Interesting stuff. There's a lot of potential.
How did you achieve the texture?
Which texture in particular - this map is
especially lumpy

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The land is all based on a solid pale green colour. I tried to apply a bit of a radial gradient from pale green around the city and coast to a pale yellow/green - the land slopes up reasonable gently towards the south west and south east - but it didn't look particualrly convincing at this scale and much of the land outside of Inverness is moors so normal relief shading wouldn't look right.
First of all there is a large tif of radar imagery multiplied with the green which shows up as the darker shading. I can upload a better example of it tomorrow but if you look in the centre of the large map you should be able to pick out the fairways of two golf courses: one is more or less in the centre - just a little up, and the other is maybe a third up from the bottom. It's not terribly clear from my examples but trust me ..!
On top of that is a layer of tree colouring, generalised and heavily blurred to suggest the areas of woodland and the surrounding areas. The blurring also help to give the impression that the woodland in more dense towards the middle of the area and more sparse at the edges - additional layer described later help to reinforce this effect. Attributes of the original data also allow you to differentiate between coniferous and nonconiferous trees with olive greens and greeny-greens respectively.
Next is a very simplified layer of the water polygons outlined heavily in grey, blurred and burnt into the layers below for the richer vegetation surrounding wet areas. Also, the single line features of small streams and burns were treated similarly albeit with a thinner outline to taper the effect a bit more realistically.
The texture for the trees was a bit of trial and error. The whole effect is based on four layers of the same tree shapes where the bottom layer covers the whole woodland area with a coarse texture and the subsequent layers are buffered inwards to cover progressively smaller areas with progressively finer texture . The good thing about assuming that trees get taller towards the centre of an area of woodland is that you don't have to apply a shadow the area to make it convincing - shadows cast by shorter vegetation at the edges would not show up at such a scale and the shadows cast by the taller trees would fall in and amongst the other vegetation
All of the polygons for roads, roadsides, gardens, houses and such like were placed on top of the other textures with only a few blending modes to integrate the shapes a bit better.
The water was shaded in my typical topleft/bottom right gradient with a bit of extra shading in the deeper areas. I may go back and add a better texture for the water rather than just an even surface.
The clouds were really useful to cover up the extensive tree textures in the bottom right of the map where the repeating texture was more obvious. This is a Photoshop file placed into Illustrator and is really simple - it's a single layer of white fill with a layer mask filled with black and white clouds. To reveal the areas you want to see through the clouds all you have to do is use a large soft eraser - any shape you like - and erase the white layer. To make the clouds "pop" all you have to do is apply a soft emboss layer effect and there you go.
I just realised that wasn't a short answer - I get a bit carried away when people take an interest in what I get up to

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