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Behold my map mess! I've been working on this on and off for a few days now. Creating convincing two maps is surprisingly tough! This is the first proper 'town map' i've done. Here's some things I've discovered that really help make it more believeable:

- Ground quality: Lots of grass means little footfall. If there is grass lining the side of a building, it suggests there's no entrance there...or at least, not one used frequently.

- Building direction: Just like in the real world, buildings aren't facing in random directions - they sometimes stand parallel or face inwards towards the square. (rural villages might be slightly more random, but still follow this rule to an extent).

- Roads and street space: Initially I placed buildings at random, but I find it makes sense to have a clear 'direction' for the streets and roads (see blue lines). Assuming there's local trade and visitors - these roads should be kept clear and with enough space for carts and horses. Back alley streets are narrower and can be more labyrinthine.

- Surrounding details: Buildings are rarely just 'square', there's trees, stalls, barrels, crates, stairs, connecting buildings...all sorts that give them a believable environment.

As for the large space in the centre of the map: I've been wondering what to put there! I'm thinking of doing one or two variants...what do you think? maybe i should do a poll...

I'll do a poll!!

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Comments

Hally

Considering what we just came upon in the campaign, gallows are very much required. LOL

mrjamesgifford

I'm definitely going to do one with gallows! I've got just such an event in my campaign atm!

sirken

The explanation behind your logic is super helpful! I'm trying to figure out map making myself lol