The tileset is really nothing more than mashing the 01003803 tileset with the walls, houses, and dock/boat elements from 0E007210, the 2x2 gate from 2E002F30, and the ruins floors and stairs from 6C006D6E, and then recoloring everything that was added using what I could from the base version of 01003803’s palette.
In making the map, I did wish I had ported a few more tiles over (shadows on grass for walls, the fence wall tiles, etc.), but I was already crammed on space, even though I didn’t ultimately end up using the houses in the lower section of the map (they looked too small in scale with the wall height). But, the houses conceivably could work with a different map premise or layout, so I thought they were more important than the other tiles to keep in the tileset.
For the bridge(s), one of my main design thoughts for the map was to stagger the bridges - when looking back at the oveehead map for Chapter 6, I was surprised that the bridges were in the same spot on the Y-axis, since my brain always thought that the one on the left was higher up (which was probably just because it was right up against the edge of the woods if you went left to avoid combat). I also wanted to have a lore reason for why the left would be a potentially safer route, making the left bridge into a dam that would only need to be modestly guarded, while having an open area as the main route to the compound on the right, so patrols would be roving and easier direct lines of sight to be spotted.
I’m very happy with how the map turned out, even if the overall concept/outline wasn’t entirely original. Also, shoutouts to Dancer_A for spending a little time going over the forests with me yesterday when I wasn’t entirely satisfied with how they looked.