Oh here's another detail: trees. I've just been playing OilCan's new Central America beta map and it has no trees on it.
As I found out myself when playing around with Google Earth sat images for RT3 maps, none of the default Poptop trees sit will with the colours of such images.* They always look out of place. I assume this is why the new map was made without trees.
I'd found a similar model with maps of Australia, in that even with default PopTop land textures the available trees never looked right. They're obviously made from an American perspective and don't necessarily fit other places at all.
The problem with leaving the trees out of a map is that doesn't look right either. It leaves the map feeling rather dead and flat. I had thought that at some point there might be some value in making some extra tree packs. These should be quite simple to create, since the default trees have very simple models and would be easy to re-skin. Custom tree packs could be made for extra locations to fit custom maps, or to fit Google Earth colours, and just dropped into UserExtraContent as required.
Since these would be simple re-skins they wouldn't break anything, so even if you had the wrong pack in place it wouldn't really matter. It'd just look a bit odd. Might be worth thinking about, if anyone wants to have niftier maps.
Another thing I thought of was ground textures. The Google Earth shots give a very good overall effect particularly at higher altitudes, but are lacking in detail when viewing from near ground level. The thing is you don't want the default RT3 ground texture applied full strength either, since that overpowers the sat image at close range and looks stupid too. This got me thinking that the best option might be to apply suitable RT3 ground textures at low opacity, so that they enhance the sat image at low altitude/close range rather than fighting it. I think this technique might make it possible to have a map that looks convincing at all viewing distances.
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*While I think of it, I think one problem with GE sat shots is that they're dependent not only on the general colour of the area in question, but also on its albedo. This tends to make forested areas look darker than you'd expect, with the very dark ground texture not sitting well with RT3 trees. There may be some value in playing around with brightness and contrast in some areas of GE sat shots to get things looking better.