er - did you read the page, Nuttz?
the mountain ranges in gr8lakes are based on real-world elevation data... like i said, i think that mountain terrains should use real-world data as a starting point.
i guess the point of confusion here is scale. with gr8lakes, there are three large mountain ranges which look very natural when flying around them - but when you look at the whole map, it looks pretty artificial, as the mountains pretty much radiate out in straight lines from the centre, to divide the map evenly.
i took a real-world mountain range that is actually fairly straight: part of the Cordilla Oriental mountain range in Colombia. then i made various small adjustments - cutting and pasting sections, raising and lowering the overall elevations of some areas... but the original mountainous topography, the shapes of the ridges and valleys, the feel of the landscape, remains. then i just copied the range twice and rotated them to create the other ranges on the map.
i certainly don't believe that maps have to be entirely real-world - that's almost always unbalanced for game play. what i mean is that the texture of mountainous areas, on the fly-by scale, will only look good if real-world mountain data is the starting point.