It's a nice idea, vs the present version. The water and the mountains
actually reduce the real estate of the map to less than the generated
or posted amount.
The alternate that I would like is, simpler. The fog would add either
an additional process, more polygons to monitor, or still reduce the
real estate of the map, depending on the process.
Instead, the skybox which is already there, can have an inverted image
below the generated area. The image could be flames depicting an inferno,
space planets and stars, or a randomized rotating image.
Applying the trader force field to the border blocks around the perimeter,
being 1 meter in diameter, use the least amount of additional processes or
resources, or realestate. The game monitors all blocks in the volume anyway
so it could go to sky if they choose. The bedrock already is that way.
Visually you could go to the edge and look down at a hellspawn inferno, but,
bounce off. For those that just absolutely need to fly over the height of the wall
instant death. If they need a visual indication, other than the sheer drop off
and flames then a shimmery shader can be applied, or the sides of the skybox can be
reshaped to fit the perimeter.
All of the materials mechanics and processes are already inplay, all it would take is
a creative image, and turning it on.