Yeah, the heightmap definitely needs some love. I did some playtesting and found the edges of the plateau extremely annoying when trying to raid mexes from above. 16-bit is the way to do it. I'll look into which way to make a 16-bit heightmap (photoshop, xnormal, l3dt). I only use l3dt for texturing because the way I build heightmaps is more convoluted than using brushes on a canvas. There are about a dozen layers, and most things are built by making distinct, non-anti-aliased areas, and then creating all the slopes between them with stroking, blurring, etc, for consistency.
SSMF would be cool. The thing is, I can't see the results. None of the hardware available to me is capable of showing specularity, shadows, or splatting other than regular detail texturing. It's not really worth my time to make these things, and what I would come up with would be dodgy because I wouldn't be able to test them. If someone else would like to, great. (In case this is actually a possibility, don't waste your time until I revise this map once more--the heightmap clearly needs some massaging.)
Lol, there are no original maps. Art is dead, postmodern gibberish, etc. It hadn't really occurred to me that this map is like Forb's confluence map or the original TA map. The closest thing in my mind is Aberdeen, but the metal placement in this map is inverted (metal is in the river, not much on the plateaus). It's an evolution of a 1v1 map I was working on:

I've kind of stopped working on it because it's not as fun to play as this newer one. I might go back and rework it to be more like a 1v1 version of green river confluence, or at the very least make it a bit less of a pathfinding nightmare.
Anyway, I'm much more interested in how it plays. If anyone plays an interesting game on it, please send me a replay! I want to work out the balance kinks.