The Tunnel map was designed to start at the top, behind a rubble and asphalt embankment where a minibus is partially buried. It is through the latter that it is possible to cross the landslide. But you can just as easily start your group of players from the right with only an embankment to climb.
A camp has been set up further south and is likely to be intriguing. Feel free to set up a group of individuals / nomads / peaceful / hostile / put any adjective you want. You can even have the camp abandoned for a while to create a little intrigue or investigation.
The probability that the battlemap of the abandoned tunnel is usable for the Channel Tunnel (or Chunnel) in a tabletop RPG session is quite high, given their similar structural and thematic elements.
The second map, entitled Exit, is like the end of the journey into the depths of a scary underground road. It is purposely more uncluttered and less busy. This is to bring a more generic battlemap than usual. It will be up to you to bring in story elements to exploit this map.
As its name suggests, Exit is a way out. The end of the tunnel. And we have to admit that the vegetation outside is starting to invade the tunnel exit...
The entrance to the tunnel is still accessible even though a lot of sand and vegetation have settled on the tracks, which are now sometimes difficult to discern. One can guess rusty carcasses of vehicles stuck or stripped of all useful parts by rats.
It is very dark inside and the air is fresh and humid. Disturbing, moldy, even cadaverous smells soon come to the nose. There is a good chance that this access has been severely damaged by abnormal flooding from a nearby river or body of water.
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