No, what you have for a pitched concept is a quick (because there's no reason to spend a whole bunch of time on polish and good looks and coming up with names when most of it is going to change) visual aid that communicates large amounts of information.
Like this:
Do you see how placeholder names for internal assets are things like "Farmland valley", "Beaches", "Mantid Colony" "Shadowpan Hideout", "Zandalari Isle", etc? They are not random lore names come up with to sound cool; they are specifically noting exactly what is there and what major locations are for a specific group of NPCs. Because in an internal meeting you don't want shit like "Journey's End", or "Sathdara" on a concept you are pitching, because what the fuck do those even mean? They are non-information. You're just going to get "What is Journey's End?" and then have to spend time in your presentation specifically explaining what each of these vague labels means.
Also note how the coloration on the maps is utilitarian, it's there to describe the actual terrain and structure, not to look cool (like that fucking water effect in the shadowlands map), how the labeling is clear, and how there isn't shit like "LAYOUT" or a giant logo blocking the fucking map, because you are trying to show people the map, not tell them that a map shows a layout (no shit sherlock, that is literally the function of a map).
Even when you get more refined concepts deeper in, once you have names, your concept maps are still going to be explanatory and utilitarian:
See how most stuff still has explanations under it indicating exactly what it is? Because putting just "slavisar" on a map does absolutely nothing, like puting "Sathdara" on a map. Putting "Slavisar (Iron Horde - shattered hand)" tells you that there's an area of that zone called Slavisar which is held by, specifically the shattered hand part of the Iron Horde).
The shadowlands map is made to look nice. It's what someone thinks a concept map should look like to seem real, not what an actual real concept map looks like.