The main textures are 3x3 sections of 256x256 size textures. For the textures for the outside of the player space I took a bunch of the ground decos and rotated them at random angles and exported as a model and turned them into a single small 256x256 texture. Its scaled to the same size, just 1/3 the resolution.

Here you can see the resolution transition. I'm thinking about making a rather "large scaled" 3x3 section(tessellated) texture for the outside areas to reduce noticeable tiling, while being easy on the frame-rate. At least easy on the frame-rate in theory. I'm not really sure. I think it'll look good though.

I'm also gonna try using low res 2 sided sheet meshes for plants and trees outside the player space. So it looks densely populated. You shouldn't be able to tell too well at a distance.
Update: Here is the textures I did so far. And a screenshot showing the blend of the low and high res ones. High res up close, low res farther away. Don't worry, I'll work on hiding the blending before the map is finished. The masking still needs a lot of work, etc.
Ground texture, for use up close.

Hill texture, for use up close.

Ground texture for further away, out of player space.

And a screen showing the comparison of the 3 textures.

I'm using larger scale textures further away to reduce tiling. The textures are split up into 256x256 tiles before importing to TresEd.
Edit:
Testing a billboard tree. Low poly tree up on the hill. High poly in player space. It's a 8 polygon tree. I'll try to make the final map look a lot more dense and lit up better.

This map is turning out to be a fun technology test. Eventually If I get good enough I want to make a new campaign for the game... We'll see what happens, maybe next year. I would need help with the level ideas and story-line and such... Anyway, dreaming of future projects.
Would love to hear your opinion on the work so far.