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Welcome back, Adepts/Experts! This week I have a little more extra content for you than usual, both an alternate 'grim' palette version and a stormy version! When it comes to city maps I just can't stop myself from making stormy versions, it's such an easy way of making the map much more atmospheric and can drastically change the way the map plays out- reducing visibility, adding risk of lightning strikes (especially metal-clad warriors high up on the catwalk), and making movement difficult on wet cobblestones and mud. The grim palette I put together on a whim, I was trying out different color sets and I thought it had a nice classic fantasy feel that some of you would enjoy as much as I do.  I can just imagine a grand battle taking place in this version, while not so much on the original colorful one you know? I hope you like this, I think I could replicate it fairly easily if you're interested in more!

1. I had a somewhat rough time designing this map, mostly because I wasn't very familiar with wall/gate design. I knew that I wanted there to be somewhat cramped space up on the wall, part of the fun in my opinion, but I also wanted it to be functional, ideally with multiple ways to get up onto the wall.  Eventually I came across a couple designs I liked and I mixed them together for this. I suspect I'll be drawing the inside of the gatehouses pretty soon as I don't think I'll be able to get away with it as is (perhaps as my June revisited post?). 

After the wall, I wanted the terrain around it to be a nice mix of city and forest, enough to really get your money's worth. I like the contrast between the two, and something I wanted to get across was how grimy the city part was in comparison to the forest, which I think comes across a bit more in the grim version. 

2. The outlines for this map were pretty interesting, a mix of some old assets with a lot of new. I've mentioned it before, but I'm terrible at keeping my old rooftop assets because I always poison the well by screwing up the layers- combining their color with the outlines, rasterizing them with partial opacity, partially cutting them off off-screen at an odd angle. I've come to recognize it as my lot in life that I'll have to draw my roofs fresh every time, but I was able to recover some bits and pieces that helped to make it easier and faster. 

3. Now, while I truly did want to replicate the lighting and effects of my last city map, Town Street, I have to say that I'm decided that I don't really like how that one turned out. Instead, I  kept bumping up the brightness and vibrancy over and over again and didn't cover the map with a thin fog. I know I say it a lot, but I think I'm chasing those Witcher 3 Toussaint vibes, simple and bright colors but with a vibrant fantasy feel. I have to play Witcher 3 again. 

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Comments

Sleepnir

Day, Grim, Night, AND Stormy! Wow! Gonna be an excellent map to revisit over the course of a game day or repeated travel. Thanks very much!

Anonymous

The smoke moved by the winds makes this look super cinematic, I love it!

Anonymous

I love this so much. I'm wrapping up a 9 month long campaign of Waterdeep Dragon Heist and this is going to be perfect for some of the final scenes of the module.

Anonymous

Love it! My party's about to have to flee a city in terror and there's nothing like putting a great big city gate in their way :D