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4 Attachment(s)
OK, try this (attachment 1, 4):
Generate a basic terrain by Filter>>Noise>>Fractal Noise with amplitude 100. This way the terrain goes from 0 to 100.
Draw your cliff edge selection.
Filter>>Fill>>Mound with minimum height of 0, maximum height of 2500, and Operation of Add.
Filter>>Height Clip with min of -1 and max of 150. This change will give you steep slopes from the terrain up to 150.
Select>>From Terrain with minimum 150 and maximum 1000 to pick just the upper plateau.
Select>>Deselect to hide the selection.
Filter>>Erosion>>Precipiton-Based with the default parameters to round out the bottom edges of the cliff. Do this again as much as desired.
Select>>Reselect to get your flat upper area selection back.
Filter>>Fill>Set Value with a value of 150 to return the upper area to its flat state.
If desired, Filter>>Noise>>Fractal Noise with Operation Add to get a little interest in the upper part.
Alternatively (attachment 3):
Start with a blank terrain.
Draw your desired edge.
Filter>>Fill>>Mound with Minimum 0, Maximum 10000, click the Edit Profile button, enter 2 for non-linearity, click apply, then OK and OK again to generate an exponential blend between the low and high portion.
Filter>>Height Clip with Min=0, Max=100
Select>>Deselect to hide the selection.
Filter>>Noise>>Fractal Noise with Operation=Add and Amplitude=100.
In the last image (attachment 2) I downloaded a simple maze from http://www.billsgames.com/mazegenerator/ and applied the second technique to it followed by some cheight clipping.
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Ahhhh, that, very much, resembles what I'm looking for. I'll give this a shot once I've had a decent amount of sleep, and can actually read the steps without my eyes going all buggy on me. Thanks again, the help is very much appreciated.
GW
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2 Attachment(s)
So I gave the first method a shot and the results weren't bad, pretty close to what I am looking for. Then I tried it again, using a slightly larger selection for the Mound Fill and ran several rounds of precipitation as well as a bit of incise flow across the whole terrain. Then I applied a slightly smaller selection and ran another few rounds of precipitation to smooth things out just a bit and got even better results. I'll post them shortly, but I think, at least for now, this is as good a "firing solution" as I am gonna get.
GW
Okay, added a couple images here. Image 1 is the top-down view from Wilbur. Image 2 is the Terragen render of the area "circled" in red on the first image.
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Heh! I think you have the beginnings of a model for Alan Dean Foster's Horseeye.