Make nice looking RPG maps easily.

RPG Map is a tabletop oriented map editor
with the keep it clean & simple philosophy in mind.

See latest changes.

About

RPG Map is a tool I’ve built to make maps for my tabletop RPG sessions, with my friends. It’s born from the fact that most existing tools were either looking bad or were simply overly complex to use.

My approach is to make an easy to use tool to create beautiful maps quickly.

You can still access the old Flash-based version (source code available on GitHub)

Commercial use

RPG Map II is completely free to use. All the content you create with it can be used any way you want, including in commercial products.

Features

  • Full HTML5 support, no longer Flash-based
  • Windows version on Itch.io
  • Full-screen editor
  • Import maps generated by One Page Dungeon (from Watabou)
  • Support for special walls, such as caverns, diagonals, etc.
  • Ground textures
  • Ray-casted lighting & fog
  • Multiple skins and many customizable colors
  • Texts, numbered elements with automatic legend block generation, text bubbles…
  • Icons
  • Enemies
  • User friendly UI
  • Pay what you want, including free!

Leave a Reply

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  1. Pivot:

    Loving the tool, but will there be a way for doors and other objects to be connected diagonally in the future?

    December 14, 2019 at 00:06
  2. Liam:

    Hey I've been using this app for a while but I didn't update since I first got it so I made all my maps in 1.12.1, I can't seem to upload the maps I made in the older version to the new one so I can update them with the new features, anyone got a solution?

    December 13, 2019 at 18:56
    • Sébastien Bénard:

      This should work: could you please send me your map files? You can use the e-mail in the app, in the "?" menu in the top right corner.

      December 13, 2019 at 21:28
  3. Tumnus:

    WONDERFUL APP!

    December 11, 2019 at 04:44
  4. Mastie:

    Is there a way to make different size of the maps? For example 80×40 pixels? Not that I don't like square maps, but some rectangle maps would also be nice to have.

    December 10, 2019 at 20:51
    • Sébastien Bénard:

      Sure, you can simply resize a map by dragging the ARROW BUTTONS around the canvas.

      December 10, 2019 at 22:28
  5. worldbuilder100:

    Why is it the examples look so amazing yet the maps the program produces are so pixelated?

    December 8, 2019 at 01:33
  6. Wilfrey:

    Oh MAN I am so happy for the latest updates! More color options and variety in detail is exactly what I needed right now. I have to do less legwork in editing if I can get the color scheme right the first time, which helps me change up the scenery more. Doing awesome work as usual!

    December 7, 2019 at 00:22
  7. Agateophobia:

    It's really useful, but there's one thing that makes uploading it to roll20 nightmare.
    RULER TOOL, rather a lack of it, man I just hate counting those squares.

    December 6, 2019 at 08:21
    • Sébastien Bénard:

      Hi! Yes, rulers will be a new feature in the next update.

      December 10, 2019 at 22:29
  8. Zodon:

    Small bug: Placing and removing grounds under any full size wall is a bit buggy. You can place a wall on top of the ground, but not a ground below the wall.

    Love your work, please don't stop!

    December 5, 2019 at 22:24
  9. mac:

    Great tool!
    One question concerning the tiles: How big (in millimeter) are those tiles? I want to print them on a A4-page. Which size (small, medium, large) will fit on a paper-page?
    Thanks

    December 5, 2019 at 18:02
    • Sébastien Bénard:

      I'm not sure I can reply to this question When you print your image, you should scale it to fit your page, so the size will vary.

      December 5, 2019 at 20:57
  10. avdf:

    hello.. i buy the windows version and the problem in the previous post don't happen but i have another issue:
    when i touch the mousewheel to zoom, the image disappear and there is nothing to do, only close and reload…

    December 2, 2019 at 17:33
    • Sébastien Bénard:

      You should try to go in the App Settings (top right corner) and try to change the mousewheel sensitivity to a lower value. Also, you can enable the Zoom bar, it has a Fit button, in case you get lost somewhere. I'll see if I can fix this in a future update.

      December 2, 2019 at 17:46
  11. avdf:

    i noticed i can save as jpg (100%) but i can't save as PNG (and jpg over 150&150%)… maybe it depends on the file size?
    i get "operation failed – network error"

    December 1, 2019 at 17:36
  12. Clay:

    Hey man, just trying to export one of my maps but it comes up as 'network error'. Any fixes?

    December 1, 2019 at 04:39
  13. avdf:

    Amazing!
    thanks a lot, this is very useful & quick to use!

    November 29, 2019 at 11:33
  14. anon:

    I'm glad to hear it's temporary. Do you think you could make the furniture/fence/thin wall's outlines as thick as the walls are, too, then? The light/heavy furniture lack a strong line on their bottom side in particular.

    November 28, 2019 at 21:12
  15. Tanaka:

    Thank you for the new update, it is beautiful. The trees especially! But I have three problems now, caused by my own request. I am not very smart.

    https://i.postimg.cc/MH8CSpnf/image.png

    The first is in the green box. Despite rocks now being able to be placed on walls, it does not look like ANAmap results. The rocks are not big enough to cover the outline, and they are not drawn like the walls are anymore so it would not look good even if they were. They are not as abstract or symbolic as ANAmap rocks were, which were circles with outlines as thick as the wall outlines, right? The new rocks are beautiful but bad for making rough walls. The abstract usefulness has been lost. I still like them a lot more than the old rocks though.

    The second is not shown because I forgot to put it in the example. Rocks painted on the flat ground overlap the walls, and make it look like they are hovering. Crates do this too now, it looks bad.

    The third is in the cyan box. Now because you can overlay rocks on top of walls, it looks like it is floating, and it is not possible to fill in diagonal corners with rocks either. It was never possible to do this but now I don't think it can be done without having walls be drawn above rock items again.

    The purpose of drawing rocks on top of walls was to make them more detailed and thick and visible. I do not think it achieved any of the purposes. Maybe the cavern walls should just be drawn in segments, like the hand drawn image from anon. Or maybe rocks should be made more symbolic like ANAmap circles. But it would be a shame to change them when they are so pretty now.

    It is a great update otherwise anyways. Thank you again.

    November 28, 2019 at 19:44
  16. anon:

    The 1.13.1 patch dropped the thickness of the wall lines in the grayscale light style.

    Before:
    https://i.imgur.com/MkESLaG.png

    After:
    https://i.imgur.com/grmjofj.png

    Which is frustrating, since it was one of the best visual changes of the update. Was this intentional?

    November 28, 2019 at 17:22
    • Sébastien Bénard:

      Yes this is a temporary change, as this new outline caused heavy performance issues. I'll try to put it back in the next update.

      November 28, 2019 at 18:49
  17. anon:

    Holy SHIT, that's a lot of changes. I gotta try this out!

    November 27, 2019 at 23:50
  18. Nogod:

    A great program you've done, one of the best in its genre. I especially like changes in the new update. Of course, I would always like more assets but for now what is also gives a lot of possibilities. Good luck in your further work and life. Be aware that you have at least one fan in Poland.

    November 27, 2019 at 19:22
  19. Xama_:

    Bug report : depuis cette maj, lorsqu’on met des arbres/buissons, leur texture est absente (ils coupent la lumière, mais il n’ont pas de texture, ils sont transparents).

    Aussi, heu, là c’est le moment subjectif, autant les nouvelles textures d’arbres que je vois depuis les exemples de map font très "arbres" et c’est super-cool, autant l’ancien modèle de texture des arbres faisait très buisson/plante en pot/haie et était vachement pratique pour meubler de l’intérieur une salle. Dommage que ce soit passé à la trappe.

