Short answer
Square grids are usually best for D&D rooms, corridors, doors, and standard battle maps because the rules and VTT alignment are familiar. Hex grids can be better for wilderness movement and open terrain, but require table agreement and VTT support.
Hex vs square grid in D&D is a map-scale decision between six-direction hex movement and familiar square-grid tactical movement for battle maps.
From search intent to usable map
- Use square grids for most D&D rooms, corridors, taverns, and dungeon battle maps.
- Consider hex grids for wilderness, hexcrawls, and open-field movement only when your rules and VTT support it.
- Avoid double-grid confusion by deciding whether the art or the VTT will draw the visible grid.
Use the workflow in the editor
Create one map, save the source project, export a PNG, and test it in the table workflow you actually use.
Hex vs square grid decision table.
| Map job | Safer grid | Why |
|---|---|---|
| Rooms and taverns | Square | Walls, doors, and furniture align naturally |
| Dungeons | Square | Corridors and right angles stay readable |
| Road ambush | Square or hex | Choose what your VTT and table use |
| Wilderness travel | Hex | Better for six-direction exploration if rules support it |
When RPGMapEditor.com is the right tool
- You want browser-first D&D or TTRPG battle map prep.
- You need grid-readable terrain, props, saved source maps, and PNG export.
- You are comfortable configuring tokens, walls, lights, fog, and platform automation inside the VTT.
When another tool may be better
- You need direct VTT scene packages, wall exports, or dynamic lighting data today.
- You mainly create polished world, regional, or atlas-style illustrations.
- You require a fully offline desktop workflow or a dedicated print-layout application.