Hi Adepts! This one is the Sewer Pipes (26x18), a twisting length of 10 foot wide, flooded passages, all of which are obviously difficult terrain and also probably inhabited by a couple gelatinous cubes hard at work. If that wasn't bad enough, you can also throw in Con saves against the smell or Dex saves to avoid slipping in the slime. Essentially throw in anything that reinforces to the players that this is both an awful place and also not somewhere they're supposed to be.. unless they're being paid to be here then I would hope they are getting bonuses.

1. Yup, hallways! I'm careful about making maps that are outright mazes, so I kept things simple. The last time I made a maze map was for Halloween a few years back and the feedback was that mazes are hellish in tabletop and make for painfully unfun sessions, so now I aim for meandering hallways rather than labyrinths. The main point here was that there would be a fairly obvious path but with a number of small nooks and crannies to break up line of sight or hide enemies/loot/macguffins.
2. The funny thing is I meant for this to be a faster map to make but it actually took exactly one week. Partially that's because drawing brick walls is annoying, partially that's because I couldn't decide on what sort of props I should include here (if any), and partially that's because Blue Prince is a really fun game that's hard to put down when you've got momentum.
Honestly though, it's a very simple map. The trick was adding just enough detail to flesh out the space while not overdesigning it- I really wanted this to feel like a completely average stretch of sewer that you could slot in just about anywhere.
3. The colors here started the same as those in the Sewer Cave from a few weeks back, which in hindsight are a little too subdued for my taste. This time I tried to bump up the saturation a bit while trying not to make the place look irradiated. I might have overdone that slightly, though it could be the shadowy lighting that's looking a little off to me. Spaces that are both small and shadowy always throw me for a loop, I have a hard time reaching a compromise between dark spaces and small spaces that doesn't look a little strange to my eyes. Next time I'll aim to be a bit more subtle with the shading, I think.