As easily as you can check for a player in a zone, the reverse is also true.
And I might be the one who mentioned "heat" or "environmental" conditions to stop a player because that's what I do. I actually measure the distance from a zone and increase the "pressure" on a player to turn back by upping the ante the further he goes.
I also use rocks/trees with distance triggers that feed back to my player instead of zones. Great for quick C&P boundaries over large areas.
If you look at outdoor games like the Hunter for example - they have an imaginary boundary shown on the map with arbitrary rules that it's "out of bounds". If player crosses the boundary, they simply relocate player back to a safe zone.
tbh, most gamers these days are cognisant that map boundaries exist and I've always thought he best way to stop a player going there is to simply give him no reason to do so. If players want to bellyache they can "see the edge"... good luck to them I say.
Good fog is a subtle way to hide map edges when combined with other measures too.
Failing that - use brute force. Aliens with grenade launchers, brick walls and/or sheer sided cliffs and mountains.

AKA SisterMatic (Steam)
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