Due to popular demand, I've taken a few more screenshots of the cliffs from a few days ago with the lighting adjusted to remove shadows:
As you can see, the bump-mapping effect is diminished when the lighting is face-on to the surfaces. Sadly, this is how Lambertian reflectance is supposed to work, so it's not something I can really 'fix'.
Oh, by the way, the map itself was a little 256×256 heightfield with an 4096×4096 mosaic texture. Both the light-map and texture-map were 16x high-res, with bump-mapping and per-pixel land types enabled. The texture calculation took about 6 minutes on my 2Ghz AMD (it's ~2.5 minutes with 'per pixel land types' disabled).
Cheerio, Aaron.
Edit: Oops, I forgot to mention that when rendering the above scenes, L3DTVi2 was pushing 144 frames per second on an ancient nVidia FX5700 card.