    November 27, 2019 at 10:42
    • Sébastien Bénard:

      Merci pour le signalement, je vais voir ça.
      Pour les buissons et autres plus petites plantes, je prévois d'ajouter un nouvel outil dédié. Quelque chose de plus "générique" commme tu le décris

      November 27, 2019 at 11:53
    • Sébastien Bénard:

      Le bug des arbres est corrigé :)

      November 27, 2019 at 12:12
  20. Xama_:

    BORDEL CETTE NOUVELLE MISE A JOUR EST GENIALE.

    November 27, 2019 at 10:32
  21. Windgrace:

    Hello, I really like your tool and to someone like me who doesn't really have the artistic ability to hand-draw my own maps, this tool is a godsend! I'm still learning how to use the tool but this is the first map (an interior of a large ship) I've made which I used as a base for using in a sci-fi game on Roll20.

    https://i.imgur.com/JmPeEDp.png

    I like to make large maps but I often lose count of how big certain chambers are and with large maps like that one, it's difficult to count manually. Do you have plans to add a ruler tool or a way to measure how many squares are in a certain area? Or does that already exist in the tool and I missed it?

    November 24, 2019 at 11:05
  22. anon:

    Incoming bigpost.

    Interestingly, I actually used much of the same trick that Tanaka showed off, of using rubble to indicate cliff walls. I always thought that the extra apparent thickness looked a lot nicer for contrast between a manufactured wall and a natural one. But the real idea behind it is simply making the walls more visually obvious, isn't it? I've been drawing my own map tilesets for a while now, so I can illustrate the idea.

    https://i.imgur.com/wPsGmyK.png

    The initial idea behind this set was to copy the appearance of early black-on-white maps, but it quickly shifted to something closer to watercolor due to the limitations of TileD (the map-editing tool I was using, which was never intended for tabletop map design and is actually a game development tool).

    Anyways, the first set of walls I made as a "prototype" to test the style out before investing a lot of time into drawing additional wall sets, items, etc. was the brick walls at the top. They turned out fantastically, but after some additional testing and work what I learned was that I had actually made them *too thin*. At the scale I was working at, at 100% zoom, they didn't stand out enough because the brick walls were only three or four extra pixels on one side. It was marginally improved later when I added the fake shadows (the common grey part on all of the wall segments) but remained a stylistic problem anyways.

    I made the lower set of thick crypt walls as a reaction to that, followed by the cave walls. The crypt walls were much thicker and designed explicitly to visually differentiate internal areas from external. They *looked* like solid walls because they're a quarter of the thickness of a tile. The cavern walls were also a significant improvement.

    Which brings me back to the reason why I painted big rocks over the walls in ANAmap, and why I like ANAmap's artistic style more than RPG map's.

    https://i.imgur.com/phcQXKq.png

    Big rocks are used in two ways here. They mark the borders of any rock walls in the area with a thick line of unbroken rock. This provides the pleasing contrast between natural walls and artificial walls that seems to be common. I've used it in a second way by painting in much of the gaps around the map *behind* artificial walls. This gives the impression that all the material that cannot be seen is, in fact, rock, moreso by painting specifically along the borders of artificial walls and in internal areas.

    I don't think that simply allowing rubble to be painted over walls is a good solution, because RPG map's rubble does not have the appearance required to achieve the same effect. It is smaller, does not cross borders reliably, and would not properly cover the wall line. It is also technically a hack job, but I guess that's desirable in a map editor intended to be simple. I kinda feel like RPG map actually drifted too far from the symbolism that made ANAmap so flexible for stuff like this.

    Finally, two more small observations about the walls: the wall borders were actually twice as thick in ANAmap as they are in here. A single-pixel line on a 32x32p tile is half the width of a single-pixel line on a 16x16p tile. Also, ANAmap's walls were significantly lower contrast with the terrain than any of RPG map's styles, and had a dark outline for walls instead of a light one. I feel like using a dark outline made it look more like a traditionally drawn map, something that's missing in RPG map.

    November 20, 2019 at 17:34
    • Sébastien Bénard:

      The update 13 should come closer to what you described, I hope you'll like it :)

      November 28, 2019 at 14:30
  23. Xama_:

    Je suis très d’accord avec Tanaka. Le fait de pouvoir mettre les big-dirt dans les murs était aussi une fonctionnalité que moi comme les autres MJ’s twinoïd utilisions. Mais les nouveaux gravats ne permettent pas cette possibilité. Après bon, les cavern-walls remplacent cette fonction, mais en terme de superposition, le fait de pouvoir mettre une porte DANS un mur restait un super moyen d’illustrer des passages secrets, et autres choses de ce style.

    J’ai cependant une question, du au fait que c’est quand même un super freeware que tu proposes : créer et bosser sur cet éditeur de map, ça te prend combien de temps, en moyenne ?

    November 20, 2019 at 14:14
    • Sébastien Bénard:

      Pour les passages secrets, vous pouvez utiliser les fenêtres qui sont faites pour s'inscrire dans un mur justement. Pour les gravas, je vais voir ce que je peux faire pour autoriser leur usage sur les murs occasionnellement.
      Pour ce qui est du temps passé, pas beaucoup au final. J'y ai travaillé activement pas mal de soirs et week-ends pendant 2 mois pour la première release d'avril à juin. Maintenant, j'y passe quelques heures par ci par là, en fonction de mes dispos :)

      November 20, 2019 at 15:01
  24. Neptune_Jacked:

    And it's also very glitchy.

    November 19, 2019 at 21:47
  25. Neptune_Jacked:

    This is pretty frustrating when trying to make the outside of structures, otherwise, it's good for other things.

    November 19, 2019 at 21:46
  26. Tanaka:

    Hi!

    I am a Japanese user. Your tool is great, it saves me a lot of time! But ANAmap used random procedural textures for lots of stuff like rubble and trees, and RPG Map II does not.

    https://i.postimg.cc/fyLw7p0C/flash-player-2019-11-18-21-00-03.png

    BigDirt and SmallDirt are procedural. I think trees are too, and crates are random in placement. BigDirt sticks out across grid boundaries, which is really great for outlining rough walls like the image. I do that a lot because it makes walls look really thick and nice, like a solid border. But RPG map rubble repeats its textures and can't be painted over walls, and it also gets a lot thicker when it borders two other rubble tiles which is hard to work around, and cavern walls are just a thin rough line. They don't pop like ANAmap. And crates repeat their textures a lot too. From your smuggler example:

    https://i.postimg.cc/3w8bwv0M/repeating-crate-texture.png

    Why do you not use random procedural textures anymore? Are you planning to? I would like something that lets me make walls as rough looking as my ANAmap image again…

    November 19, 2019 at 04:25
    • Sébastien Bénard:

      Hi! Thanks a lot for this interesting feedback. I gave up procedural generation for performance issues mostly: drawing on-the-fly all the items was really expensive.
      But I plan to add much more variations to all elements, such as crates or dirt to make sure you don't see repetition too much. I will also try to fix the "automatic small/big dirt" issue you're pointing at, as I also think it's a problem (which is easy to fix actually).

      November 19, 2019 at 10:07
  27. Kargan 3033:

    This is a lovely map tool you have made, thank you very much for your hard work.

    Will there be add ons such as new map tiles and what not?

    November 17, 2019 at 20:47
    • Sébastien Bénard:

      Thanks! Sure, I've lots of new content planned, mostly new textures and items.

