The stuff I'm working up is just ridiculously fun terrain to tank in. Unfortunately it takes a lot of time to get the modeling right so it doesn't tax frame rate. In fact the easiest part is coming up with the actual new idea for a land object. The berms already work. For land, though, it literally takes less than a half hour to get a 4 mile square terrain object, complete with natural looking hills and valleys, into AC3D. (I use Terrain.Party, and pick terrain that I know from real life that would be interesting to game in.) And AC3D is the final step before loading it into the Object and Terrain Editors. Unfortunately it's taking me weeks in that final step. Best way I can describe the actual effort is imagine building a giant Lego model from a set of instructions, then breaking it apart to group everything by color, assigning a number to the groups, and then re-assembling the model again in reverse order of the instructions. It's straightforward, and it's definitely flyable, but it's extremely time consuming. And you have to have a plan. You can't wing that part.
So far, the list of stuff I'm working on is (in no order):
The Remagen Bridge land objects
The 85 Spawn from Compbello
The Crater
The 26 hillside spawn from Montis
The 34 valley spawn from Montis
The 63 spawn area from Compbello
The 52 spawn area from Compbello
The valleys from Beta2
The original layout of the NDisles center island
The Ozkansas 135/136 spawn valley (with the two hills at opposite ends)
Plus whatever I can glean from Trinity, but I never played it so I don't have the map files.
These will be generic spawns that can be modified somewhat with the terrain sets, so they won't all look the same.
By the way, does anyone still have the terrain resource files for Trinity? I still have AH2 on my old laptop.