Cooper, it's kind of hard to respond to your quandary, as there are lots of possible reasons why your "block" might be happening...
But based on your "narrative" comment, I think that might be part of your struggle. A dungeon or similar maps have a clear "throughline" that helps provide an inherent "structure" to their appearance. There's a function to them. There's a reason how or why the monsters are where they are in each part/room, and even an organic cave where there are occupants that aren't native to it can help dictate the form and function of the rooms.
But with a city map, with a world map, and a castle map, there may seem to be less narrative to help guide that structure. In some ways, a castle is a castle. There's a commonality to them in some ways--they have some similar elements that seem to be present in a lot of them. And cities as well. And worlds--the nature of the world is often dictated by nature's placement of mountains and rivers and coastlines... Those things don't seem to have much "narrative" to help guide the creation of their appearance.
But I would urge you to dig deeper. What makes a town or a city different than their neighbor? Why would one of those towns exist in the location it's at, and not somewhere further down the road? Does it have a history? Does it have a geological aspect that makes the development of a city make sense for that locale? And what drives the city--is it a center of trade, a farming village, a mining community or lumber center? There might be a "narrative" buried in the town itself.
And not all castles are built using a cookie-cutter template. For a reason. What makes your particular castles unique? Did the wife of the noble want huge gardens? Was there the potential of an invading force, and it had to be big enough to protect the population of the town? Does it protect something, or is it simply a very fancy home? Has it been expanded over the years? Why?
World geography has a tendency to dictate how history develops. A mountain range or ocean between two civilizations can impact the cultural development of both of them. Conquering an empire can depend on whether the occupying force can actually get there... And how... And from what direction. That can dictate where capitals are (are they geographically protected?) and where trade routes develop...
In short, one could say there is a "narrative" even in maps that may not appear to be inherently narrative-based. And perhaps that might be a way for you to contemplate the nature of those maps, creating unique environs that inherently support your story. They'll end up not being cookie-cutter creations, and maybe you'll find it easier to create them. Don't be distracted by the how of making the maps--start with the why of the content.
Just a thought.