In Part 1, I reconfigured the Manor House from U1 Sinister Secret of Saltmarsh. In Part 2, I adapted the Sample Dungeon from Holmes Basic. Next, I took the excised map sections from both and created a Sea Caves level. Part of this level (the explored part) serves as the pirate base. Another dungeon level—derived from Zach Howard's excellent Forgotten Smugglers' Caves—exists between the Dungeon level and the Sea Caves, and I incorporated several areas from that into the Sea Caves level as well. I'll cover the full FSC level in an upcoming post.
By this point in the campaign, I had a pretty solid sketch map of the bluff's macro-area, showing the exterior orientations/positions of the house, the tower, the gardens and estate wall, and the not-so-obvious areas such as the sea cave entrances and a "muddy mound" in the salt swamp below the bluff.
More importantly, by the time I got to mapping out the Sea Caves level, I had already shared the sketch map with the players, who did a really good job scouting out the whole area before delving too deep. This locked in the positions of certain sea cave entrances that had to connect with the finished Dungeon level map.
To start with, I took the bluff coastline from my sketch map and aligned it to the 4:1" grid on a blank Photoshop canvas (24" x 24", 7200 x 7200px). Then I took the sea cave segments I carved out of U1, the Sample Dungeon, and FSC, and aligned their grids to my map grid. I then reoriented and repositioned the segments to fit the bluff layout.
I wanted the U1 sea caves to point west, to match the repositioned west wing of the manor from which the pirates signal their ship and guide the longboats into shore. I also increased the map scale for the U1 piece from the original 5' per square to 10', same as with the manor maps, to open the spaces up a bit. Green arrows indicate where the original sea caves will connect with the sea.