I dig the overall layout. Mainland in the middle with sufficiently large islands is a very good idea in my opinion, as it leaves some options for use of water units while also leaving enough space to build, and looks like there will be plenty of room for caves and whatnot. Alternately, you could turn half the "caves" area into additional space for the lower right island. Props for the layout.
Now you may say "Damn Ex, these are overly doodaded and not too much extended." This is for 3 reasons:
1. RPs require atmosphere rather than overly extended terrain that only looks good in a screenshot.
2. RPs require room to build things. Restricting building placement makes players unhappy.
3. Its just sort of my style. I use a lot of doodads, and I don't go making six layers of dirt and high dirt with aqueducts roaming around.
Also very good points, but as a word of caution, over-doodading can do just as much harm as over-extending terrain in terms of building space and whatnot.
and I don't go making six layers of dirt and high dirt with aqueducts roaming around.
And I hope this part wasn't a shot at me about feyvern/lathirion's mountainous areas
In the first close up, the path is sort of stinky to be honest, people don't usually build paths in loops that small and players won't be able to build in the middle of it. The temple and temple-ish doodads are quite nice, but the metal doodads and the circle-fungus-church-organ-looking doodads look like they're just taking up building space. In the 2nd close up, only thing that bothers me is the metal doodad guy.
In close-up three you might consider making the area on top of the cliff larger and removing the rock doodads so people can build up there, as well as removing the snake unless that's intentional. Again with the metal doodies and church-organ-fungus-things, but the cave is pretty cool looking.
Props again for close-up #4. I don't think players on the ground will be able to see the 2 doodads on top though.
Close up 5 is nice, but you might consider removing the raised jungle in the U shaped section at the top of the ruins so a CC/Nexus sized building can be placed there.
#6, not going to be able to build much with all those trees. Make sure you cut off the corners of the terrain so that squares you normally cant build on but looks like you can can be built upon too to increase build space. (That goes for the whole map of course, but is particularly relevant there)
#7, I can see players wanting to put something exactly where that doodad on the high dirt is, you might consider removing that as well. Otherwise looks nice.
Of course, if you guys want it for any reason I believe I uploaded a template for my triggers here on SEN, but I can understand that you guys probably want to do it all yourselves. Maybe you could find something useful in it though.
None.