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.
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 a focused encounter-scale map, save the source, then export once to see whether the workflow fits.
This is the same practical sequence for core pages, comparison pages, VTT workflows, and template-style pages. The details change by map type, but the activation path stays measurable.
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.
Move from research to a concrete map. A saved or exported map is the useful validation point.
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 |
The goal is trust, not overclaiming. Use RPGMapEditor.com when the current browser and PNG workflow matches the job; choose another workflow when it does not.
Choose export settings from the destination Square count, pixels per square, PNG dimensions, and grid visibility decide whether the exported map is usable.
Export one PNG, import it into your actual table workflow, and check grid readability before a session depends on it.
Use this next when it matches your map type, export platform, comparison question, or pricing decision.
Use this next when it matches your map type, export platform, comparison question, or pricing decision.
Use this next when it matches your map type, export platform, comparison question, or pricing decision.
Use this next when it matches your map type, export platform, comparison question, or pricing decision.
Use this next when it matches your map type, export platform, comparison question, or pricing decision.
Use this next when it matches your map type, export platform, comparison question, or pricing decision.
These are the natural next questions a DM, VTT user, or comparison shopper usually needs answered before opening the editor.
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.
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.
Turn this search into a measurable product action: open the editor, create the map, save it, export PNG, and return when the session changes.