Mistake 1: Maps that are too large
The most common error is creating a massive map "just in case" — 50 × 50 or larger — when the encounter only needs 20 × 25. Oversized maps cause problems:
- Combat takes longer because movement distances are huge
- VTT performance drops with large image files
- Players feel lost without clear boundaries
Fix: Size your map to the encounter. A tavern brawl needs 15 × 20. A forest ambush needs 20 × 30. A boss arena needs 25 × 25 at most. You can always make a second map for the next room.
Use RPG Map Editor's grid settings to pick exact dimensions before you start painting.
Mistake 2: No cover or obstacles
A flat, empty room with nothing but floor is boring to fight in. Ranged attackers dominate, melee characters have no way to close distance safely, and area-of-effect spells hit everything.
Fix: Add 3–5 pieces of cover to every combat map:
- Full cover: walls, thick pillars, large boulders
- Half cover: waist-high walls, barrels, overturned tables
- Concealment: fog, dense bushes, dim lighting areas
Think about cover from both sides. Enemies need places to hide too, or the fight is over in one round.
Mistake 3: Misaligned grids
Nothing frustrates players faster than a grid that does not line up with the VTT. Tokens snap to the wrong cells, movement is ambiguous, and area spells hit uncertain squares.
Fix: Set your pixels-per-cell in the editor before you start drawing, and use the same value when importing to Roll20 or Foundry. With RPG Map Editor, the grid is baked into the export — no alignment guessing needed.
See our battle map sizing guide for exact pixel recommendations.
Mistake 4: Missing tactical purpose
A map full of decorative props but no tactical meaning is just a pretty picture. Props should do something:
- A river forces swim checks or bridge chokepoints
- Elevated terrain gives ranged advantage
- Narrow corridors prevent flanking
- Destructible objects create dynamic changes mid-fight
Fix: For every prop you place, ask: "How does a player or monster interact with this during combat?" If the answer is "they don't," consider removing it or replacing it with something functional.
Mistake 5: Ignoring lighting and sight lines
Many DMs build maps without considering where light sources are or what each token can actually see. This matters especially in:
- Dungeon crawls — torchlight radius limits vision
- Outdoor night encounters — darkvision ranges differ
- Interior scenes — windows and doors create asymmetric information
Fix: Before the session, place a token at each starting position and trace sight lines to key enemies. Mark areas of darkness or dim light on your map (or in VTT settings). At minimum, make sure there are no spots where a creature has permanent full cover they can attack from without being seen.
Putting it all together
Good battle maps are not about art quality — they are about tactical clarity. A simple map with clear terrain, appropriate size, aligned grid, meaningful obstacles, and considered sight lines will play better than a gorgeous illustration with none of those things.
Start your next map in RPG Map Editor with these principles in mind:
- Size to the encounter (not the whole dungeon)
- Place cover for both sides
- Set the grid before painting
- Give every prop a purpose
- Check sight lines from starting positions
For more design techniques, read our guide on designing dungeon rooms for tactical combat.
Try it yourself
Open the editor and start painting your next battle map — free, in your browser.