There is (or was) a pretty hard and fast limit to the number of map icons (trees) previously. So, I am not sure you can do much therem but new testures would help a ton.
I think there is a 256 limit on the global number of
different icons. Is that this limit you are referring to?
Beside, are trees just a "party icon" as, say, the cities? It seems that they are considered just part of the terrain. For each map triangle of "forest" (that is, with an associated numeric ID corresponding to "forest") M&B will spawn an istance of one of the few 3D models of a tree available. Are you saying that the number of such triangles (and associated models) is severely limited?
Also I didn't find these 3D models of trees yet, nor any file dictatig how this kind of automatic "map" models are to be linked to specific triangle IDs. I hope that a new model can be made and substituted to the one represenitng the tree. The new model we would need would be a mesh represenging a small group of trees instead. Hope this is moddable. Each group of, say, three trees would count like a single tree in this way agaist any limit the game can have, correct?
The mountains can be made crinkly using the stretch tool in the map editor.
Hum. I am missing something here. I don't see how you can add much detail without increasing the number of triangles (same for the plains)...
I am not sure that the editor lets you increase -- or change at all -- the tasselation (the number of traingles) locally, that is, in a specific place of the map only.
Maybe you are referring to mountains extending over quite a few (dozens and dozens) of map traingles, like in the original? After all, these are the kind of mountains that the map system is designed for.
They should also probably be much higher. Overall, the map is just too flat, whereas in any real terrain the whole of any valley would be sloped everywhere in the valley.
Ok, I'll see to make the mountains higher.
As for the general flatness, it is a matter of scale I think. The map of, say, Europe is more or less flat. It has some local part which is more spiky and wrinkly then others (the Alps, for example), but the general altitude of France and is the same as Poland and as anywhere else. Alps are just local small wrinkles in the surface of europe. On the contrary, the map of the district of Varese (a small city in the Italian alps) presents quite different glabal altitudes in different parts. The south half could be quite a bit lower, on average, than the north half, for example.
Meanwhile, observing the original Tolkien map (second post, above), I think I've seen that I got the slopes totally wrong! It should be
steeper at the top, near the peaks, and
more gentle at the bottom, near the small "valleys" saparating the peaks. Not the other way around as I did. Upside down pointy "V"s, not "U"s. I applied this and it does look better:
I like it a lot more this way too.
It is still too regular, because no randomization yet, but we are getting closer.
Now need to do some real work and it is late already.
Tomorrow I'll give a try at randomizing it, and making them, an average, higher, as bryce says.