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?
 
With the settlement improvement comes terrain improvements also, such as hills and the usual raised ground

Anyway I hit a bit of a dilemma with the pitch and roll, specifically and walls (but I guess extends to tents)
Below are 3 images of varying maximum pitch and roll degrees from the two wc3 camera perspectives

0 pitch and roll

10 pitch and roll

180 pitch and roll

 
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.
 
So i've mentioned this city before, and I finally managed to make an interior for it.
Ideally this city will be a good launching point to explore the seas, at least in the medieval-era

Location in old map

City in new map

 
Heres one of the new cities in that spanish-esque region that Cliffton City used to be in, this one is inspired by medieval Madrid
This is about where the new city is if it were in the old map
 
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.
 
Been a while since an update, some big changes underway.

Completed the exterior of the greek huge island city, havent done the interior yet so i'll refrain from posting for now.
Decided to change the borders between the western desert and the midlands above it, I changed it from a land connection to a more mediterranean-like inland sea connection.
The new west continent midlands will be split into two, with a more spanish-like area to the south midlands and a usual medieval western europe place in the north midlands (which borders the transylvania-like place)
Also decided to curb the naval superiority with the midlands to help support the spanish-like area's naval superiority, so I moved the midland coastal city (codename: Merridell) to a more inland place.

I added a new spanish-esque Barcelona inspired coastal city in the new south midlands but havent done much terraining for that area yet or its interior so i'll refrain from posting pictures, but for now i'll show you the new west continent midland Merridell city and castle.

Merridell Castle

Before

After

Note how different the scaling values is, I also moved up Southhill village to be part of the Castle's hill due to new mountain ranges.
The castle's throne room may be small but its dungeon is part of the mountain's cave complex, probably making it one of the more interesting dungeons of the game - note the cages attached to the cave walls.