(http://i.imgur.com/U6zRoZ3.png)
It seems that you nailed the elevation issue quite well, and that's a good start. The same other problems I mentioned earlier are still there, though. One other thing that looks bad are the sectors with multiple diagonal sides. Textures in MM8BDM were meant for horizontal/vertical sector lines, and although there's a few good examples of diagonal sector lines in the core, you should always avoid having sectors with "sharp" corners (like the < angles in the Hard Knuckle platform) Instead, if you want a sector looking like it's broken but not like someone wiggled and clicked their mouse randomly, simply try the usual 32 size grid. Of course though, even though you'll still be drawing random lines, they will feel more organized with horizontal/vertical angles in the editor.
Here's a good example of what I mean. KNDM09 has irregular patters on the walls to simulate broken up geometry, but it generally marks a given area and it's not all over the place. Might sound egotistical, but it's just an example... >_>
(http://i.imgur.com/lC25UQa.png)