      November 19, 2019 at 10:08
  28. anon:

    I'm trying to make some science-fiction horror maps for a couple of one-off games.

    https://i.imgur.com/Bnnvzh9.jpg

    It's a space station overrun by a Zerg-like species — the game itself is closer to Alien: Isolation. The black and white theme is by far and away the best for the game mood, but I'm having some problems — the fog is actually not great for dark areas, because it's on a far larger grid and bleeds through walls, and I don't have a good way of differentiating between solid platforms and space, because the terrain blends weirdly and organically and none of it is suitable for a space station. Black and white also prevents me from using colors like bright red emergency lights, and the blueprint theme just isn't nearly as spooky as I'd like.

    Also, the to-do list still mentions water and lava pools.

    November 16, 2019 at 04:36
    • Sébastien Bénard:

      I see the problem here, but it's not easy to fix, as it's deeply related to the way I draw the ground textures. Not sure I can change that, but I'll have a look! As of the color theme, I will probably add a spooky "almost" black & white theme in a future version.

      November 19, 2019 at 10:10
  29. Xama_:

    En effet, c’est un problème de réseau. J’ai utilisé la version windows et après un petit temps de chargement, j’ai pu obtenir la carte en jpeg, haute qualité de lumière, etc. Mais comme dit voilà, c’est un problème que j’ai avec toutes les cartes un peu grosses et surtout pleines de lumières.

    En attendant, voici le JSON de la carte, que j’ai mis sur drive : https://drive.google.com/open?id=1QnHYXoHTMRB4kx3uWlMCUQleucXXEF2x
    S’il n’est pas possible de dl le json, je le réuploaderai autrement.

    Merci beaucoup :)

    November 13, 2019 at 16:19
  30. Xama_:

    La vache si on peut importer des icônes ou des objet, cet éditeur de map va devenir une véritable machine de guerre.

    En attendant je crois que j’ai un bug à signaler, m’enfin j’suis pas trop trop sûr. En bref je suis du genre à faire des maps de grandes taille dont voici un exemple : https://drive.google.com/file/d/1wqONsZ_zJApis5CNrXOknNl1X8YRsGvn/view
    Le truc, c’est qu’il m’est… impossible de les télécharger. J’ai beau diminuer la qualité des lumières, le télécharger en 50%, en jpeg, etc, pas moyen : dès qu’une map a trop de lumières, le soft freeze et je télécharge un fichier random avec pour titre "échec téléchargement réseau". Cela doit être dû à ma connexion. En attendant, je suis résolu à devoir faire des impressions d’écran comme ici, et comme on peut le voir sur l’image, eh bien dans les screen y’a ces "ronds" qui déterminent l’emplacement des lumières lors du mapping. Au tout début, sur les premières version de la V2 de cet éditeur de map, ça n’y était pas. Je sais que ça sert à savoir précisément sur quelle tuile on a mis la lumière, mais comme je pense peut-être ne pas être le seul à faire des impressions d’écran, avoir un moyen de désactiver ces ronds pourrait être chouette.

    S’il y a un besoin de faire un screen des trucs que je télécharge avec les messages d’erreur, je ferai ça prochainement.

    Voili voilou <3

    November 12, 2019 at 20:19
    • Sébastien Bénard:

      C'est effectivement probablement un problème réseau. Pourriez-vous essayer en utilisant la version Windows à télécharger plutôt (https://deepnight.itch.io/tabletop-rpg-map-editor) ? Pourriez-vous également mettre le fichier JSON de la carte quelque part pour que je puisse le tester et isoler le problème ? Merci :)

      November 13, 2019 at 10:26
  31. anon:

    I assume character sprites means new icons for enemies. Like the boss token. Do you mean by "play" mode that you intend on turning the program into a battlemap tool in addition to being a map editor?

    November 11, 2019 at 18:49
    • Sébastien Bénard:

      Yes, that's something I was thinking about. But I don't plan to compete with Roll20, so that's not a guaranteed feature :)

      November 12, 2019 at 10:21
  32. Xama_:

    Salut salut.

    Comme dit, j’adore le nouveau map-maker, et tous les rôlistes que je connais commencent à l’utiliser par bouche à oreille. Il y a un boulot conséquent derrière ce soft, et le fait qu’il soit gratuit est toujours aussi hallucinant.

    Cependant, je ne pense pas que le "play" mode soit une bonne idée : lorsqu’on télécharge une carte, c’est pour l’utiliser sur un logiciel comme Roll20, Fantasy Ground, Rolsteam, Rolistik, et j’en passe : ces logiciels et sites offrent des interfaces de lancers de dés, de fiches interactives, permettent l’import de milliers de pions, des lumières dynamiques… Donc encoder un play mode, je pense, est superfétatoire, ou dispensable. Ces sites le font déjà : cependant, ils ne permettent pas de réaliser des maps.

    En revanche, un truc qui serait génial (ce ne sont vraiment que des suggestions), ce serait d’avoir de nouvelles tuiles : on a de l’herbe, de la pierre, des dalles, du bois, et le fond de base. Je pense qu’on gagnerait énormément en possibilités de maping avec de la neige, du béton, et autres variantes, qui permettraient de mettre en scène largement plus de lieux. Bref, plus de tuiles.

    Au passage, l’ajout du brouillard reste vraiment un des meilleurs en terme de création d’atmosphère :]
    Bref, des bisous, et en te remerciant déjà de ouf pour le travail accompli :]

    November 11, 2019 at 13:37
    • Sébastien Bénard:

      Je suis assez d'accord que le but n'est pas de concurrencer un Roll20 :) C'est juste que pour "dérouler" une carte sans avoir à sortir l'arme lourde en terme de logiciel, il y a peut être un petit quelque chose à faire pour pas trop cher à réaliser. Mais c'est au stade de la réflection, je prends la température ;)
      Les nouvelles textures sont prévues, avec également la possibilité d'importer de nouvelles icones et objets.

      November 12, 2019 at 10:23
  33. Mustard:

    Do you plan to add an import feature for character sprites in a later version? (Love the program so far, keep up the great work!)

    November 10, 2019 at 03:01
    • Sébastien Bénard:

      By character sprites, do you mean "new fonts"?

      November 11, 2019 at 10:13
  34. Jamie:

    Is there a way to hide enemies showing over the fog?

    November 6, 2019 at 11:24
    • Sébastien Bénard:

      No, but I'm planning to have a "play" mode where you will be able to reveal your map dynamically. So that will probable fit your needs, I guess :)

      November 6, 2019 at 11:30
  35. Wilfrey:

    Hey hey! Checked back in again after ages. Coming along GREAT man! Some really cool additions since the GM Screen update. I'm hoping to get a lot more free time after this month, and I'll be making some new maps for a homebrew campaign I've been wanting to run for months now. Hopefully my map design abilities have kept up with the updates!

    November 6, 2019 at 07:12
  36. Xama_:

    J’adore la nouvelle lumière verte.

    October 30, 2019 at 15:12
  37. Andy:

    Sorry for the delay!! Yes, I can confirm your newest version worked like a charm. Kudos!

    October 29, 2019 at 19:46
  38. 8tg:

    I'm impressed. I'm genuinely impressed. I had written off the earlier versions as fascinating but not useful, since I didn't like the style much, but the new black and white appearance with the adddition of fog and lighting, plus checkerboards, has *dramatically* improved the maps to the point where I want to start a Delta Green or Halloween game just to utilize them properly. The blueprint appearance is dramatically improved when the grid is changed to white, too — it looks like a real blueprint.
    https://i.imgur.com/tr4g5SE.png
    Minor post-processing added, of course.
    Will you add arbitrary wall/furniture and light colors in the future, or will the program stick to a simple theme-based setup?

