public void RegenerateGround(SimplexOctavesSettings simplexSettings)
        {
            map.ResetMap();

            float[,] noiseMap = SimplexNoise.CalcOctaved2D(map.resolution, map.resolution,
                                                           simplexSettings.octaves, simplexSettings.frequency, simplexSettings.heightExponent);
            ArrayHelpers.NormalizeArray2D(noiseMap, 0, 1);

            map.SetValsOfType(TerrainValTypes.Rock, noiseMap);
        }