Increase size of terrain C#

Hey, I need a little bit of help with increasing my noise slightly, at the moment, the heightmap makes the hills very unnoticeable.

I need to increase the size;

I have been following a tutorial of sorts and evaluated the following;

public static float[,] GenerateNoiseMap (int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset)
    {
        float[,] noiseMap = new float[mapWidth, mapHeight];

        System.Random prng = new System.Random (seed);
        Vector2[] octaveOffsets = new Vector2[octaves];
        for (int i = 0; i < octaves; i++)
        {
            float offsetX = prng.Next (-100000, 100000) + offset.x;
            float offsetY = prng.Next (-100000, 100000) + offset.y;
            octaveOffsets [i] = new Vector2(offsetX, offsetY);
        }

        if (scale <= 0)
            scale = 0.001f;

        float maxNoiseHeight = float.MinValue;
        float minNoiseHeight = float.MaxValue;

        float halfWidth = mapWidth / 2f;
        float halfHeight = mapHeight / 2f;

        for (int y = 0; y < mapHeight; y++)
        {
            for (int x = 0; x < mapHeight; x++)
            {
                float amplitude = 1;
                float frequency = 1;
                float noiseHeight = 0;

                for (int i = 0; i < octaves; i++)
                {
                    float sampleX = (x-halfWidth) / scale * frequency + octaveOffsets[i].x;
                    float sampleY = (y-halfHeight) / scale * frequency + octaveOffsets[i].y;

                    float perlinValue = Mathf.PerlinNoise (sampleX, sampleY) * 2 - 1;
                    noiseHeight += perlinValue * amplitude;

                    amplitude *= persistance;
                    frequency *= lacunarity;
                }

                if (noiseHeight > maxNoiseHeight)
                    maxNoiseHeight = noiseHeight;
                else if (noiseHeight < minNoiseHeight)
                    minNoiseHeight = noiseHeight;
               
                noiseMap [x, y] = noiseHeight;
            }   
        }

        for (int y = 0; y < mapHeight; y++)
        {
            for (int x = 0; x < mapHeight; x++)
            {
                noiseMap [x, y] = Mathf.InverseLerp (minNoiseHeight, maxNoiseHeight, noiseMap [x, y]);
            }
        }

        return noiseMap;
    }

Any help on the matter is appreciated.

Bump ;D

You want to increase amplitude if you want the overall height range to increase.