    October 27, 2019 at 20:59
  39. hmm:

    Gotta say i'm a huge fan of your app. Used the old version quite a bit, and the new one seems to be coming along great.

    A small feature request: A "ruler" tool, that allows you to click+drag to measure how many grid units are in an area. Would be useful when thinking about how the size of a map might play into a combat encounter. Thanks for developing this great app.

    October 27, 2019 at 02:12
  40. Aldous Colborn:

    New version is awesome. I love the old one still too for it's simplicity but you've rebuilt it very well. You are a legend my friend, thank you for putting your time into helping others out!

    October 24, 2019 at 18:20
  41. Max:

    Hi! Thank you for your software. On you screenshots I see walls/fences between squares, but can place them only in the squares, but not between them. How can I do it?

    October 24, 2019 at 12:40
  42. Juice:

    Works good, but hitting "Undo", at least on the normal version, Undoes fog as well as private game master notes.

    October 24, 2019 at 08:24
  43. Magnorium:

    Hey, this program is amazing! I look forward to watching it improve, but even as is, it has become my got-to tactical map maker. Keep up the good work, man!

    While we wait for a new version, is there any way at all to add custom assets and/or textures? The current ones have surprisingly amazing versatility, but my spouse is an artist, and could easily make tilesets and textures for me if the program allows it. If not, like I said, the current ones provide an amazing amount of versatility for only being four of them, so no big deal.

    October 21, 2019 at 17:18
  44. E:

    That version works!

    October 21, 2019 at 01:38
  45. Sebastian:

    Thanks for making it downloadable, now i can download that 80×80 map without problem :D

    October 20, 2019 at 21:59
  46. E:

    Can confirm, getting a fatal error for both DirectX and OpenGL versions, "Failed to load library openal.hdll". Both "openal.hdll" and "OpenAL32.dll" are present in each directory.

    October 20, 2019 at 10:23
  47. Andy:

    Thanks for the response! I tried clearing it completely and downloading fresh… both files are present in the archive. Extracted the full archive to a completely new folder and the issue is still occurring. This also happened with the OpenGL version… thanks again!

    October 19, 2019 at 23:39
  48. Alibaba:

    Merci beaucoup pour ce fabuleux outil bien pensé et très pratique pour tracer des plans rapidement.

    J'attend avec impatience la version exécutable sans réseau sur Windows je suis prêt à l'acheter

    October 19, 2019 at 18:10
  49. Andy:

    Great little tool… but this most recent version is now giving a 'Failed to library openal.hdll'. Previous version worked fine. Thanks in advance!

    October 19, 2019 at 11:23
    • Sébastien Bénard:

      Hi! Could you please check if have the following 2 files in the RPG map folder: openal.hdll and OpenAL32.dll?

      October 19, 2019 at 15:44
  50. Sebastian:

    I created a cool 80×80 map, but i cannot for the love of god manage to download it. I just get a "Failed – Network Error" message. There's nothing wrong with the network. Help?

    October 19, 2019 at 08:09
  51. Justin:

    Dude your tool is amazing, I am really enjoying this map maker! If there was something that I would include in the app it would be the ability to set the "enemies" to GM mode only. Perhaps, (if you're feeling ambitious) maybe you could include some extra sprites to represent different types of enemies although this is not a game breaker for me. I still very much love this tool and thanks for making it available keep going friend!

    October 17, 2019 at 01:22
  52. Pablo:

    Incredible tool, simple but you can get very polished results (specifically with the fog/lighting feature) with almost no effort, can't wait to use maps done with this software on my D&D campaign.
    If developer is interested I'd would be able to help with spanish language support (phi.pablo[@]gmail)

    October 15, 2019 at 20:21
  53. A. Fisher:

    Excellent tool! I can't think of any improvements besides more stuff: floor/ground patterns, tall grass, hills, mountains, gold/iron deposits. Keep up the good work!

    October 14, 2019 at 19:36
  54. Spex:

    You're a lifesaver. Amazing tool, helped me a lot. If the future brings more variation in terms of ground, objects etc. that would be great!

    October 13, 2019 at 19:13
  55. Sniderman:

    Fantastic app! Thanks for making it commercial free with attribution as well! Incredibly intuitive, simple to use, and the results are professional grade!

    October 12, 2019 at 15:47
  56. SamuraiOwl:

    I love this for small structures. For some reason, though, I have been unable to export to PNG. It gives me an error every time I try.

    October 11, 2019 at 22:44
    • Sébastien Bénard:

      Thank you! Do you have any specific error or message when trying to save a PNG? Have you tried the Windows version?

      October 14, 2019 at 10:38
  57. suxande:

    hi

    October 11, 2019 at 04:24
  58. Teley Marks:

    In the next update, can you please add in the ability to import custom tilesets? While I like the art, I find the lack of variety in the available assets limiting.

    October 8, 2019 at 01:12
  59. Steve Rogers:

    I just made my first map for The Church of Eternal Sun. I single shot homebrew horror adventure. First time I've EVER gotten it to look more or less how I want. Took about 10 minutes. I can't thank you enough and PLEASE keep developing this. Also, please keep it pay-what-you-want for as long as possible as I can only afford free for now. Rest assured though I shall give something when I can as it's an awesome program.

    I look forward to more skins, ground textures, and other addons. If it's not too much trouble, perhaps later on let people create their own for it and be able to share it.

    October 7, 2019 at 16:41
    • Sébastien Bénard:

      That's the next step on the roadmap :) Right now I don't have much time to work on the game, but it's definitely planned.

      October 14, 2019 at 10:38
  60. Justin:

    Is there any way to adjust the UI size? I'm on a TV and I am having difficulty reading the UI and understanding what I'm seeing.

    October 6, 2019 at 19:29
  61. Xavier_Dare:

    I cant figure out how to set it to where i can rotate doors so they work right. Is there even a way to rotate things? If maybe have a keybind menu or at least a link to how to do things

    October 6, 2019 at 07:16
  62. Leon Stratton:

    Nice product! Took some experiment to get the hang of it. Would love to see overland tokens like mountains, hills, swamp, etc. Overall, lots of promise! Donation sent!

    October 5, 2019 at 15:35
  63. Ale:

    Another good feature can be add the possibility to use a personal picture as background

    October 4, 2019 at 18:45
  64. Ale:

    Hi, can I advice to add ALLIES on the map like "Enemies"?

    Great application :)

    October 4, 2019 at 18:35
  65. Stevozip:

    Hello, this is a really nice tool. I was wondering if it's possible to rotate the map at all? I found the ability to move the map up/down left/right but would be great to be able to turn it 90 degrees as well.

    Thanks for this anyway, it's pretty awesome.

    October 3, 2019 at 22:10
  66. Anonymous:

    I download it but it doesn't work (windows 10) , it downloads the zip file I go to extract and it just doesn't open.

    October 2, 2019 at 02:57
  67. flemtop:

    This is great! Donation sent your way :)

    October 1, 2019 at 15:25
  68. Hatori Atsumori:

    Beautiful!!

