The stadium is actually 16 x 8 in the game, and yes, I agree, the stadium is undersized (it's about 67.5 x 135 meters). 16 x 16, or even 32 x 32, would be better sizes for it. Much like the airport, though, CO seems to have been against including very large buildings into the game. Shame, really. But using the buildings at the extreme end of the scale as an example...not the best plan.
Imprints are a dicey thing, mostly because (in my experience) the map types that have the imprints (on terrain.party) just don't have very good resolution (USGS has the best maps, and USGS doesn't have the imprints). When you translate that iffy resolution into a 1081 x 1081 map (where each pixel translate into a 2 tile by 2 tile area in game...you're just not going to get a very precise map, and the scale of some things will be exaggerated. It's gotten to the point where I spend a lot of time editing terrain.party files in photoshop to get the coastlines and streams right (what I do is get a screenshot of the exact area I want in google map, switch it to the same scale as the heightmap, create a new layer, draw rivers following the rivers on the google map screenshot, then overlay that over the terrain.party map, fiddle with transparency so it darken my rivers area, and use THAT instead.
Lately I've taken to also mapping out the highways in very pale colors the same way on a separate height map...load THAT height map first with the map editor, then use the tree brush set to a very large width (and very strong brush) on the ridgeline. The ridgeline won't have anyt tree on it (slope too steep), but the ground on either side will be covered in trees. Then when I load the REAL height map, I'm going to be left with strips of trees surrounding an empty area where the road needs to go.
You're right about 18 x 18 being too small, though.
Imprints are a dicey thing, mostly because (in my experience) the map types that have the imprints (on terrain.party) just don't have very good resolution (USGS has the best maps, and USGS doesn't have the imprints). When you translate that iffy resolution into a 1081 x 1081 map (where each pixel translate into a 2 tile by 2 tile area in game...you're just not going to get a very precise map, and the scale of some things will be exaggerated. It's gotten to the point where I spend a lot of time editing terrain.party files in photoshop to get the coastlines and streams right (what I do is get a screenshot of the exact area I want in google map, switch it to the same scale as the heightmap, create a new layer, draw rivers following the rivers on the google map screenshot, then overlay that over the terrain.party map, fiddle with transparency so it darken my rivers area, and use THAT instead.
Lately I've taken to also mapping out the highways in very pale colors the same way on a separate height map...load THAT height map first with the map editor, then use the tree brush set to a very large width (and very strong brush) on the ridgeline. The ridgeline won't have anyt tree on it (slope too steep), but the ground on either side will be covered in trees. Then when I load the REAL height map, I'm going to be left with strips of trees surrounding an empty area where the road needs to go.
You're right about 18 x 18 being too small, though.