I liked the Jarban Minor doodads with this texture set. I switched out the rock texture for the port city 6 texture as well. I used the description of Antiga Prime and looked back at the Starcraft 1 Maps as my guide.
I assume you're using some of the Legacy of the Void maps?
The reason height maps mess with this functionality is because the void maps use it to paint between cracks and shit with other textures. Makes it really easy. Although it will make blending textures at the seams much more difficult.
I use it on my terrains though for stuff like this
Worked a bit around the pond in town and on a mineshaft that has a track leading down into town. Had to create a custom track to fit the landscape. Figured out how to billboard properly and am starting to add glow emissives to light doodads and adding omni lights to them as well.
Sorry I went on vacation to Blizzcon. All of the models and textures are from World of Warcraft.
I Spoke with a few of the level designers and game designers from both WoW and Starcraft 2. I found out some information that will continue to improve my work and which might be beneficial to anyone else looking to create beautiful terrains easier.
After watching a video about World of Warcrafts level design panel from a few years ago I decided to watch a bunch of the panels this year in person. If you haven't watched them, do it, do it right now. I learned a whole lot about the processes which Blizzard uses to create the landscapes instead of just trying to recreate them myself. With that said the Sc2 editor isn't as fully capable as WoWedit but it is as close as we can get. I don't know if there is a way to do vertex painting but if I do I'll share it.
I did however find out how to do height mapping for terrain textures. Here is an example of grass being placed in the cracks of a rock texture.