Create your first battle map
Sign in, open My Maps, and create a new project. Pick a canvas that matches the encounter you’ll run this week—battle scale for combat, interior proportions for taverns or keeps, exterior framing for ambush sites. Goal: a map your table can read at a glance.
If you have never used a tactical editor, expect a terrain-first pass, then props, then grid checks, then export. That order keeps you from over-detailing before the space works.
Paint terrain
Block the playable ground first: stone, grass, water, floors, roads, cave floors—whatever defines where tokens can stand. Getting the negative space right removes 80% of confusion at the table (“is that wall or shadow?”).
- Large shapes first: cover the encounter footprint before micro-details.
- Readable contrast: if two walkable areas touch, separate them with value or edge treatment so players see the boundary.
Place stamps & props
Stamps sell doors, cover, furniture, trees, hazards, and story landmarks. Every prop should answer a play question: lane of movement, partial cover, obstruction, or spotlight object.
Browse bundled assets on Asset packs; Studio will widen the library as paid tiers firm up—see Pricing.
Use the grid
Keep the tactical grid visible while iterating so spacing for ranges, flanking, and chokepoints stays honest. Toggle type and density to match how you run combat (square vs hex depends on your ruleset and VTT import).
After export, re-check grid alignment inside your virtual tabletop—different VTT zoom and DPI settings can shift perceived scale.
Export your map
When the scene reads clearly, export a PNG for Foundry-style imports, Roll20 uploads, or printed battle mats. The editor’s job is to hand you a predictable image; your VTT handles tokens, lighting, and dynamic walls.
Save & continue
Cloud saves keep working JSON projects in your account. Autosave runs while you edit; use Ctrl/⌘ + S when you want certainty before switching tabs. If the server reports a conflict (HTTP 409), reload and reconcile—never assume a silent merge.
Honest limitations
- Desktop-first: keyboards + WebGL desktops are the supported path; phones are not viable prep devices yet.
- No real-time co-editing: collaboration is asynchronous through saved projects and exported PNGs.
- Licensing: personal and table use are straightforward; broader commercial resale awaits a published policy—see FAQ.
- Marketplace storefronts: browse Roadmap—public marketplace claims stay off until inventory is real.