This is a good question and the terrain commands I'm dying to try out - haven't touched any DB Pro code in years.
I wonder about this also, making terrains - the right way for out side etc. I've read and have more or less seen - that Flight Sims for example - DEFINATELY are designed and considered a different animal than a FPS for example, like Far Cry - (Which had an awesome Hang glider part.. on a side note!) Reason being the amount of terrain you want to cover, and the amount of mem etc and info - you need to get into a scene - and the detail necessary to get the "effect" or "experience" you're after.
In a flight sim, this is usually done where chunks get loaded as they are neded - almost how I evision the "rotating" matrix is supposed to work - but the heights and terrain tiles etc - are appropriate for where the player/plane/heli/parachute dude happen to be - which is techicallay (I'd venture to guess) directly stationary and the scenery is smooth (hopefully) scrolled appropriately as the player progresses.
In something like far cry, there are documents I've read (Especially by this lady named TinkerGirl) who correctly describes how games can give great game play and the illusion of grandeur and size while really just restricting vision (For render optimization concerns) and controlled "views" (For both render and preventing the user from seeing enough that the game looks model railroad'ish by letting them see TOO much), forcing (without player noticing) to follow a more or less linear path etc.
The other concern is naturally speed. We all know DBP has its strengths and weaknesses - and leveraging those to get the scale we want along side performance can be a challenge. Deciding on what to preload, what to recycle, what poly's to drop, etc. Can be a challenge. This might be where DarkGTK beceomes our best friend giving us both the "quick access" to DirectX and 3D (Without 30 definations and API calls to just get the screen cleared and load a model and and tell mom or the wife) while still having all the other high level language tools available for things like object oriented classes, string manipulation - heck - database access and other user interfaces may be possible by in one app starting and stoping the API as needed. But - as a DarkBasic(Pro) coder - even if I'm a bit rusty personally - I know its important as heck to write lean and mean routines to get the higher Frames Per Second in complicated scenes and AI routines etc.
Well - enough ranting from me. I definately like this subject - as I seem to have more fun making terrains (or trying to) than making box levels - and I'd say each is completely different is design both graphical and from a coding perspective.
Know way to many languages - Master of none