Battle focus
Battle map maker for grid-first encounters.
Encounter-scale fantasy scenes in the browser—terrain, props, grids, saves, and PNG export for VTT or table. Not a full world atlas.
Quick answer: A fantasy map maker can mean many things, from world maps to tactical encounter maps. RPG Map Editor focuses on playable fantasy scenes for D&D and TTRPG sessions: terrain painting, props, grids, saved maps, and PNG exports for virtual tabletop or in-person play.
Pick a tavern floor, forest road, or ruin chamber you will run soon, then export at a grid-friendly size.
Playable encounter- and location-scale scenes: tavern floors, forest camps, river crossings, ruined keeps, snowy hamlets, and similar tabletop layouts. You paint terrain, place props for landmarks and cover, align grids where combat might occur, save projects, and export PNG for import into Roll20 or Foundry—or print for in-person play.
Encounter maps prioritize squares, movement, and cover at the scale of a fight or small exploration beat. World or political atlas maps span continents and factions—outside this product’s focus. If your primary deliverable is illustrated regional cartography, compare tools honestly (for example the Inkarnate alternative positioning page) before you standardize a pipeline.
Roads, camps, rivers, fields, and light forests read well when terrain blocking comes first and props mark navigation anchors. Keep silhouettes bold so the map still communicates when the VTT camera zooms out for travel context.
Underground rooms, corridors, and organic caves belong here when they are sized for tactical play. For workflow depth on delves, see the dungeon map maker page.
These archetypes map cleanly to terrain plus stamps: bar and tables, broken walls, tree lines, bridge chokepoints, shoreline curves, and bedrolls. Stamp only what changes how players move or what they can target.
Block large terrain regions before micro-detail. Water, roads, and elevation shifts should read before you place buildings or furniture. That order keeps fantasy scenes legible under fog-of-war and projector glare alike.
Keeps, ships, shrines, and signpost objects help players remember locations in-character. Pair landmarks with negative space so tokens have room during initiative.
Export PNG, import to your VTT, align pixels per square, then add walls and lighting in-platform. Large fantasy canvases still need sensible resolution so tokens stay sharp—use the battle map size guide math when you expect combat on the same file.
RPG Map Editor focuses on playable tabletop maps and encounter-scale fantasy scenes, not every form of world atlas, political map, or parchment-style regional cartography. If you need that breadth, evaluate specialized cartography tools alongside this editor.
Battle map maker for grid-first encounters.
D&D map maker for fifth-edition style language.
Dungeon map maker for rooms and caves.
How to make a battle map for build order.
Example maps showcase for archetype references.
Playable encounter-scale fantasy scenes: outdoor camps and roads, ruins, tavern floors, forests, rivers, dungeon rooms, and similar tabletop layouts—with terrain painting, props, grids, and PNG export.
Encounter maps are sized for combat and exploration at the table or in a VTT with a clear grid. World or political atlas-style maps at continent scale are outside the product’s focus—use tools built for that cartography if that is your primary output.
Yes. Export PNG and configure grid alignment in Roll20 or Foundry. Very large canvases still need sensible pixels per square so tokens stay readable.
No. RPG Map Editor focuses on playable tabletop maps and encounter-scale fantasy scenes, not every form of world atlas, political map, or parchment-style regional cartography.
Use the battle map maker and D&D map maker pages for grid-first encounter language, then the Roll20 and Foundry export guides for import checklists.
Yes. The Free plan includes core tools, three saved maps, and PNG export so you can validate a fantasy scene workflow before any paid tier exists.
Validate a fantasy scene at encounter scale before you commit a campaign pipeline.