Skip to main content

How to create your own RPG maps?

This is going to be a links post rather than a detailed explanation. The reason being is that there are a lot of good explanations already out there. There are a lot of programs on the internet you can create rpg maps with, I'm just going to talk the ones I've used.

Lets start with the easiest

Pyromancers

http://pyromancers.com/dungeon-painter-online/


This is a flashed based website embedded tool that allows you to draw grid based dungeon maps. Its wiziwig, just click on the style of tile you want, select rectange, eclipse, custom polygon etc and draw some shapes. Its a very quick and easy way of producing room/dungeon layouts. The end result isn't very graphically distinct and creating unconventional shapes can be a bit of a pain but it works. You can export your creations as image files.

I used Pyromancers quite a bit at first, as it was a very easy way to create excessively large dungeon maps.


http://www.hexographer.com/

Hexographer comes with a free ware version, download this and try it out. Based on OSR blogs this seems to be what most people use.


Using the freeware version you can create simple old school hex maps very quickly. Visually its comparable to some D&D stuff from the 80s.

There are a few other freeware hex mapping bits of software. I tried using a java script one (forget its name and link) but Hexographer seems to be the most accessible/best. I used it for my Mutant Future campaign to create the game world map. The colours of Hexographer didn't really suit the setting so I opened the output image in Gimp and altered them a bit. Hexographer does the hexes well, but lines for rivers and boundaries always look a bit crap.


This brings us to GIMP, that is GNU Image Manipulation Program

http://www.gimp.org/

Currently at version 2.8 this is one of the best pieces of freeware on the net. It is essentially a freeware version of Photoshop. Unlike most bits of freeware, once you learn the ropes its pretty much as good as its commercial competitor (it's definitely better than corelpaintshop). 


Gimp can be used to create any sort of map, dungeons, cities, worlds etc.

All of my maps are built on the basis of these three Cartographers guild tutorials





I recommend starting with Toristan's dungeon map tutorial if you are new to GIMP. Its an easy in and explains stuff in some detail. Then look at the second link, Roba's mapping. It will show you some more of GIMPs potential.

In general cartographers guild is great. There are a lot of tutorials and the forums are full of friendly folk who will answer questions. Critically, you don't need to be able to draw or have any real artistic tallent to produce any of this stuff. It's all process and effect. 


Comments

Popular posts from this blog

Quick Looks: Cimean War Battles - Tchernaya River

 A quick one today I traded off Across the Narva by Revolution Games (should post something on this) for an oldish (2000) copy of an S&T magazine. The mag came with two battles reprinted from the 1978 Quad game on the Crimean War. The full Quad also contained Inkerman and Balaklava, this magazine version just has Tchernaya River and Alma. Initial setup Early SPI games (and actually GDW and AH come to think of it) of the 70s tend to have lots of rules you already know. I go, U go, movement, fire, melee, rally, and most of the rules are standard. Command and control rules and friction of war arrived a lot later. To couter this I have added a simple house rule. For each division (units are brigates and regiments, about 2-8 per division) roll. On a 1 in 6 movement is halved unless the unit can charge, in which case it must charge the nearest enemy.  A simple easy to apply rule for generating those light brigade charges. You could also easily convert this to a chit pull game by division

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is. Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'. Back when Roger B MacGowan did cool art house covers But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just. Poles have just been creamed on the south we

Jena Campaign - Debrief - Lessons learned.

On the last Saturday of this past June I enjoyed one of the best learning experiences I have had in wargaming to put a positive spin on it. The day did not start well in character as General von Ruchel I arrived to the field 3 hours late having boarded the wrong train. When I arrived I discovered that my colleagues had spread our forces in a long thin line between the Fulda gap and Gera with no reserve. Control's game map The Jena campaign megagame, designed by Rupert Clamp was devised as a double blind map game. Each side of 10-15 players wrote orders for each division ordering it about a large map of central Germany. When battle was joined a divisional commander collected his regimental level counters and played a simple face to face tactical game. A step up the chain of command it was the army commanders (generals) role to devise the overall strategy for then the divisional/corps commanders and their chiefs of staff teams to implement. Or if you were on the Pruss