    September 29, 2019 at 01:24
  69. Stephen:

    Since my last post, I have used the screenshot option and then edited in MS paint, the image quality is exemplary and I have already put an image up on my Instagram (stephengreenhalghauthor) which links to my facebook page (theloveislands) Both posts have a link to this site, the FB post actually has a clickable link. Thanks for this awesome resource. I cant wait to see what you make it do as you expand on the programme.

    September 28, 2019 at 13:22
  70. Stephen:

    Great Map Maker. I had problems downloading a usable version to my laptop (windows 10) but the browser version works wonderfully. I want to make several maps as a promo for my book series, obviously with credits to your website, and if I ever make anything, donations too. But I cant seem to find where the export file is hiding itself on my laptop when I try to export. Any advice good sir?

    September 25, 2019 at 15:22
  71. AzraDark:

    CUSTOM ASSETS MY IDEA! Sebastien you are Awesome!

    September 19, 2019 at 05:41
  72. Nick:

    Really cool tool. Needs support for multiple levels so you can build dungeons one level at a time. Also needs custom assets really badly.
    The scroll wheel zoom in rate also needs to be increase or have an option to increase it. Takes like 20k spins to zoom in from 100%.

    September 18, 2019 at 13:16
  73. NOOB_DM:

    Would be really cool if there was a Snow tile. I wanted to make an Icy mt. type map but the tiles dont really scream SNOW.

    September 18, 2019 at 09:30
    • Sébastien Bénard:

      Nice idea, I will try to add it in next update.

      September 18, 2019 at 10:02
  74. abs:

    Thank you for making such a wonderful tool! Especially like the GM only option. For me personally more icons would be nice, different keys, trap icon etc. Now I use the exclamation mark for most things. A printer friendly output would be very nice indeed. Keep up the work!

    September 14, 2019 at 23:18
  75. AJ:

    Would it be useful if artists coul provide you with assets? (free for now)

    Or do you think once custom assets and textures are implemented that need goes away you dont need any art from say me or anyone else?

    September 8, 2019 at 16:56
    • Sébastien Bénard:

      Custom assets are the next big planned thing. I'm still trying to figure how to do it properly :)

      September 18, 2019 at 10:03
  76. Kaijet:

    Custom Textures or more options would be nice, other than that iti is for me the best map creator i found online. Easy to understand and use, but still complexe enough to make a great variety of map designs. Thank you.

    September 8, 2019 at 13:49
  77. DNDPLAYER:

    nOT ThAt gOoD

    September 8, 2019 at 06:04
  78. T:

    it'd be great to have the ability to put custom textures on stuff other then that its great!

    September 7, 2019 at 16:28
  79. Alberto:

    Hello, it really is the best program in the world. Why not add new monster icons like skulls or a black-helmeted enemy.

    September 4, 2019 at 21:39
  80. Giorgio:

    Awsome tool! I'm using it to for the teaching of students living in zones of traffic, abuse, poverty and broken homes. They never heard or seen RPG before! I'm trying to give then the chance of being child trhough RPG and live expectations that may give then hope and perspective. Your work are changing lives! Thank you for that!

    August 31, 2019 at 03:16
  81. Antonin:

    Hey!Just wanted to now if this will be usable for my campaign with a gm mode and a player mode where i can move them around and use a fog of war system!
    otherwise, its a great tool, thank you!

    August 23, 2019 at 23:22
  82. James:

    The previous version of this program was a jewel of good design and an invaluable tool to me, I am stoked for a new version!

    August 21, 2019 at 01:13
  83. mob:

    great tools

    hope measure tool can be added (to check block size)

    August 19, 2019 at 10:24
  84. nbbv:

    Have you abandoned this?

    August 18, 2019 at 01:03
  85. Samara:

    Wow! it's simple and beautiful…just awesome! Love it!

    August 18, 2019 at 00:45
  86. Tommy John:

    I can't seem to figure out how to place ground tiles, I'm trying left and right click but I'm just having a hard time with the program. Someone please make a tutorial so I can understand the basics of this thing.

    August 17, 2019 at 21:19
  87. Jeff dun:

    Impressively light. I find the art charming and fun.

    August 13, 2019 at 15:01
  88. JaxyTruesight:

    Damn! Ist Great! I Just wish there were more Items and Furniture to Decorate with, but anyways a really great Start!

    August 11, 2019 at 16:16
  89. ArtArchitect:

    definitely one of the most practical overhead mapping tools I've found for tabletop RPG use

    August 10, 2019 at 19:58
  90. SamuraiOwl:

    Could you make a mobile version? That would be awesome. Thank you!

    August 6, 2019 at 01:24
  91. Wire:

    Awesome tool, one of the best I've used.

    August 5, 2019 at 10:12
  92. Oenghust2013:

    Happy to support. Looking forward to more textures. Especially pools and different furniture.

    August 1, 2019 at 13:38
  93. Spyrotechnic:

    Looks really good, I would add bridges as one thing, also maybe add the ability to place colored tiles for bottomless pits or similar stuff like that

    August 1, 2019 at 02:31
  94. Cédric:

    Salut Sébastien,

    Thanks a lot for this tool. Simple, crystal-clear, system-agnostic and the limited amount of features is in my case some kind af advantage. I can focus on the tactical aspects of the level design rather than trying to pimp the visuals. Actually used at a Star Wars Saga Edition table, the maps are simple and clear enough to allow narrative and descriptions to live on their own, without being parasited by too much on-screen details (even if I love the light effects). Of course some additional features would be great but this is a really a satisfying and hands-on approach.

    Bref, merci. Et je me disais que l'interface avait ce côté mimi (-nutieux) à la Motion Twin. Hordes m'avait bouffé quelques heures… J'ai envie de découvrir enfin Dead Cells maintenant… Bravo.

    July 31, 2019 at 23:20
  95. gretchen:

    If this is as neat as it looks, I'll end up paying for it. The other tools I've found didn't really excite me or were priced too high for a just beginner dabbler, but this looks like it might suit me nicely.

    July 31, 2019 at 19:23
  96. Yuri Fanatic:

    I reaaaaalllyyy reaaally like this. Been looking for something simple for me to quickly make some maps, but also look quite good as well. I'm in love with the pixel art. Hope to see future updates with further assets such as miscellaneous decorations and devices. Like keg barrels and levers for example. Nice work!

    July 29, 2019 at 19:59
  97. Starch:

    I really like the concept of this software, and love the textures you've currently got! Unfortunately as it stands I'd side with using something like Roll20 purely for the ability to import textures. Being able to configure imported textures to specific sizes (so as that i, for example, could make my 8×8 tile grass texture automatically fit 8×8 tiles) and being able to give them certain features default objeccts already have (being able to, for example, produce light (maybe you could even configure how much with a slider or something, but that might be too much for the simplistic style of the app)) would be an awesome added bonus, but mostly I just want importing of custom textures. Other than that, I would definitely recommend this, runs light, nice default textures, easy to use, and you're supporting a fantastic dev!
    Much love!

    July 29, 2019 at 05:03
  98. Greg:

    Great tool. I've donated :-)
    Just printed off a map (B/W color scheme) – looks good but really drains my ink! Enough to make my paper too wet (need to use thicker paper). Any chance of a color scheme that is more black on white, rather than white on black? Will help save the planet in over use of ink!

    July 27, 2019 at 16:37
  99. nick:

    It would be lovely if there was an Export option for Maptool VBL (vision blocking layer) masks — that is, an image with solid black over wall centers, heavy furniture, fences, etc. that people shouldn't be able to see through. It's currently very tedious to manually paint VBL masks over these maps, especially because the walls are thinner than the minimum grid size, meaning that the edges are covered by VBL when snapping to grid corners. It'd be nice if which features generated VBL could be toggled too — there's many times when I don't want bushes to block vision or light, for example.

