you mentioned high mountains a lot, how could we put them into a MG map?
At the scale of a MegaGlest map, a single mountain would take up pretty much the entire map, so realistically, a playable map would focus on the area inbetween mountains, in which case, the height range possible in MegaGlest is sufficient. In particular, A very low height going to a very high height produces a very steep slope (cliffs). You could top that off with large rocks (surrounded by unwalkable, invisible objects) to create pseudo-mountains, if necessary. But for the most part, mountains wouldn't be shown in-game, as there's no real way to represent them and at the most, combat in mountains would be limited to paths, so we'd just need barriers.
At some point of time in the future, I'd like to see a way to add models to maps. Maps could be placed in a folder of their own with a mgm file and g3d files (with their associated textures). The map editor would need a way to display these models and rotate/place these models. It would decide where the center of each model is and store the model's placement and rotation on the map based on this center. The map maker would then set unwalkable nothing objects bordering where the model is, allowing the game to understand that the model cannot be walked upon (and some models might be walkable). For simplicity, animated models would work, but the walkability would be static. I'd also like to see the "unwalkable" cell become a part of the map instead of part of the tileset. If I recall correctly, at least one tileset tried to incorrectly assign a different model to that object (object zero). As well, we could have two separate states of walkability. There's the normal unwalkable "object" for things like large rocks and then there's a type of unwalkable "object" that prevents air units from entering the space as well, which could be used to prevent them from flying into large Skyrim-style mountains. It's a basic enough map format that allows us to go far beyond what a tileset based map can do. There's no way to interact with the added models (so trees have to be part of a tileset), but it's enough that you could make incredibly cool maps. A map with ancient ruins? Check. A map with towering mountains along the sides? Check. A map with a very large monolith in the center? Check. From simple changes to complex labyrinths, it works.
Of course, it'd also be hard to implement. You'd have to change the map editor to be able to display models, the map format would have to be tweaked to save the coordinates and name of a placed model, the game would have to read those maps differently, and so on. For the modder, though, it's the easiest possible solution.