Square count first
Choose map columns and rows before exporting so Roll20 page dimensions can match the battle map instead of stretching it later.
Choose Roll20 map size by square count first, then export a PNG from RPGMapEditor.com at a consistent pixels-per-square value.
Upload the PNG to Roll20, place it on the map layer, set the page dimensions to match the square count, and align the Roll20 grid there.
RPGMapEditor.com exports PNG battle maps for Roll20. Choose square count and pixels per square first, then set the Roll20 page dimensions and align the grid after upload.
Account policy: new accounts need an active Studio subscription ($3/month) to use the editor. Accounts created before Aug 21, 2026 keep their free plan. Details on the pricing page.
RPGMapEditor.com is independent and is not affiliated with or endorsed by Roll20.
Use RPGMapEditor.com when the result needs to become an actual tabletop map: opened in the editor, edited around play, saved for later, exported as PNG, and reused when the campaign changes direction.
Choose map columns and rows before exporting so Roll20 page dimensions can match the battle map instead of stretching it later.
Use a consistent pixels-per-square value such as 70 or 140 so the PNG dimensions divide cleanly by the Roll20 grid.
Upload the exported PNG to Roll20, place it on the map layer, then align the platform grid over the artwork.
Tokens, fog, dynamic lighting, sheets, and automation remain inside Roll20 after the image import.
Open the editor, make one focused encounter-scale map, save it, then export once to see whether the workflow fits your table.
The same six steps whether you are building a dungeon, a wilderness ambush, or a tavern brawl. The details change by map type; the workflow does not.
Pick columns, rows, and grid scale from the encounter footprint before decorating.
Block walkable ground, walls, roads, rooms, water, caves, or outdoor edges first.
Place cover, furniture, trees, rocks, doors, hazards, and landmarks only where they help play.
Keep movement readable and add labels only when they clarify the session.
Save the editable source map to return later. Free accounts can save up to 3 maps.
Export a PNG for Roll20, Foundry VTT, print, projection, or campaign notes.
Pick a map size, block out the terrain, and you will have a playable layout in minutes. Save or export it when the tactical read looks right.
Use this table to decide whether the current RPGMapEditor.com workflow matches the map job before investing more prep time.
| Factor | RPGMapEditor.com | Tradeoff |
|---|---|---|
| Map art | Creates visual map art and exports PNG | The VTT runs tokens, sheets, fog, lighting, walls, and automation |
| Grid setup | Helps plan square count and visual grid readability | Roll20 or Foundry handles final grid alignment after image upload |
| Advanced export | Universal VTT, walls, doors, and lighting are not shipped today | Some tools may offer richer packages; verify official support before switching |
RPGMapEditor.com is built for playable encounter maps. If the job below is not yours, a different tool will serve you better.
Roll20 page size workflow Use square count and pixels per square to keep the Roll20 page grid predictable after upload.
Export a PNG, import it into your usual table or VTT setup, and check grid readability before a session depends on it.
The questions DMs usually ask before starting a map like this.
Pick columns and rows in squares first, then export at a consistent pixels-per-square value. A 30 by 20 map at 70 pixels per square exports at 2100 by 1400 pixels.
No. Export a PNG, upload it to Roll20, place it on the map layer, and align Roll20's page grid manually.
70 pixels per square is a common lightweight baseline. 140 pixels per square can look sharper but creates larger files. Test with your table's normal zoom.
Yes. If Roll20 will draw the active grid, export art that does not fight the platform grid and verify alignment after upload.
The current VTT handoff is PNG export. Use the exported image as Roll20 map-layer art or a Foundry VTT scene background.
No. Export a PNG from RPGMapEditor.com, then upload and align the image inside Roll20.
No. Add walls, doors, lights, regions, tokens, and automation manually inside Foundry after PNG import.
Yes. Export PNG, create a Foundry scene, set the image as the background, then configure grid size and origin.
Yes. Upload the PNG to the map layer, set the Roll20 page dimensions, and align the Roll20 grid to the image.
Choose square count first, then export at a consistent pixels-per-square value so the VTT grid can match the image.
No. Treat Universal VTT, walls, doors, and lighting export as planned unless the shipped editor exposes those options.
PNG is enough for the visual map background. Tokens, fog, lighting, walls, and automation remain in the VTT.
Yes. Export PNG and print at the size your table needs after checking grid scale and image readability.
Import one exported PNG into your actual VTT, check grid alignment at multiple corners, and verify text and props remain readable.
Open the editor, build the encounter you were planning, save it, and export a PNG when it is ready for your table.