    July 24, 2019 at 02:55
  100. Firepoppy5:

    Awesome map making software, nice and easy to work with, but having a problem with exporting. The JSON files work fine, but I cannot export an image in png or jpeg form. My computer says that it is a network error, but I have checked my network and have found no problems, and the email link leads to a blank page

    July 23, 2019 at 00:04
  101. Kiryak:

    Excellent map editor, i just wish that you add more surface type (sand, luxious stone tiles, swamp) and some more vegetation (bush flower mushroom).

    Do you best !
    A french user !

    July 20, 2019 at 19:29
  102. /tg/:

    Lighting has a lot of artifacts and issues, the grid effect and multiplying errors probably being the worst of them. Defaulting to pitch black and lighting via various effects (choosable atmosphere colors and tints, plus point and ambient lights) may be better. The ambient occlusion for diagonal and cavern walls has an issue too — it doesn't register properly and treats them as if they occupy the whole block.

    July 20, 2019 at 02:40
  103. Wilfrey:

    It took me until now to realize you work on Dead Cells. GOOD GRIEF do I feel ridiculous now. I love that game and followed it for months. Super cool work you do! I'll post some work I've done with the map editor on Twitter.

    Nice update, by the way! Some sites like Roll20 exist, but they're way too complicated and like to crash and bug out. I use this and some image editing to create guideline maps for my Dungeons and Dragons 5e game I'm currently running, as well as test visual concepts ahead of time.

    July 19, 2019 at 01:35
  104. Nate:

    Excellent little editor! Simple, but effective, and the lighting is really nice. Reminds me of Aesprite with how approachable it is and that gives me an idea: The option to import textures/objects (and a basic way to organize them). Then really the only thing that limits this program would be your own imagination (or your ability to scour the internet for textures). Another tool I'd like to see is a color adjuster, so that I can click the tool, click on an object, then have sliders for hue, saturation, and brightness for that entire object (along with a cancel/reset button). Maybe even a shift click to edit an entire floor/wall texture too. That would be useful for delineating different rooms or just creating more variety.

    Can't wait to see how this tool develops!

    July 19, 2019 at 01:02
  105. J-Col:

    I love the map maker and have been using it for a while. Very simple, intuitive, and pretty. My only real want for it is the ability to do things like diagonal doors, windows, furniture, etc. Especially with the addition of diagonal walls, I feel it would be a great addition!

    July 17, 2019 at 04:32
  106. Anonymous:

    I love this Dungeon map maker! Though I must say, could you add a way to import maps to a PDF (much easier to print)

    July 14, 2019 at 17:03
  107. Joa:

    All works perfectly, and is very intuitive. I actutally enjoyed the experience of creating a map in this platform. The only thing i can complain is the fact that de export size is too small. Theres no way i can print a 640x640px image in A3 or A2. Hope to see improvements in the export settings some day. Cheers from argentina

    July 12, 2019 at 23:57
  108. name:

    Monaco: What's Yours is Mine might be a really good source of inspiration for the editor. It's got great lighting and art, the only issue is that it's nearly impossible to convert a custom map into a PNG. I know you don't want to make the editor too complicated for fear of running afowl of the less-is-more philosophy, so just the lighting engine might be worth your attention — and custom image support, of course, since I could just rip the texture files for the furniture from it.

    July 9, 2019 at 05:00
  109. Mannco:

    Ah, never mind. Obvious button is obvious

    July 8, 2019 at 03:49
  110. Mannco:

    I have the downloaded version, rather than the web-based version, and I can't download them as anything by .json files? Is there a way to get something compatable with Roll20?

    July 8, 2019 at 03:35
  111. Robert Downing:

    I don't know if this is solely an issue on my part, but I can't export the image as a .png from the site. I've tried to download other .pngs and those still work.

    July 5, 2019 at 20:53
  112. Dan:

    It would be cool to have a copy and paste function for areas of the map

    July 3, 2019 at 16:03
  113. whyeven:

    While messing around with the program after i just got it I used the scroll wheel to zoom in and out and then was unable to place any objects and could only zoom in and out after that.

    July 2, 2019 at 20:35
  114. tabaspefdive:

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    June 29, 2019 at 10:21
  115. closer013:

    Can you make it so objects (doors & fences in my case) can be placed on grid lines themselves and not just snap to the grid? Or just make and option to "turn off snap to grid"?
    Great piece of software otherwise!

    June 29, 2019 at 07:29
  116. Xama_:

    A chaque fois qu'une map a pas mal d'éléments et que je la télécharge, maintenant ca affiche "téléchargement) échec – Erreur réseau."

    :c

    Sinon, excellent les dernières mises à jour.

    June 26, 2019 at 00:20
  117. Alkenix:

    Ich kann diesen Karteneditor nur weiterempfehlen. Er ist übersichtlich aber trotzdem komplex genug für meine D&D5e Karten. Ich freue mich schon über ein Wüstensetting und allgemein mehr Tiles.

    I can only recommend this map editor. It is clear but still complex enough for my D&D5e maps.
    I'm looking forward to a desert setting and more tiles in general.

    June 24, 2019 at 16:48
  118. Mediocre Pancake:

    This is excellent. You've kept everything that I like about the old flash based one, i.e. the simplicity and ease of use, while still adding a lot of functionality and features. Thanks a lot of this.

    June 24, 2019 at 12:48
  119. Chris:

    Great tool – simple to use. One request though, which, if done, will make it good enough for me to use and donate to:
    Can we have a colour scheme that is printer-friendly? Printing off photo-colour maps is very ink-draining, and I want an easy to read map for the DM to read – so white background and black text/walls etc. Your black & white scheme would be ideal, but it makes the background black/grey and the text white – i.e. the inverse of what I'd like!
    If this was possible, I could export one version in this scheme, for the DM to print off, and one in colour (without text) for the players / virtual tabletop.

    June 23, 2019 at 12:35
  120. watercolor:

    I can't seem to place a ground tile in the latest version

    June 23, 2019 at 06:48
  121. Mike T. Dog:

    This app is perfect for dungeon maps and http://hextml.playest.net is nice for world-level map. They go well together :)

    June 23, 2019 at 04:38
  122. Newp:

    Awesome tool! Thank you for creating and sharing this, I've been having a lot of fun with it. Only ask I have is if there's some way to join furniture together at bends? It'd add a lot of creative freedom in using it to represent more complex objects (or even just an L-shaped desk).

    June 22, 2019 at 17:54
  123. Niroh:

    I thought the program was great, and I was making a lot of progress in making a new dungeon for my players, but I ran into a re-occurring issue that it would cause my entire computer to freeze. Over the course of the day, I had to reset my computer at least 3 times, and lost a couple hours worth of work in total, probably.

    June 22, 2019 at 17:46
  124. Viniziello:

    Oh man! o really wish i could donate to this project, 'cause tis is simply awesome… helped me a loooot. too bad dollars are way too much when converting to my money -.-

    June 22, 2019 at 17:04
  125. SeedHolt:

    Wilfrey, you should use Rolistik for this "fog of war" you want

    June 21, 2019 at 23:08
  126. Victor:

    There's a lighting issue when two lights overlap which is difficult to describe. Here's a picture of it: https://i.imgur.com/tErsOGZ.png There's a sharp cutoff around differently colored lights when blending with others, and it looks rather odd. Anyways, the tool is getting better so rapidly, it's amazing. I'm hoping for a grayer, more sci-fi focused map style soon, and maybe selectable furniture colors. It'd also be nice if the map's ambient light levels could be manually painted per tile, so I could have pitch-black dungeon areas in my horror maps and blinding sunlight in other zones without spamming ugly point lights.

