well you could use decals/floating geometry the same way it was done for star citizen http://polycount.com/discussion/155894/decal-technique-from-star-citizen http://wiki.polycount.com/wiki/Decal
If landscape resolution isn't enough, you could try using decals for the craters too. I think with D-Buffer decals you can have a normal map only decal if you want to.
Anyway... I've used his decal lighting technique a lot in the past, we were able to get some decent looking lighting with vertex colors, decal multiply shadows & decal additive lightspots.
The final texture is the door, the scratches are from when it slides in and out. I agree about the dirt and decay. I'll make up some decals to add some more unique detail. I'll tackle the third point next, I still need to make a set of modular pipes and wires. I'll make some alternate wall modules with missing panels.
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You cawirrexx said: Are you trying to bake this or model it? Here is a 3D model approach thats quadrilateral with retaining loops And here is a deferred decal approach