With all the maps currently appearing you have to admire the creative and artistic flair demonstrated. Nonetheless, there is a common issue with most maps that is actually so easy to address if you take the time. Map_F.tga.
I've decided to post a short tutorial on how to create a decent map_F file. This is not a guide to using paint programs. If you have trouble with that, seek some advice on techniques. To start, your map_F should have the same dimensions as the map_T.tga file. You will see some that are sized differently, but believe me, your map will look far better if you stick to the same size. Map_T is a greyscale bitmap, and map_F should be 24bit colour with an alpha layer.
What does map_F.tga do? Basically it's a giant mipmap. Instead of loading tons of texture files to paint landscape in the distance, it loads one, which it keeps in the background all the time. That reduces the number of 'tiles' IL2 has to keep track of during a mission. If map_F.tga is coloured correctly, there is a seamless change from detailed foreground to default horizon.
So how do you make a good one? First of all, finish your map. Don't worry about map_F until you're close to release. By then, you'll know which textures you're going to include and that's important.
Make copies of all the textures you intend to use and put them in a temporary folder together. One by one, load these temporary copies into a paint program and reduce the size to 8x8 pixels. Yep, that's what I said. Don't worry about the loss of detail.
Now load your map_t.tga file. Use this to select which parts of the map are coloured with a particular slot (the index of the greyscale is the same as the [FIELDS} section in load.ini, so colour 0 is Lowland0, 1 = Lowland1, and so forth until 31 = Water3). For each colour slot use the selection you made from map_t,tga, and flood fill that area on map_F.tga with the corresponding temporary reduced file as a bitmap fill., scaled 1:1.
I recommend making use of layers to allow easy editing, which means you should end up with around tewenty odd layers. Always make water areas (colour index 28 and 29) transparent and transfer those areas to the alpha layer. Remember that Water2 (30) is your riverbank, and Water3 (31) your beach textures. You really don't need to paint water on your map_F, nor will it look any better if you do, but I do paint in a dull and pale blue-grey colour anyway.
Finished? Then save your map_F and try it out.
It can get a little fiddly sometimes but be patient. The results are well worth the effort. Oh yes... You can delete your temporary folder now