As far as I know nothing in the tutorial's example code imposes a size limit. The main limitation I'm aware of is the graphics card's maximum texture size, but that's a limitation on the size of the spritesheet, not on the tilemap drawn with the spritesheet. And even if you hit a limit somewhere, you shouldn't be getting a segmentation fault for no apparent reason. This sounds like a simple error in your code rather than a conceptual problem.
Can you try to reduce the seg faulting code to a complete and minimal example? Are you using raw arrays or raw pointers anywhere near the seg fault?