I'm starting development within monogame for the first time and I've been starting out by learning about game states/screens and maps and so forth and I've come across an issue where I can't seem to find much information about transitioning to a new map within the same game state/screen. Most, if not all tutorials, in Monogame deal with a single map within its gamestate and I never get to see how to handle a change in scenery. My research has led me to believe that I would need to deal with multiple content managers. This makes sense to degree but I still can't see how I'd implement it. Within the demos folder in the GitHub repo I've found a lot of help as to how monogame.extended used Tiled maps and how the entity component system works through the platformer demo. It's a seriously good demo but I've found that it still has only one map. The arrow leading to a new "area" makes me a little sad haha.
My idea as to how to handle transitions is as following: creating a Factory method that does essentially what the LoadContent() method does in the Platformer demo's GameScreen class that would create a new level "stage". When the player approaches the end of the map, this method would be triggered, loading new content into the GameScreen and disposing of the old content. However I don't really know if this is even a good way of doing this, and for that reason I'm asking for help or even suggesting that the platformer demo be updated so that it shows how to handle this situation. It would definitely make it easier to make games and would help me a lot as well. If I haven't explained what I mean very well, I have a gif here that shows what I'm talking about in Stardew Valley.