Quote from PatDay
I think I see what you're saying. It sounds like you're suggesting a two step process for determining specific elevations. It sounds like you think the game should first generate a basic terrain that most likely (I'm assuming) has less variation and is keyed to the biomes. Then an separate elevation overlay is applied to that which creates more impressive topology.
That's fine, but my idea is only a single step. I'm not an expert on the game's code world generation so I can't say if one way is better than the other.
Yeah, it was the only way I could figure out how to get flat terrain, hilly terrain, and mountainous terrain both underwater and aboveground. This could be really effective at utilizing the increased map height... think huge, flat(ish) mesas towering 150m above sea level, occasionally having their own hills or even weirder, Dr. Seuss-like formations.