I think what is really nice about this map is that even though it is hex based, meaning only one type of terrain in each hex, it is still very organic and "flows" beautifully without the jarring effect that I've seen in so many of these types of maps in the past.

Ralf, can you give us some insight into how you created this? Did you lay the hex first and "build around it", or did you do the map lay the grid and the delete what didn't fit, or something else entirely?