#Procedural map generation

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sudden chasm
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Im looking to procedurally generate my my map (3D) Ive looked online for solutions, and while they are good they arent exactly what I look for. Here is what I found so far:
https://www.youtube.com/watch?v=64NblGkAabk <- an old brackeys video that just generates pure noise, it doesnt look like a hill terrain, or anything, just like noise.
https://www.youtube.com/watch?v=cLs3CGNV120 <- this uses the brackeys code and improves on it, it maps the perlin noise to a curve, making everything look way more natural, it now looks like hills, but is not exactly what Im looking for

Now for what I am looking for:
Basically "valley terrain" shouldnt have any deep cuts, so no "inverted mountains", thats currently the case with the code of the 2nd video if you remove the part that just makes everything below 0 flat. A completely flat terrain is also not wanted for the valleys, as it looks very unrealistic, what I want is basically less height difference the lower it becomes.
For the mountains I want them to plateau, you are supposed to be able to build on them, so when there is a change in elevation (from up/flat to down) it shouldnt just "peak", but rather have a chance to produce another flat piece next to it, making it possible to build on it.
Flat pieces shouldnt be inhgerently 0 height difference either, a flat piece should be a configurable height difference because ofc you can still build on something if the floor spikes by .2 units here and there, or if its on a slight inline of, say, 10° (just spitting numbers here, thats why I want them to be configurable)

Anyone know good resources I can use that help me achieve this?

Generate a landscape through code!

Check out Skillshare! http://skl.sh/brackeys11

This video is based on this greatwritten tutorial by Catlike Coding:
https://bit.ly/2Qd1o1d

● Perlin Noise: https://youtu.be/bG0uEXV6aHQ

● More on generating terrain: https://youtu.be/wbpMiKiSKm8

● Singleton: http://wiki.unity3d.com/index.php/Singleton

♥ ...

▶ Play video
remote stream
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What you're looking for is just basic math problem (as in not coding problem)

My idea is:
(Taking Minecraft height as example) Since the noise generates from 0.0f to 1.0f, you can multiply it by 255 so it scales from 0 ~ 255 with an average at around 128.
And when the value is over a certain height (eg. 200), reduce the difference significantly (eg. Multiply the excess value by 0.1f). The same goes for below a certain value (eg. 64).
So now values between 64 and 200 will have quite a variation, while heights over 200 or under 64 will be relatively flat.

plain wedge
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basically, the noise^x, where x is a constant

sudden chasm
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I do want noise in valleys, just like on mountain tops as I described above, your idea of using powers seems very good to me tho Ill definitely try that soonblue