Quick answer: Start in RPG Map Editor with a canvas sized to your encounter squares, paint walkable terrain first, add paths and water or difficult ground, stamp props that change tactics, align the tactical grid to the art, then export a PNG. Import that image into Roll20 or Foundry and match the platform grid to the same pixels-per-square you used when exporting.

10-minute workflow

Terrain first, details second

Most delays come from decorating before the encounter space reads. Block shape, then embellish.

  1. Choose map size — pick square count for the fight you will run, not the fight you might run. See D&D battle map size guide.
  2. Paint terrain — floors, grass, stone, water; show where tokens may stand.
  3. Add paths, water, cover — communicate difficult terrain and lanes without clutter.
  4. Place props — doors, barricades, furniture that changes movement or line of sight.
  5. Align grid — verify visually on a few squares in each direction.
  6. Export PNG — dimensions that match VTT pixels-per-square targets (Roll20 guide, Foundry guide).
Example scenario

Forest trail ambush in one sitting

Pick a 24×18-square canvas, paint a dirt path and tree line, stamp fallen logs for half cover, place a cart for partial blocking, reconcile the grid, export at 70 px per square (1680×1260 px), then import into your VTT and align the overlay.

Export checklist

Before you hit export

  • Does the playable perimeter read in three seconds at tablet zoom?
  • Are chokepoints obvious without narration?
  • Does the grid track across the whole map?
  • Did you remove experimental layers you do not want flattened into the PNG?
  • Did you write down pixels per square and total pixel width/height for your VTT import?

Reference art (no before/after video bundled here): browse the example battle maps showcase for finished PNGs you can mirror.

FAQ

Battle map tutorial FAQ

What order should I build in?

Terrain first to define walkable space, then paths and hazards, then props for cover and doors, then grid alignment checks, then export once the read is clear.

How do I avoid over-detailing?

Stamp only elements that change tactics. Extra decoration that does not affect movement or cover slows prep and can confuse remote players on small screens.

When should I export?

Export when grid spacing and encounter readability are locked. Re-export after meaningful layout changes so your VTT always matches the latest version.

Where can I learn VTT-specific import?

Use the Roll20 battle map export guide and Foundry VTT battle map export guide on this site for platform-specific checklists.

Next steps

Compare encounter-focused tooling, browse examples, or read full docs.