Square count
Start from the encounter footprint: columns, rows, rooms, lanes, and how much empty movement space the fight needs.
Battle map export settings should start with the destination: Roll20, Foundry VTT, print, projection, or campaign notes.
In RPGMapEditor.com, choose the encounter square count, keep the map readable, save the source, export PNG, and validate grid scale in the destination before play.
Battle map export settings in RPGMapEditor.com should be chosen from square count, pixels per square, grid visibility, PNG dimensions, and the destination workflow.
Account policy: new accounts need an active Studio subscription ($3/month) to use the editor. Accounts created before Aug 21, 2026 keep their free plan. Details on the pricing page.
Use RPGMapEditor.com when the result needs to become an actual tabletop map: opened in the editor, edited around play, saved for later, exported as PNG, and reused when the campaign changes direction.
Start from the encounter footprint: columns, rows, rooms, lanes, and how much empty movement space the fight needs.
Pick a consistent pixel scale that balances crisp art with upload size and table performance.
Export a visible grid for print or projection, or avoid a double grid when Roll20 or Foundry will draw the active grid.
Open the exported PNG in the target workflow and verify readability before relying on it during a session.
Open the editor, make one focused encounter-scale map, save it, then export once to see whether the workflow fits your table.
The same six steps whether you are building a dungeon, a wilderness ambush, or a tavern brawl. The details change by map type; the workflow does not.
Pick columns, rows, and grid scale from the encounter footprint before decorating.
Block walkable ground, walls, roads, rooms, water, caves, or outdoor edges first.
Place cover, furniture, trees, rocks, doors, hazards, and landmarks only where they help play.
Keep movement readable and add labels only when they clarify the session.
Save the editable source map to return later. Free accounts can save up to 3 maps.
Export a PNG for Roll20, Foundry VTT, print, projection, or campaign notes.
Pick a map size, block out the terrain, and you will have a playable layout in minutes. Save or export it when the tactical read looks right.
Use this table to decide whether the current RPGMapEditor.com workflow matches the map job before investing more prep time.
| Factor | RPGMapEditor.com | Tradeoff |
|---|---|---|
| Map art | Creates visual map art and exports PNG | The VTT runs tokens, sheets, fog, lighting, walls, and automation |
| Grid setup | Helps plan square count and visual grid readability | Roll20 or Foundry handles final grid alignment after image upload |
| Advanced export | Universal VTT, walls, doors, and lighting are not shipped today | Some tools may offer richer packages; verify official support before switching |
RPGMapEditor.com is built for playable encounter maps. If the job below is not yours, a different tool will serve you better.
Choose export settings from the destination Square count, pixels per square, PNG dimensions, and grid visibility decide whether the exported map is usable.
Export a PNG, import it into your usual table or VTT setup, and check grid readability before a session depends on it.
The questions DMs usually ask before starting a map like this.
Square count, pixels per square, final PNG dimensions, grid visibility, and readability at normal table zoom matter more than decorative detail.
Use a visible grid for print or projection if players need it. For VTTs, avoid double-grid confusion when the platform grid will be active.
Pixels per square is the pixel width of one grid cell in the exported image. Multiply it by columns and rows to get PNG dimensions.
Yes if you save the source map. Reopen the map, revise the grid or dimensions, and export a new PNG.
The current VTT handoff is PNG export. Use the exported image as Roll20 map-layer art or a Foundry VTT scene background.
No. Export a PNG from RPGMapEditor.com, then upload and align the image inside Roll20.
No. Add walls, doors, lights, regions, tokens, and automation manually inside Foundry after PNG import.
Yes. Export PNG, create a Foundry scene, set the image as the background, then configure grid size and origin.
Yes. Upload the PNG to the map layer, set the Roll20 page dimensions, and align the Roll20 grid to the image.
Choose square count first, then export at a consistent pixels-per-square value so the VTT grid can match the image.
No. Treat Universal VTT, walls, doors, and lighting export as planned unless the shipped editor exposes those options.
PNG is enough for the visual map background. Tokens, fog, lighting, walls, and automation remain in the VTT.
Yes. Export PNG and print at the size your table needs after checking grid scale and image readability.
Import one exported PNG into your actual VTT, check grid alignment at multiple corners, and verify text and props remain readable.
Open the editor, build the encounter you were planning, save it, and export a PNG when it is ready for your table.