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.
A repeatable 10-minute style workflow: lock dimensions, paint terrain, mark paths and hazards, place props, reconcile the grid, export PNG for your VTT or table.
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.
Most delays come from decorating before the encounter space reads. Block shape, then embellish.
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.
Reference art (no before/after video bundled here): browse the example battle maps showcase for finished PNGs you can mirror.
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.
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.
Export when grid spacing and encounter readability are locked. Re-export after meaningful layout changes so your VTT always matches the latest version.
Use the Roll20 battle map export guide and Foundry VTT battle map export guide on this site for platform-specific checklists.
Compare encounter-focused tooling, browse examples, or read full docs.