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As far as I can remember, gm_fork wasn't too difficult to make, just very time-consuming. I worked out a technique that made it relatively easy to build smooth roads, but it still required a lot of manual tweaking of individual vertices in order to create height variations and to connect everything to the surrounding terrain. The terrain itself usually also involved moving vertices one at a time, because I wanted to create smoothly flowing lines with more control than what the default displacement sculpting workflow allows for. In hindsight that might not have been necessary, but here we are.
I'd say gm_boreas was a lot worse in terms of difficulty. More switching back and forth between external tools, more custom assets, more interactive things, more optimization work and way more compile limits and random errors that I had to work around.