Hay man!!! NEAT!! Looks like a goer to me. My only quarm wouyld that the mountains look kinda like there is sand patches on them, which looks a little weird... I think its because its bleading up the sides... If it were grass that would be fine as grass can grow sideways, but for sand it looks odd!!
one thing I have noticed is sometimes it seems a bit easy to get the very green,swampy water texture out of the water, which looks really crappy. Please give me some feedback on this one, so maybe I will harden the ground/soften the green.
Im thinking the metal is a bit low right now, but then again there are lots of metal patches. Right now in AA each gives 1 metal with a normal mex (excluding the center spot). Maybe 1.5 or so?
Lat thing is, let me know how effective it is to use the other desert to sneak around somone's defenses/radar. THat was pretty much the intention of those pasages. The crater itself does a very nice job of focusing the radar inside of itself and not allowing much coverage elsewhere without radar posts setup. Let me know how this plays for you.
As far as a skybox.... maybe, if I have time. Although for the surounding I was thinking more on the lines of a desert.
NOiZE does have a point on teh transition from grass to sand, the way it just dithers... but its your first map!! S o dont worry on that one!
Also, you can use teh typemap to set the middel as being (for instance) 100 times harder than the base hardness... (PS you can also do it the the montains so that they dont deform... neat huh?)
I was thinking of using a typemap to make the center very hard, but then again that would look really silly seing how its a swamp...
I might just double the hardness and leave it at that, then only large impacts like nukes should deform much, and somthing like that is likely to do it over a large enough area to not cause weird water issues.
On the texture, yes the circles look horrid, this stems from A. the heightmap is pretty generic and B. Im just learning how to properly mix climates and do water effects in L3Dt so my lines are a bit streight and obvious.
Actully.... thinking about it why is teh under water part textured?? n define a serface texture for those without classy water, and for those with it you wont realy see the texture anyway?? And you can sett eh water colour to green aswell...