Download attached archive which contains two .exe files: MaskProcessor and WoodProcessor
First, the mask. It defines where "moon craters" texture will appear.
Use ungtp utility to extract graphics3.gtp - you will find the mask for main map in "graphics\landscape\mask" folder.
There are 616 tiles and it is not convenient to work with them one-by-one, that's why I made the first tool. Just drag-n-drop "mask" folder onto MaskProcessor.exe and it will combine them into single huge image: "mask.bmp".
Then you can use your favorite image editor to edit the bitmap.
Rules are as following: single pixel defines texture for 50m square.
Black = Normal fields texture.
Green = Forests.
Red = Sand for rivers.
Blue = No-mans land.
To show fresh or old battlefields just use shades of blue less than 100%.
You can also combine colors to get more effects - like combining blue and red with different ratios to mix sand and dirt.
See here: Re: Modded map
Now, when you finished with editing that huge bitmap - just drag-n-drop it again on MaskProcessor and it will split the image into tiles again and save them into "mask.updated" folder.
Second tool is more interesting.
I suppose nobody knows so far how "special effects" like smoke and explosions over no-mans land are defined. Well, they are defined by… trees.
You may have seen that the game has different tree types - most common are some kind of leaved trees, but near Verdun you can see fir trees.
There's also special "type" of tree: a burned tree which is seen over no-mans land. And this type is tied to smoke and explosions. So where you see burned trees there will be also a battle smoke, ground explosions and ambient flak!
Strictly speaking there may be no actual trees in that area at all, but if the area specified burned trees as its tree type, other effects will appear.
Tree types are controlled by "graphics\landscape\trees\woods.wds" file which contains a bitmap defining which areas use which type. That's why I made WoodProcessor tool - so you will be able to extract and edit this image.
Unlike previous tool it doesn't use drag-n-drop. Instead you need to place woods.wds in the same folder as WoodProcessor and then run the utility. It will generate "woods.bmp".
The image contains 200m per pixel map with black color reserved for burned trees. Other tree types are shown as different shades of green.
So, to get burned trees just paint new areas black. To replace burned trees with normal ones - paint then with green, but be careful - do not introduce any new colors or even shades of the same color. To be safe you may just copy and paste existing green areas over old no-mans land.
After editing woods.bmp just run my tool again and it will combine existing "woods.wds" (it contains additional information, that's why it is still needed) and modified "woods.bmp" into new file "woods.updated.wds".
Just don't forget to rename it back into "woods.wds" when inserting into the game.
Finally, there's one more thing which may be of interest when moving the no-mans land: global forests.
They are already stored as simple bitmap that's why I didn't made any special tool for them. Just get "graphics\landscape\global_forest.bmp" and edit it to change forest placement. Not sure about the pixel resolution there, you have to figure out it yourself.