Yes, it will be great to have some more DTO! The fact that there is "terrain" should make for a more enjoyable play experience than many previous scenarios. The map has a great look but I do think there are a couple things to consider. I like the way the colors look but it might need a slight nod toward easier play-ability. It might be just the way it looks on my monitor .......................................
With all the similarly colored levels they could be hard to discern. Especially if someone is using low color temp or incandescent lighting. That tends to cause browns and yellows to blend. If anything I would want a little harder definition of crest lines or somehow a little stronger color difference. In standard size hexes these can become obscured when counters are in them.
Depending on the background color some of the buildings disappear. Maybe a stronger boarder to make them pop.
One thing that might be nice is a definition of whether the crest lines are considered at the higher or lower elevation.
The problem is that we had to manage 10 levels, and its not so easy. For this we introduced the "crest lines", that for SSR are part of the higher level. After all, if there is any difficulty in discerning, it could be considered as "part of the game", in the sense of simulation of the "difficulty in being sure regarding the LOS/LOF". We are preferring this, compared to using more defined colors, which would certainly lead us out of the "browns" and of the simple variations in brightness, which would give a too anesthetic result.
For the definitive version of this map we worked on the less defined buildings (mainly AA32, T16, S18).