Sorry, the nic doesn’t ring a bell, but I’ve seen so many people over the years that it is difficult to keep track of them all. 
I also left the T:V community years ago when VUG pulled the plug on it (which was a real shame since at that time I liked T:V more than UT2004).
The resultant Cry map file sizes for 2k and 4k terrains must be quite large. 
The vertex array alone is massive. For 4k as an uncompressed 16-bit heightmap you are at 32MB, and even as a sector triangle strip that would be around 200MB.
This is one reason why UT2004 and UT3 maps tend to keep the terrain size smaller, typically 128 through 512, and use other means for detailing (most UT mappers don’t use detailing, most don’t know how, but I do use it). For online play UT uses server-push or download-redirect for any clients that don’t have local copies of the maps. So creating 100MB to 200MB+ maps is totally out of the question as attempting to push that to 16 people playing on a server takes way too long. No one wants to wait 10 to 20 minutes before playing. So maps that are using 2k or 4k terrains simply exceed what is usable or affordable in this respect.
Other games differ in this respect, or for anyone creating mod’s or tc’s this restriction is also less important.
This next bit will be on topic… 
I haven’t done much work with CE2 so I don’t know what you have for terrain texturing shader capabilities, but if it exposes 1:1 Normal Maps you can exploit this for greater detailing.
WM can also be used to generate decent NormalMaps for detailing the terrain. I don’t want to give away all of my secrets, but… 
When creating a heightmap of a specific size, whether that be 256, 512, 1024, etc., you can either use the most predominant geological feature to create a mask file or generate a second higher resolution heightmap.
Example 1: if you created a 512 heightmap and used the Erosion device, also build a 4x (2048) of the Flow output of the device, invert this in paint software, then convert it to a normal map using nvDXT or ATI Tools.
Example 2: if you created a 512 heightmap, also build a (4x) 2048 version of it, then convert it to a normal map using nvDXT or ATI Tools.
There are some real limitations in the mask generation capabilities, which I am working on other custom software to manage this for myself, so what you can do with Normal Maps through WM is very good, but can be improved somewhat.