Forest Pond, Adept (Patreon)
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This week's map is the Forest Pond (23x22), a simple but handy map I think! I haven't made a forest map in some time, and considering my time constraints this week I thought I might be able to put something together that might fill some gaps in the roster.
Also, your alternate version this time is another ever-popular fall variation! The nice thing about the autumnal forest maps is how drastically different the tone is from my regular color palette, much better for a campaign with a more subdued energy, or maybe also ideal for a blighted or dying forest.
1. The original draft of the map was actually much larger, nearly 30x30 (which I like to use as a starting point for my maps to prevent them from growing too big or too small). The problem there was that I eventually decided that all the extra space wasn't actually doing anything to improve the map, so why keep it around? Sure, it would give a bit more space for long-range shenanigans, but I think it's often better to keep a map focused.
Notice that there aren't any rock walls in this first iteration as well. Sometimes I go into a forest map with the goal to make something simple and satisfying but later on decide that maybe I designed it a little too simple. Rock walls are amazing for making a map more interesting to fight in, so they're almost always a great addition to any map.
2. Lines lines lines. Part of why I wanted to make this map was because I hadn't made a pond map yet and I thought it would be a handy addition to the roster of forest maps, but the other reason was that I wanted to make two maps in a single week and wouldn't have the time to draw up many fresh art assets for either of them. That said, the only new things I drew for this one were the dirt path, the grass's outlines and some details, the sand, and the pond itself. I've said it before, if I only made forest maps then I could probably release 2 per week, but that's no way to live my life.
I suspect that I'll have more time next week, so I think I'll have to whip up something zesty to make up for how vanilla that map turned out to be.
3. Now, last time I made a forest map I mentioned how I was going to start taking a critical eye to the colors I use for them. This was my first attempt, a more 'emerald' swap that takes it easy on the heavy glare I place in the center of the map while adding a touch of blue to all the greens. It's different and a little easier to parse, but it's also a lot less flashy and eyecatching than the previous palette. Maybe I'm a little hesitant because I'm just more used to doing things differently, but let me know what you think!