I think this map is cool, but I do have a couple of nitpicks:
- The skybox is kind of odd, you've sort of got a cool dawn on one side, and a nice space scene on the other side, like yuo're trying to fit too ideas in the one skybox. I guess it could work if you deadened the stars a lot, but they are so strong (given that the sun is in the sky) that it seems unrealistic to have two completely different skyboxes sort of 'divided down the middle' as it were.
- The texture here is gorgeous, and the heightmap,at first view, is quite good, with lots of interesting topographical variation. But on close inspection there seems to be a lot of noise on your heightmap. Is there any reason for this? You've got these nice sedimentary lines, sort of similar to the way they work in Desert triad. However, while the terrain does follow roughly the height changes made by these lines, on close inspection the actual form of the terrain doesn't really follow these sedimentary lines at all. While theoretically this could be argued as being more realistic (the ground being rough), I'd say in Spring it just reads as an error in the heightmap. If you look at how maps with clear sedimentary layers drawn have been done, such as those by IceXuick (who regularly uses the device), things like Desert Triad and Centerrock really show how sedimentary lines can be handled in a smooth way to achieve a really nice effect.
When I look up close at your map (as I want too, it's got great potential for up-close screenshots), the surface of the map feels 'dirty' (not in a good earthen way

), or, for want of a better word 'pixelated'. When you look at the hills contrasted against the sky, you can clearly make out the polygonal nature of the surface as the map is trying to render the very noisy heightmap.