Wow, you improved really fast. Your terrain looks very good considering how little experience you have. I noticed you chamfered your edges alot. This is okay, but you can't just leave the new edges wherever max puts them or else you have you will have ugly poly distribution (aka, the curves will still look blocky, and just have slightly smoother edges).
The textures are blending together because of a lack of proper lighting/UV's/shaders. Rip yourself some good shaders/textures from the campaign and use those (unless you want to make your own, but it's a pain in the ass).
The UV's are a different story. When you ramp up your curves/poly count, proper UV's become an increasing nightmare. You ***could*** just use a box UV map, but you will have seams everywhere. The alternative is dividing up your mesh and unwrapping parts of the geometry individually, but this takes an ungodly amount of time, and I don't think you should really bother for your first map. Just make sure that if you do choose the easy route that you don't tile the texture to hell like you did in this alpha.
Lightmaps are the easiest part. Once you have shadows everywhere things won't blend together, and your geometry detail should stand out more.






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