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This week's map is the Countryside Lane (40x35), a rare farm map! I truly don't have many of these in my archives, maybe only 3? It's a theme that I should probably make a point of developing further, honestly, so I'll start thinking of how I'll do that in the near future. 

In the meantime, your alternate version of this map is an Autumn version with a twist, it's a little spookier than usual! In addition to the usual Autumnal colors, I've dulled things a little so as to better capture that late Autumn vibe, where the colors have truly left the forest and everything is starting to turn brown and only vaguely green. While this isn't my usual Autumnal map, I felt like the vibe was worth the change of pace, and hopefully you agree!

1. The inspiration from this map came from the Witcher 3, a game which I haven't played in around 4 years. I was thinking about those winding dirt roads that cut through the sunflower fields, around where you start the Hearts of Stone expansion. I loved the feel of that location, the farms and crossroads together felt like a well-made, complete environment. I wanted to capture some of those feelings, but I felt that it might be nice if, instead of only farmland, I included a border between farm and forest. 

I think the layout I landed on feels similar to what I was wanting, but I think I still want to see what a nearly 100% farmland map will look like. Maybe next week?

2. Grass, trees, rocks, simple stuff that's not worth talking about. I wasn't really sure how I wanted to draw the fields, but I figured that wheat was the right choice for this one. Wheat can be hidden in, used as an obstacle, and potentially burnt, all interesting ways to interact with the environment in a tabletop game.  Additionally, while real-world wheat can grow up to 4 feet tall (completely hiding smaller folk), perhaps in your world it grows tall enough to fully hide any medium-sized character, and honestly, do your players know enough about wheat to argue the point?

I decided on a stone wall to surround the fields rather than a wooden fence, feeling that this was more quaint, provided better cover, and would contrast better alongside the crops than a thin, brown fence. Additionally, it's simple enough to draw, since it's just about the same as my usual dungeon walls. 

3. Yup, still building on my recent revised forest palette, going from Forest Cave Entrance to Forest's Edge to this. This new palette is a couple steps back to the sort of maps I was making maybe a year and a half ago, with higher contrast and less hyper-vibrant colors. I feel that, after my paternity leave, I came back out of practice and have been trying to work my way back to where I was, and this is a solid step forward (at least for my forest maps). Hopefully I can make similar progress with my other environments!

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