So here's a overlook I forgot to put up, by the time you've seen this, a new ver (probably buggy) would have gone up with all the new remade terrain changes.
As you can see, much of the wooded center of the north is now a huge plains area, perfect for the steppe hordes.
There is little resources in this area, which is why most of the settlements are only in wooded areas and dot around the bay.
and the most important part... the bay - the big trade circle is the new mechanic 'flow of trade' which basically represents trade domination of one area.
Hopefully this bay region will be a good source of central'd roleplay and conflict.
There's two trade cities here:
The western city has a bigger port but is furthest away from the
'flow of trade cp', however, it is close to alot of villages with manpower, though those villages (which are barbarian) could be a problem if another player controls it.
The central city is closest to the 'flow of trade cp' but there are little settlement cps nearby, the owner of the central cp has the plains just south of him, which will mean he'll need to go beyond that and have spread out settlements. On the positive note, he can see all approaching enemies coming with ease.

There is a third contender, which is the castle to the right. Its the only castle in the north and it has a village with the same size port as the central city, there is a large forest to its right with a few settlements. Its proximity to the northern isle I showed you last time provides a problem but also a reward.
 
Still working on finishing the west continent, the plan is to make the north a bit more civilized with the two cities and most of the settlements surrounding the the bay area.
Anyway here's a new series called 'Overlook', which will be a very large birds eye view of different lands in-game.

This island here used to be connected to the mainland but I made a small water passage that's a quicker way out of the bay than going around. The island is ideally a rural place and perhaps the home to barbarian raiders, making the way through very dangerous for the civilized nations trying to export goods by sea.

Before

Real empty and desolate, just 4 barbarian villages and Aldcourt Bay town to the right.

After

Aldcourt Bay moved further south, the four villages are still in similar locations, made one of the villages a town.
More forested overall and with the focus on the bay area and the smaller sea path, the island is more important.
 
After a long break from finishing most of the western map, the only thing left is the north.
Heres the biggest border-town with the 'Transylvania' region, known ig as Midderisk, with the north being less hospitable for crops, expect more fence'd troughs for animals and hay - with those taller hay buildings being more prevalent depending on how north you are.

At the right there is the vanilla wc3 building size, pretty big, huh?
 
Heres another Making Of, but this time of the usual town you'd see in KaN.
This one is a coastal town of the inland sea I created in place of one of the mountain border regions.
Unlike the villages the only town/city buildings with attached pathing are the square houses.
First things first, I place the vanilla large pathing down which I use to place the L-shaped housing.
The diagonal small pathing is for the rectangular houses.
Heres the town with the base large pathing houses added, here I use the L-shaped houses and the rectangular houses to fill in the same space as the pathing.
Heres the town with the houses added, including the square ones which have their pathing attached already.
Of course, you have to add in some details to make each town different from one another.
This includes crates, hay cards, wells and post lanterns, etc
This town is on a major trade lane connecting to the inland sea so it has a port pier along with a warehouse.
And heres what it looks like in-game along with the terrain.
 
Still working on the map, I was making this for my portfolio but I thought I might as well share it with you guys,
heres a bunch of step-by-step screenshots on how I made this generic village.
Heres the village in the old map's incarnation before the 2nd big appearance and resizing change:
Adding the basic structures, I got the square houses from the same pack, the granary is vanilla and the longer rectangle house was found on its own. Note the pathing already attached to the buildings.
Added some smaller details like that well and fences...
...along with that trough and some torches.
Heres what it looks like in game, along with the trees and terrain.
 
One of the major changes and also one of my best remakes of any city, here it is, that huge island greek city, the Constantinople of the Seas

Before

After

Heres a comparison between island sizes, the remade city can fit in one district of the old one
Now for some actual closeups, the city itself. For some balancing issues it now acts as just one city instead of 3.
To make up for this there's a lot more islands surrounding the city.
Exterior town-port, also helps with being able to make cities from the get-go (since they require towns)
The interior is pretty byzantine'd up
 
Merridell City was in a prime place for naval superiority and expansion, and imo it really takes the prestige and danger of naval exploration in the game for a place in such a good location. With the advent of the more spanish-inspired region south of Merridell City, I decided that Merridell City should be moved inland to make cross-continent sea travel more precarious (at least in the medieval ver of the map)

Before

After

I changed Merridell City's old location from a beach coastal area to a cliff one (with a city in its place) to limit such a naval-superior location being exploited too much, theres a city inbetween cliffs a bit north of this one which i'll make into a dominant seafaring city in the more technologically advanced ver of the map.
 
This is the southern city in the 'greek' area of the map, completely remade and takes about 3/4 of the original exterior space, the interior is now 1/3 of the original size (use the game's dark fog-of-war bloom when you zoom out too far/the minimap for size reference along with the northeast island on the city exterior map)

Before

After

This should be the final interior-included cp (like castles and cities) in this southwest mainland region, I might move that sea castle in the middle of the sea a bit closer to the mainland and make more land as a whole to make the sea surrounding the huge island city a inland sea (like the rl Mediterranean)
 
Decided that i'd remake things in the order I built them in the first place, this allows me to deal with the obvious addition of interior space (since the doodads are smaller) better as well - first stop is 'Transylvania' and the 'Dracula Castle'

Exterior before

Exterior after

Tried to take the screenshots at about the same height, as you can see the newer one takes a lot less space but still gets the job done. imo it doesn't look as good as I would have wanted, but i'll improve it in the 'KaN Renaissance-1869' version (where the story of Dracula actually happened)

Interior before

Interior after

Throne Room/Court after resized doodads - real messy
Throne Room/Court
Dungeons - with the free space i'll be adding dungeons to most if not all interiors, still have to fiddle with how the player will control the doors though
Dining room and tower interiors (fits with the exterior) - a dining room, library, study, and a bedroom fitting a damsel in distress

That's it for now guys, after I complete the rest of the 'Transylvania' area, it's down to the southern 'Greek' city states
 
Heres a look at the old and new version of the latest city in KaN.
I was inspired by Katanova's colony settlement so I got the same building doodads which seem to be more medieval/renaissance friendly than the default ones.

Before

After

It might look roughly the same size but if you use the northern mountains as a comparison device, the after version is much narrower.
Keep in mind that along with the smaller walls, the city buildings are new and smaller along with the other doodads and circles of power.

I also added a bit of an experimental feature which was parts of the city that leaked out beyond the walls, obviously not all cities were surrounded by walls and not all cities had walls covering all of it - if you look at the medieval florence image before you'll see what I mean.

I'm unsure about this experimental feature, it looks kinda crude but fits at the same time, though it may act as a blocker for player-built developments along with the actual renaissance+ star fort additions which would be included in the 'KaN 1869 version'  - though perhaps the KaN 1869 version would have a bigger city where the leaking out-of-wall town would be more developed and there would be a new wall beyond it.

Tell me what you think guys, especially any suggestions to make the city better (perhaps using some 'special' building doodads like taverns etc?) and more importantly on the leaking settlements outside the city walls.