Ok, so I may or may not have spooged all over this map...
I really like it, but your settings and setup is really bad. Hopefully the attached file will provide some assistance (it's your map minus the smf/smt files).
Ok, from the top...
Mapinfo.lua
I'm not sure what you were trying to accomplish with those lighting settings, but it looked like night, but not a normal kind of night... an eerie kind of night. Didn't fit well with the map at all.
The water settings were... weird. Basically black. I don't understand why.
I'm not convinced that you understand how specular works, and how normal maps work. Regardless, your specular map was much too bright (usually the image on a specular map is very bright). Unless you actually need specular, you're better off making a flat black image for specular.
Your normal map was odd as well. It was your map, with random bumpage that looked... bumpy. It didn't add any real depth to the map, and was just kinda "there".
Your spat tex scales were really far off the mark. If oyu compare the ones in this 7z and yours, you'll see how far off. Basically, your texture was being splatted in little tiny squares, making the whole thing look like a very tiny checkerboard lawn.
Your detail textures were a mess and not suited at all for what you were trying to achieve.
Your detail distribution kinda sealed the deal for me as far as you knowing how it worked. It was jsut noise upon noise upon noise.
Let me say this once... Noise is not good in your map! On anything! If you're using noise, you're sucking! This statement of course excludes experienced artists such as smoth, myself, behe, etc who know how to use it properly on spring maps.
But please, compare your splat distribution to the one I created:
Yours:
Mine:
As you can see, mine is very indicative of where each texture will be splatted. Yours is like looking at modern art. There is no point adding detail textures to a map randomly. Doing so will just make the map look bad.
Which brings me to my next point... Use 1024x1024, not 512x512. The "savings" aren't worth the detail loss, and aren't enough to matter anyway.
DDS is your choice. It's not necessary, but it certainly doesn't hurt anything. Just makes it more irritating to edit, but that's just me.
You'll notice that there is a file called "attributes.png" in the 7z. This is a file generated by L3DT (
http://www.bundysoft.com/L3DT/ ) (I highly recommend that you pick up a copy... It's extremely good) from the heightmap, and makes texture splatting distribution super easy.
Attributes map:
-------------------
Don't think I'm dumping on you. I am most certainly not. Most of these mistakes are just newbie mistakes that you learn over the course of making a map. Your texture and heightmap are freaking excellent and it's a wonderful map! It just needed some TLC.
I'm hoping that the files provided will help you understand how ssmf and mapping in general works. I spent about 2 hours getting it all squared away, so here's to hoping that examples helped
In order to load up the map with the features, it depends upon Spring Features 1.0 (which the lobby will autodownload for you), so make sure you have it.
http://springfiles.com/spring/tools/spring-features