You can sort of make it "seamless" by splitting it and have the transport points like 10 tiles before the actual end of that particular split map, and when transporting without screen fade to the duplicated point on the other map you're transferring to, it should be fairly smooth. Although it would involve making all the transport events as parallel processing events to cover entire borders (track player X & Y then see if player X > or < map's transport point's border, and then record player's X or Y to transport player to the next map with the same value of either X or Y, depending on which border). Would be a big hassle though, and I don't think most would mind normal distinct map zones that much.