I managed to get a 200x200 tile map using HISMC’s, based on the older Epic livestream about procedural rooms. I’ve also managed to do a small experiment with simplex noise to generate impassable rock areas. However, I feel that procedural noise like this, and as used in games like Minecraft, is far too random. Since the whole purpose of the game concept is to build a base either underground or inside a mountain, I think it is better to procedurally generate one large mountain, island or volcano in the center of the map, with normal terrain or water around it. How can I achieve that while still procedurally generating the map, but without the random noise spread everywhere?
EDIT: I think I’ve found an algorithm that could work: the Diamond Square algorithm. It can be used to generate higher elevations in the center of the map than at the edge. Although I understand the theory behind it, my knowledge of C++ however is far too limited to implement it myself, and I have not found a working solution for UE4. On top of that, Unreal doesn’t support traditional 2d arrays exposed to blueprint, while the algorithm spits out a 2d array, which makes it more complex than I can understand. So I think my problem is going more in the direction of programming than content.