    June 20, 2019 at 06:48
    • Sébastien Bénard:

      Hi! Yes I'm aware my light algorithm has some issues when mixing colors. I'll try to fix that in a future update :) Thanks for all the suggestions!

      June 20, 2019 at 09:56
  127. JuanDM:

    Amazing , I am so happy you made a windows version! I have been frustrated with just about every map tool I have tried over the last year. This is the one I keep coming back to. Happy to see that this will be making its way to githib.:D WELL DONE!

    June 18, 2019 at 04:45
  128. huehuebr:

    nhe

    June 18, 2019 at 00:09
  129. Wilfrey:

    It'd be an absolute godsend if you could implement a way to layer information onto the map, to have the ability to send your players an image copy of the map with only details you want them to see added. Something like Fog of War to obscure the rooms they haven't entered without having to manually delete or replace everything on the file itself, which is what I've been doing as of now. This is becoming my tool of choice for simple and quick map making solutions, though as of now we're left with the choice to either show the players everything on the map, or edit things out post-creation, which is immensely time consuming and usually ugly as well.

    June 17, 2019 at 07:04
  130. Patrick:

    How do you remove lights? Im pulling my hair out.

    June 11, 2019 at 10:44
    • Sébastien Bénard:

      Using the Light tool, just click on an existing light (clicking on its center) and select REMOVE.

      June 11, 2019 at 11:09
  131. Isaias C:

    I agree with Robert below me, It'd be super awesome if we could import our own images into this rather than finishing it up in another program. The lighting would look super impressive with imported images with transparency. Thank you for such a great tool either way! :D

    June 7, 2019 at 05:30
  132. Robert Downing:

    Can you have something where we can upload an image onto a variable size shape? Like the furniture but we can upload an image there. I’m asking this cause I’d like to make spike walls and other features and not just tell my players that those blocks are spikes. I feel you could do quite a lot with this feature as a DM and it’d make this map creator even better.

    June 5, 2019 at 00:26
  133. Bartasso:

    I seem to have a problem with exporting stuff to png i jpg. Every file that should be converted comes up as a "file" no extention given, so I can't open it in photoshop or print it.

    June 4, 2019 at 13:27
  134. ケイコ:

    A map theme that looked like this, with RGB lighting, would be perfect for virtually all of my needs. https://i.imgur.com/nUmucJ5.png
    It's just an ANAmap export, with wall areas painted over with black, and then gaussian blurred, with a light layer set to multiply, but it's so simple and clean that I can use it for everything from sci-fi to fantasy. I could/would donate maybe ten, twenty dollars, so that this tool could fill my use cases. The important part is that darkness is the map standard, so that the lighting contrasts much better. I think it would help make other map themes look nicer, too.

    June 3, 2019 at 03:36
  135. SamuraiOwl:

    Whoa! This is really cool. I love it. I wish there was a mobile version, though otherwise this app / website is really really really really (really really really really) really really cool!

    May 31, 2019 at 15:40
  136. Luingar:

    Load Button doesn't seem to work

    May 30, 2019 at 00:54
  137. ケイコ:

    Ah, I have remembered one more feature I badly need. I want to dictate large exposed areas as shaded from the sun with either minimal or no ambient light. Natural light sources are nice but they do not work well when I need a large area to be well-lit and a similarly large area to be dark or nearly pitch-black.

    Thank you for this tool regardless. I have a feeling it will become my primary map tool.

    May 29, 2019 at 22:23
  138. ケイコ:

    It's amazing to see you working on something like this, and just as I needed it, no less. The lighting is amazing, it's everything I ever wanted (but had to do in paint.net before)!

    If it isn't too much trouble, can I ask for full RGB lighting support to be prioritized, and maybe a skin with darker, grayscale walls and slightly more muted colors? The parchment and blueprint skins are rather garish for what I'm using ANAmap for, and I would prefer the walls to be black without having to forfeit lighting.

    May 29, 2019 at 21:14
  139. Abc Koenig:

    Thank you very much for all your work on this. I like the improvements of the new version immensely. I would like to submit for concern, and I apologize if you've already thought about it, to add a wood floor ground texture and to be able to apply ground textures to walls. Also, I miss the small furnishing item of the older version. Great job, keep doing what you're doing!

    May 27, 2019 at 23:49
  140. JadeRavens:

    Having trouble loading previously saved maps! When I click on Load, it just warns me that I've modified the map since I last saved, even when that's not true. Clicking Ignore or Cancel just dismisses the dialogue box and puts me back where I started. Am I doing something wrong? I'm in Safari.

    May 26, 2019 at 22:51
    • Sébastien Bénard:

      Thanks for reporting this problem, I'll have a look on Safari. Are you using a Mac?

      May 27, 2019 at 10:31
  141. Jonah:

    I love the tool, however, when in the windows recommended version I cannot actually export maps with the grid regardless of which button I click, it always exports without the grid.

    May 26, 2019 at 16:34
  142. therius:

    Hello! This is an amazing tool. And a great improvement over the last one.
    I noticed something that I don't find any way to turn on again. The editor when I first started it. Areas without floors showed as dark chasms and floor over them appeared as islands floating in the darkness. I really liked that look because allowed me to create chasms and bridges. But now every time I restart it looks brighter and no island effect.
    Anyway, great tool Thanks

    May 25, 2019 at 20:56
  143. Devlin:

    I see I am not the first person to notice this, but I find exporting a png that checking the "show grid" box does not result in the exported image having a grid. (Windows 10, Firefox 68.0b3 64 bit).

    I have also noticed that exported images sometimes have one of the map squares highlighted, sometimes in a white square, and sometimes a red square. ( https://i.imgur.com/RYmELqY.png )

    May 25, 2019 at 19:19
  144. WolfT.:

    How do you re-load maps, the load maps botton dosent work for me?

    May 24, 2019 at 14:43
  145. arthur:

    Hello,
    This program is great! I use it for towns and dungeosn and I use Anybody tried http://hextml.playest.net/ for world level maps.

    May 24, 2019 at 09:20
  146. Xama:

    Salut Sébastien.

    Avant toute chose, je te remercie du fond de mon cœur de mettre GRATUITEMENT et A LA DISPOSITION DE TOUS cet outil qui est spectaculaire. T'es vraiment mon héro personnel rien que pour ça.

    Je suis un Twinoïdien du forum rp, et comme beaucoup de nos camarades, j'utilise Anamap depuis des années déjà. Quatre cinq ans, je dirai, à vue d’œil. Car c'est extra : l'interface est simple et totalement efficace, le résultat est concret, c'est rapide d'utilisation. L'ancienne version ne permettait pas de faire de grandes cartes (ce qui ne m'empêchait pas de faire des raccords de différents plans via paint pour faire des trucs gigantesques) ce que cette nouvelle version permet, ce qui est un énorme +. Ça, et la HD.

    Autre point fort : la lumière. Tu t'es gavé, je n'ai rien d'autre à dire. Ça ajoute de l'atmosphère comme jamais.

