This week I drew up the Abandoned House (13x10), a pretty common sight in your Barovia-type cities or otherwise haunted/devastated villages. So, since we're dealing with fantasy RPG's here and vampire lords/ghosts are a pretty common issue, I'm guessing you might need a number of abandoned building maps. Luckily you've got me, and I enjoy drawing yucky old shacks.

1. As much as I love drawing yucky old buildings, making floor plans is like pulling teeth. Why can't all buildings just be one central chamber with doors leading to every other room? That feels like the most efficient way to design just about every building, right? Unfortunately no, but I guess that's a good thing or else I'd just draw one building and it would be the last one you need and I'd be out of a job.
Anyway, I wanted to include a little spooky entrance hallways with multiple doors to choose from, and that's all the prompt I need to make a building. That said, I'm starting to get a little lost here because my buildings are starting to all feel the same to me, like what kinds of rooms do houses even have? Bedroom, yes, and kitchen, sure, somewhere to eat would be nice. But is that it? Do you ever play a video game for long enough that you start to see the futility of the gameplay, like when you realize that you're just shooting dudes in order to get better guns so you can shoot dudes more effectively and get more guns for shooting more dudes? I'm starting to feel the same about building maps. Anyway, I'm dangerously close to just making maps of my friends' houses as I run out of ideas.
2. While the concept is simple enough, house map but dirty, it gave me plenty to work with as far as outlines are concerned. Sometimes I'm interested in a prompt but it doesn't make for much detail (I'm looking at you, Village Chapel). Not so much here, a regular house but everything is a little askew and dirty is the perfect setup for me to just turn off my brain and start adding yucky little details to everything and rotating every prop 5-15 degrees in any direction.
3. Well isn't this a nice change of pace, I got to work on my Abandoned palette as the regular version of the map! I've been working on this since I started with these building maps but only as additional variants so progress on it has been sporadic. Making an abandoned building map from the bottom up let me take things a little further than previously, roughing up the props was the first step but I also got to get very specific with the level of griminess and dustiness I wanted to aim for. Mostly that involved making it way too grimy and later scaling it back massively, then back to being super grimy, then back to being nice and vibrant again, back and forth until I landed at a good middle point that I think I'm pretty happy with.