This pic starts with the Default scene with the SS shader disabled and coastline enabled at it's Default setting. Then I cruised around till I found this view. The texturing uses the DesertPlanetSurface.tgc by WASasquatch that can be found here in the forum:
http://www.planetside.co.uk/forums/index.php?topic=19400.0 as a base.
As a Child to that I added Desert Cliffs from the Preset package and limited it by height and slope so that it only hit the cliff faces...tweaked that a bit and added FakeStones, limited only by slope and masked by a wiggly path Paint shader. I textured them in their own Surface layer, masked by a copy of itself and plugged into the FakeStoneTexture layer. Added a Grass Clump with a Distribution shader attached and masked the grass by an inverse of the fakestones and the wiggly path. I used a clip I have called varience.tgc, don't know by who, to vary both the grass and the Sycamore tree pops, the Sycamore pop which you see on the distant mountain. The tree by the path is the same scale at the distant trees.
Finally I found a 3 level cloud clip with no author known in my ClipDir but no problem, I changed everything in it. The way it was built it could well have been one of my confused tests...but it works rather nice for this strange scene.
Not completely happy with the path texture, lacks character; so more to do there and I think I'll dial back the Haze a bit so we can see the Sycamores. Also considering altering it totally to real world scale; it's rather egg-zagerated at the mo. C&C more than welcome, ncessary.