Use square grids for most DnD rooms, corridors, dungeons, and battle maps because doors, walls, and 5-foot movement are easier to read. Use hex grids for wilderness travel, hexcrawls, and open terrain when your rules and VTT support hex movement cleanly.

Fit

Best for / Not best for

Best for: DMs and GMs who need a practical RPGMapEditor workflow for one map-making task: choose the right size, build the playable space, save the source project, and export a PNG for DnD, TTRPG, VTT, Roll20, Foundry VTT, print, or sharing.

Not best for: generic map theory, hidden keyword pages, fake popularity claims, or promises that RPG Map Editor exports Roll20 dynamic lighting, native Foundry scene JSON, walls, doors, tokens, or automation data.

Square grids

Squares are simple for rooms, doors, and most D&D play

Square grids are familiar, easy to count, and line up naturally with buildings, corridors, and most dungeon layouts. They are usually the safest choice for D&D-style interiors and tactical battle maps.

  • Best for rooms, streets, dungeons, and buildings.
  • Fast range counting for many tables.
  • Easy export alignment in common VTTs.
Hex grids

Hexes help with natural movement and open terrain

Hex grids avoid diagonal movement questions and can feel better for wilderness, overland travel, and outdoor skirmishes where movement radiates in six directions instead of along corridors.

  • Best for wilderness, hexcrawls, and open battlefields.
  • Cleaner distance around circular areas.
  • Less natural for rectangular rooms and doors.
Decision

Pick the grid your table will use inside the VTT

The right grid is the one your players understand quickly. If the VTT will render the final grid, export art that gives the platform room to draw clean lines without fighting a second embedded grid.

  • Use square for most encounter interiors.
  • Use hex for travel or open terrain when your rules support it.
  • Test alignment before session day.
Product workflow

How to do it in RPGMapEditor

Open RPGMapEditor, start from a blank map or demo, paint the terrain that defines movement, place props only where they affect play, keep the grid readable, save the map when you need to return, then export a PNG for Roll20, Foundry VTT, print, or sharing.

Use the screenshot or map example above as proof of the workflow: the article should show an actual editor-created map, not a stock fantasy image.

Use this article in the editor

Turn the guide into one map: pick a grid size, build the example, save it, and export once.

FAQ

Square Grid vs Hex Grid FAQ

How big is a 20×20 battle map in feet?

On a 5-foot grid, 20×20 squares is 100 feet by 100 feet of playable tactical space—comfortable for many medium combats.

Should encounter maps include a grid in the image?

Many VTTs draw their own grid; some tables prefer a baked-in grid for projector play. If your VTT draws the grid, export without a conflicting double grid when possible.

What is pixels per square?

It is the width (and height) in pixels of one grid cell in the exported image. Multiply by the number of squares along an edge to get total pixel width or height.

Are larger maps always better?

Larger maps cost load time and table focus. Size the playable area to the encounter you will actually run; crop or zoom inside your VTT if needed.

Keep building from useful pages

Compare the workflow against real examples, read the feature list, or check limits before you commit the tool to a campaign.