
Made with Seedream 5.0 Pro · CC0 · 29 Aug 2026
Generated from: Clean flat top-down 2D pixel-art village hub map blueprint, cozy Stardew Valley / Pokemon overworld feel, muted medieval palette of earthy browns, muted greens, dark blue water, restrained decoration, crisp orthogonal grid-aligned layout using only horizontal and vertical roads and right-angle corners. Map is a planning reference sized for a 70 by 58 tile game grid, orthographic top-down view, every shape easy to trace into square tiles. Layout composition: - A clearly square stone fountain plaza block at the exact center, symmetric stone border, circular fountain with water centered inside it. - A chapel directly north of the plaza on the central vertical axis. - A clean horizontal river band across the lower third of the map with straight parallel banks, splitting the northern town half from the southern farm/outskirts half. - One obvious central stone bridge aligned to the plaza center axis crossing the river, and a southern gate directly below the bridge. Buildings, all on solid land, flat readable muted roofs, varied grid-friendly rectangular footprints: - About 15 distinct core buildings: Tavern, Chapel, Forge, General Store, Apothecary, Town Hall, Player House, Mine entrance, Fishing Hut, Stables, Bakery, Lumber Mill, Storage Barn, Windmill, and a small Community Hall. - 4 separate simple NPC houses. - 4 corner watchtowers at the four outer corners of the map, each with a south-facing door opening onto land. Southern half details: - A farm plot with orthogonal rectangular crop rows and a square fence, south of the river. - A mine entrance built into a small rocky hill on land. - A fishing hut with a short wooden dock or landing extending from land out to the water edge, door on land not in water. - A lower-right wilderness/forest patch of trees. Path network: simple connected dirt and stone paths, visually 2 gameplay tiles wide, horizontal and vertical only, reaching a clear south-facing entrance landing for every building including the fishing hut and all four watchtowers. World edge: a continuous enclosing treeline around the entire outer border. Restrained decoration: a few bushes, trees, fences, barrels, and stone markers only. Keep 3 to 4 tiles of open walking space between major building footprints. No title card, no legend, no scale panel, no UI, no characters, no NPCs, no combat, no inventory, no interiors. Very tiny unobtrusive labels allowed for a few landmarks at most. Crisp clean pixel art, uncluttered and readable.
Creator
Reuben Hodgkins
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