The map sizes can be found in any of the wiki tutorials.
All the picutres are 24bit (full RGB) BMP files.
The texture map (originally) is just a huge bmp file. It is broken up into peices by the map compiler, and is tiled. That is, if a 32x32 section of the picture is identical to another 32x32 section of the picture, they both reference their data to a tile. Its just some simple compression.
The height map is again a 24bit BMP file, but is drawn in grey scale.
My tutorial has example pictures, you can look at them for ideas.
The feature map is used to place features such as Crystals, Wrekages, different Trees, and stuff like that. Look at Acid Bridge, Alaska, or a few other maps for example features.
The Metal map is another 24bit BMP. It is drawn in 'red scale' (like grey scale, but only on the read channel). an rgb of 1,0,0 would give full metal, and an RGB of 0,0,0 would give no metal.
After passing these files through a compiler (see
Maps:Compiling), you will get two files. A .smt, and a .smf. No idea which file does what, but they contain almost all the information about a map. All that is needed now is a .smd file. This is simply a text document, and can be opend in something like Notepad. This file contains information like Tidal, Sun Direction, Wind power, start positions, description, and stuff like that.
When you have these three files, you have to compress them using
7-zip. This is again covered in the compiling tutorial. You can also open up other peoples maps using 7-zip, to have a look at their files.
Hope this helps