Feedback Time, Mister, get on your seat and fasten your seat belt!
I consider your terraining as full of potential since something really is convincing me of the layout of your terrains in general and in specific of this one. It might be caused by the ultra widescreen shot (which I consider a pretty good solution). However what is bothering me, is the execution. This is the point that you will have to improve. Getting the execution of the terrain onto one level with the composition and layout should be your aim. Let me point out a few things that you can or should do and practice. First off it is the doodad choose. There are several doodads that do not look good enough to be used in an artistic terrain. The grass, the trees, the units, the lanterns mostly. The rocks in the back aswell, but I will talk about the rocks lateron. So using better doodads would polish the terrain here (for example B²M's pack). Talking about doodads. You need to scale the doodads you use more carefully. The Lantern is really thick compared to the units next to it. Changing its value might help here. I like how you scaled the trees though. But as pointed out, I would just choose a different model for the same effect here. The use of the grass (other grass model would be fine aswell ) can be improved aswell - don't get me wrong, it's nice, but could be better - by the simple line: "less is more". You showed you are able to get nice transitions between nongrass and grass parts, just too few..
The way itself needs some work aswell. I am not sure how though. I just dislike the used tiles, maybe some rough dirt tiles instead would look better here.
Now the second thing is the background. There is not enoguh work done in there. You could have shaped out mountains and some more atmosphere there for sure.
Talking about atmosphere. with some glows and stuff you could have enhanced the foreground aswell. Try playing with the glow model of the UTM a bit in future, that's my suggestion.
Hope you will keep improving , good luck with that