Smart ass comment: Whiteflash was lazy. Same ground texture with the same splat on it all over the whole map. If I would do the same, my whole texture pack would only include 2 textures.
I explained it already, but i'll explain it again. Ground textures are used as the basis, not for details on coh maps. Using ground textures for details is way too resource heavy and will result in insane lag. There's a rule, not more than 3 ground textures per chunk, or even the whole map. Worldbuilder even guides you here; the numbers in chunks become red in worldbuilder once you use more than 3.
Not only is it because of performance, but also because of precision. You can't paint ground textures to the pixel. Splats and splines are much mire detailed and can be easily placed pixel perfect. The normal maps on them create depth and interact with the ambient light.
Long story short. There's nothing wrong with keeping the whole map with 1 or 2 ground textures. You are supposed to paint the detail with splats and splines anyway.
In fact, trying to improve the map appearance by replacing it with dominant HD ground textures is the lazy way. It certainly affects the whole map at once and you see a quick result, but i breaks with the concept and overrules the map makers details (which are done with splats).
Consequently, it won't work for all maps, while splat/spline tuning would.
Do yome splines and splats yourself?
no thanks, i like the ones that are ingame.
P.S. I could care less about what you're doing. But if you insult a buddy for something which is a conceptional fault on your side, i'll say it.