Here is the finished product, I go over a few of the important bits in a red highlighted/circled image
In this scene, the primary focus is the water. What we do to highlight this is encircle it with unique lighting and particle effects. Overall, this gives the scene more life and the feeling of an active scene. A dim fog particle effect lays on top of the water, to give it a mysterious tone. The logs in the front are meshes, rather than your normal blocks, with a fire containing two different particles. We can see dimly lit fir trees of large sizes, and they become small towards the back of the scene. This creates an illusion that they are far off in the distance. Finally, the back wall of this scene is a blue part with a few areas of light which create the moon, and a blue hue in the backdrop. I then added fireflies to the right, stars all over the sky, and a slowly moving and ever-changing nebula towards the top of the screen.
This was created in this box here, this eliminates all light (as this game changes from day/night) I had to make sure that during the day, it would maintain the same appearance. Creating a box around the scene also allows me to have more control over the lighting in a smaller space.
A tip for using particle effects -- when using fireflies, stars, or nebula, make sure that part covers a decent area! This will end up with a product ranging in a variety of different locations, leaving the player guessing where the next Firefly/star will be located!
I hope this helped anyone who is interested in creating menus with smooth terrain scenery! Please leave any questions below, I may have left out an important detail and do not realize it.