I’m going to keep posting my Friday Five Minute Maps on Saturdays because I already post my Friday Map on Fridays.
This is the cheaty-mc-cheaterperson edition of the Friday Five Minute Map.

Five Minute Map #2
I made this map in well under 5 minutes by loading up the awesomeness that is Dave’s Mapper and deselecting everyone else’s map tiles except my own. Then I wrangled it around a bit until I got results that worked (ie: no isolated sections that you can’t get to) and tah-dah!
Map. Five Minutes. Only made with things around me. On Friday.
Next week I’ll try to do one by hand again.
Love the old school-ness of this map…. reminds me of something one would find underneath an abandoned fortress or a hidden guildhouse of thieves. Another fantastic job as always, Dyson!!!
A minor query however: the double doors in the south-east lead to a section of the map that cannot be accessed by (or to) the rest of the area to the north. I see that a section of it is elevated above a corridor (dotted lines), but I do not see how one would be able to get to the lower elevation. Perhaps a pit in the room above the corridor?…. a teleportation disc?… or am I completely missing something else in another locale?
That’s right, it’s an entire sub-dungeon in the same area.
Gaming idea: The party needs to deal with something that will happen in the big hall in the north, but a frontal assault is a bad idea. However, they can get into the abandoned watchpost and have found out how close the two dungeons are.
Cue a dungeon raid where the PCs start behind the defences. Can they do what they need to do without getting themselves cut off from their exit?
Your geomorphs are great! I use them in my Ultimate Dungeon Creator and Ultimate Dungeon Delve website tools…which numbers the rooms and fills them up if you play AD&D, OSRIC, or Labyrinth Lord anyway. It just makes a more flavored map than simple squares connected by hallways.