanding what you are getting at, maybe give a example of a game so I can wrap my brain around it.