Well, there's always using a height map - then matching a color map. For example, you can either create the terrain using a black and white height map or you can create the height map from a matrix (terrain) that you've altered manually.
You can create the height map from the matrix by getting the heights of the points and dividing between them based on the size of the bitmap you want to use. Once you have the height map (in the form of a .bmp), you can scan through it (generally the colors would range from 0 to 255 - depends on how you want to handle it) and create a color map that represents terrain at the varying heights( from the lowest - 0, to the highest 255) Like from 0 to 20 = blue for water and 21 to 30 = = dark green for grass.
It can be more subtle with more subdivisions with a little bit of randomness to change the hues from time to time. You could apply this to the whole terrain or you could capture sections with a widening arc or box. You can take it further by having a few predefined terrain patterns (grass, swamp, trees whatever). Draw these with black backgrounds so that you can paste the images with transparency (onto your color map). This will also allow you to place them at pixel positions so that the area is not so square. You can even have themed maps so specific color / terrain combinations are used with specific selections.
You can use alphablending or you can use transitional colors in the color map. As the height changes from lower to higher, have many subdivisions to gradate the colors. You could also use a mini matrix that is high poly and randomize it and extend it over an area on the real terrain. You won't keep the matrix, you'll just use it's height caclulations to "patch" an area.
For example, you want some dry earth between the grass and the hills. You expand your mini matrix over the area, randomize it around the maximum heights for grass or earth, create a height map for it, then a color map and copy this color map to your main bitmap. If done properly, it could have the effect of patchy grass and earth. Though I see it in my mind, it may not work as well in practice!
Instead of tiling images on the matrix, you are in essence compiling a bitmap that you will map over the entire terrain. If you use those matrix to object functions from Kelenbridae (sp?), the texturing is a little more flexible than the standard DBC matrix but the functions are similar so there's no real learning curve. If you want to use the bitmap on the matrix, divide the bitmap into as many tiles as there are in the matrix and lay each one down as they match.
Enjoy your day.