    Je sais que tu ajouteras encore du contenu (comme des textures pour des liquides, etc), et au risque d'être redondant, voici des suggestions que je trouve indispensable d'obtention :

    – Un éditeur plus stable. Il crash très souvent de mon côté. Peut-être que le problème vient de moi, sait-on jamais.
    – D'autres fonds de cartes : autrefois j'utilisais Anamap car il était très neutre : mais il a changé. Etant principalement un joueur de cyberpunk et de fantastique contemporain, le noir et blanc peut être utile, mais sans lumière, il manque quelque chose à l'atmosphère. L'effet parchemin est trop fantasy, et pour du contemporain, l'on se retrouve surtout à mapper avec le fond blueprint qui est au demeurant fort joli, mais dès qu'on y ajoute de l'éclairage, on a l'impression de créer une atmosphère crépusculaire ou nocturne.
    – Je sais que tu vas ajouter d'autres textures de surfaces, mais avoir une texture bétonnée ou métalique serait un énorme + pour les rôlistes qui font autre chose que de la fantasy. Rien que pour des routes ou des trottoirs, c'est énormissime. Du sol en béton.
    – Les "small furn" de la première version d'Anamap. Ils faisaient tout et n'importe quoi. C'était top et maintenant ca manque.
    – La possibilité de superposer des portes/fournitures sur les murs : par exemple nous, quand on mappait, on mettait les Furn2*1 ou 3*1 ou 4*1 sur des murs de une case de largeur pour émuler des vitres à des bâtiments, et c'était redoutable comme effet. Avec la couleur du nouveau mobilier ce n'est guère plus possible, alors trouver un moyen de pouvoir superposer la texture bleue des portes sur des murs permettrait de faire des vitres en mode système D, sans que tu n'aies à incorporer des vitres. En tous cas les vitres, c'est un bon détail, quoi. Mais il faut rester simple et efficace.
    – Les caisses ont perdu cet aspect "empilées" que je trouvais sympa avant. Voila c'est juste une remarque personnelle et subjective. Mais on peut vivre sans.
    – Faire en sorte que la lumière ne soit pas arrêtée par des "murs invisibles" lorsqu'elle atteint un mur en diagonale : par exemple un pilier de 2*2 cases avec mur en diagonales n'est pas éclairé, ce qui fait un carré sombre.
    – Pour jouer dans l'atmosphère, ajouter, un peu comme pour la lumière, un effet de brouillard/brume/ténèbres ? Ce serait ENORME pour des ambiances horrifiques !

    En tout cas, c'était ce qui me passait par la tête.
    Merci pour ton travail, vraiment. Tu nous aides à rêver et à nous évader depuis tant d'années déjà. Il n'y a rie de plus beau.
    En espérant te lire, et dans l'attente de voir les prochains ajouts :}

    May 24, 2019 at 04:46
  147. John Rhoades:

    This program is so close to exactly what I've been looking for that I was surprised I didn't find it earlier. Then I was annoyed that it came so close while not quite having all I needed, and I wondered when it might get updated. Then I realized it had been updated twice in the last two hours with significant features, and that basically explained why I hadn't found it before AND alleviated my concerns. Your design philosophy for this program is perfect. Simple interface. Simple execution. No specialist cruft eating up interface space and bogging down the UI. I'm going to be bold though and list off some feature requests/ideas.

    – Simple color-tintable floors/walls. No texture, but with RBG color selection.
    – RGB color selection for lights/doors/fences also.
    – COPY AND PASTE. That's a big one for usability.
    – User defined image object. This risks getting back into the cruftiness of other map designers, but less so because it'd be tucked away and optional. Just a "PNG" button under "Tree" or wherever, which lets on use a local png file.
    – Although, "Text" covers most possibilities, it seems that if you're going to have a seperate one for "Mob", you could do them for "Treasure", "Trap", "Secret", etc. That might be a bit much though.
    – "Water" and "Hole/Pit" Grounds.

    Bug: On the desktop version, my left hand menu descends past the bottom of the screen in fullscreen or windowed mode. It doesn't in the web browser.

    Whether you find any of this useful or not, I want to re-emphasise how much I appreciate that you understand the actual needs of the casual RPG map maker. Spot on. Kudos.

    May 24, 2019 at 03:47
    • Sébastien Bénard:

      Thanks for all these interesting suggestions! You can already kind-of "copy/paste" objects (like texts or mobs) by holding CTRL key when dragging existing items. I also like the colored floor idea, it will definitely happen. Water/pits are on their way, but I still have many issues to fix with these :) I fixed the UI issue in the latest version (0.4.2).

      May 24, 2019 at 15:53
  148. Emmett:

    Fantastic tool, but exporting to PNG isn't working for me right now.

    May 24, 2019 at 00:00
    • Sébastien Bénard:

      Hi! Thanks for reporting this issue :)

      • – What browser do you use?
      • – Do you have any extension that might block scripts or content?
      • – Have you checked inside your default download folder?
      • – What happens precisely when you click on "Export image"?
      May 24, 2019 at 00:52
  149. SpectreWulf:

    This is really awesome! I hope you guys implement custom assets to be imported while making the maps! One of the best and easiest dungeon map makers out there!

    May 23, 2019 at 09:47
  150. Yeetus:

    Grids arent showing up in the downloaded picture, but everything else works fine.

    May 23, 2019 at 03:58
    • Sébastien Bénard:

      You should be able to enable the Grid in the Export window by checking the option "Show the grid" :) Does it work?

      May 23, 2019 at 08:53
  151. Tyrandos:

    Great! Awesome! I have used your old one for a little while now and it has helped me plenty! I cant wait for this one to come to work as well!
    Some more options for items to place down would be lovely! Trees/small furniture would be very awesome! Keep up the great work!

    May 23, 2019 at 01:53
  152. Dim:

    Love this. Just need more texture variety; especially some scifi themed. Cobble and Ancient seem too similar from afar and don't stand out enough from each other.

    May 22, 2019 at 03:22
  153. Pizzaboy10:

    Lighting is amazing, the different wall types is cool, and the addition of text is a nice touch too. Some feedback though.
    It's a little counter-intuitive that the whole area is "Wall" and you carve out land, at least in terms of light and ground textures. The fences don't work in corners, and the doors don't block light.
    But overall this is a massive improvement to the flash version, and I can't wait to see what you do with future updates.

    May 21, 2019 at 03:55
  154. Ryan:

    ANAmap has always been my favorite tool for making dungeon maps, and I'm excited to see a new tool by you! Thank you for making this.

    May 20, 2019 at 00:41
  155. MakerCaker:

    Suggestion: Have everything be scalable.

    May 19, 2019 at 21:36
  156. MakerCaker:

    Suggestions: Make an option for placing blocks/doors/fencing along a grid line.

    May 19, 2019 at 21:35
  157. Scott:

    Dude I've been looking for a free and easy to use dungeon building program for a while, and this is flipping perfect! I can't wait to see where it goes.

    May 17, 2019 at 04:33
  158. William:

    soooooooo awesome

    May 15, 2019 at 21:05
  159. Wilfrey:

    Really hoping you continue this. It adds just enough to be understandable but not so complicated I lose focus of the actual game itself. Within an hour or two I can make an easy to grasp map of however much my players need to know. Maybe consider monster icons, something general hat indicates a threat, maybe 1-3 squares in different sizes or allow them to be combined like the other tools?

    May 15, 2019 at 05:39
  160. Bjørnar Kaarevik:

    This is a fantastic tool. You're doing great work. The flash version is good, but the HTML5 version seems to have a lot of potential! Thank you!

    May 15, 2019 at 01:07