Flowing banked turns, procedurally generated (mostly) Although the map is fully usable, there is still a lot that could be done. Post any questions, requests, comments, suggestions, etc! More details on the mod repo page: https://www.beamng.com/resources/salama-cascade-4k.30443/ Here's the "procedural" technique I used to make it: - create terrain heightmap and PBR textures with Gaea - import terrain into Blender, and add roads using this technique by BeamNG dev LJFHutch: https://www.beamng.com/threads/making-road-in-blender-2-9x.77566/#post-1291294 updated to Blender 3.6. Basically, you make a road mesh follow a bezier curve, and position the curve over the terrain. - bake roads onto the heightmap and render road masks - back in Gaea, texture roads using new heightmap and masks - back in Blender, use Geoscatter to add forests, export and convert to forest.json - import into game using terrain importer - pull in textures, materials, daes from any zipped level using python tool