I decided to take some time, and try to do something. Take data\global\excel\levels.txt. Now, let's imagine that the OffsetX and OffsetY columns are the upper/left corner of an area in the worlspace of the game, and let's consider that the SizeX and SizeY columns are respectively the Width and Height of these areas.
The minimum coordinates for the upper / left corner are (-4, -40)
The maximum coordinates for the bottom / right corner are (5200, 3147). (Act 2 - arcane : OffsetX = 5000, SizeX = 200 therefore the right corner of the arcane is at 5000 + 200 = 5200).
I have take all areas of Act 1 (because acts areas overlap in that worldspace, so let's just use Act 1 for now), make a big image in paint shop pro (5200 * 3200 pixels), and paint the areas over it.
A preview of the result :
http://paul.siramy.free.fr/_divers/ds1/ ... review.gif (780 * 480 pixels, 10 kB).
The
CYAN areas are the ones that have offsetX / Y and SizeX / Y meaningfull (not negative values). We find the Den of Evil, Jail levels, Tristram, Cow level ...
The
GREEN and
RED areas are the others. I think that the negative value (like -1 usually) means that area is dynamically placed in the worldspace, and properly links with the necessary ones (but I can be wrong here).
As you see it's well organized. Large and regular spaces between each areas. At the far Right part of the image you can find the Tristram and Moo Moo Farm levels. Here's now the full size image :
http://paul.siramy.free.fr/_divers/ds1/worldspace.gif (5200 * 3200 pixels, 57 kB). On this image, keep in mind that each pixel is a Tile (!).
Now, go on the right part of this image, and check carefully the Tristram area. Its size is 43 * 48 pixels (the sizeof the tri_town4.ds1, in number of tiles). If you have already try to resize some areas before, you know that there's a limit. According to Joel, the maximim of Tristram he could resize it is 200 * 148 Tiles. And this is very interesting because ... check that preview of this tristram area :
http://paul.siramy.free.fr/_divers/ds1/ ... istram.gif (681 * 526 pixels, 9 kB). If in Paint shop pro you select the maximum area you can, without exeding the right border, and without entering in the cow level area, you'll have an area of ... 200 * 148 pixels.
So, and it's only theorical right now, if in levels.txt you move areas (by the mean of OffsetX / Y) in a bigger place, or just take the cow level and move it down, you should increazed the size of Tristram more than the current maximum. To help you, understand that I have placed each areas in the BIG image by taking the OffsetX / Y values and draw them at the corresponding pixel coordinates (upper right corner of Tristram is at Offsets 5000, 1000 in levels.txt, and in the image at pixels coordinates 5000, 1000).
Now, I don't know if they're some restrictions, maybe some areas are dynamicly made where you're currently only seeing dark. But even if it don't work, I hope it was still interesting
Good luck.
Edit : typo errors