What we were trying to preserve
The Redding-inspired map moved toward real geographic and elevation data. Hills, river edges, bridges and road grades needed to agree with one another and with what players could drive.
What went wrong
The history documents road/package difficulties and later road, river and terrain conflicts. A plausible aerial view could still hide an unusable route. EasyRoads proof content and a runtime game were different artifacts.
The consequential decision
Keep the geographic work isolated, preserve original data and leave unresolved grade separation as planning provenance. Do not invent a crossing or flatten terrain simply to make a screenshot look tidy.
What improved and what remains
Later records describe larger route networks and focused driving checks. They do not establish that every junction or neighborhood is finished. The current world still needs infill inside its existing boundary.
Evidence & perspective
- Recovered origins and development history
September 29 corrected history supplied through the shared project archive. Preserves direct user excerpts and separates assistant work reports from player observations. Its opening correction supersedes older missing-origin claims.
