Generated Battle Map
Map Settings
Map Features
Labels and Notes
Layer Controls
Advanced Encounter Controls
Battle Map Legend
| Symbol / Color | Meaning | Typical Use | Movement Effect |
|---|---|---|---|
| Green / Brown | Open terrain | Grass, dirt, floors | Normal movement |
| Blue | Water | Rivers, pools, coastlines | Slower or restricted |
| Dark block | Obstacle | Walls, rocks, crates | Blocks movement |
| Red marker | Hazard | Lava, traps, unstable ground | Danger or damage |
| Colored circle | Token | Hero, enemy, NPC | Occupies a space |
| Gold star | Objective | Capture point or item | Scenario specific |
How a Battle Map Generator Helps
A battle map generator turns encounter ideas into clear tactical spaces. Game masters can choose a theme, grid, scale, and map size before adding terrain. The generator creates a usable starting layout, while manual editing keeps every encounter flexible. Random seeds make it easy to reproduce a successful map later. Density controls change how crowded the battlefield feels without rebuilding the scene from scratch.
Designing Better Encounters
Strong battle maps give players meaningful movement choices. Open areas support ranged attacks, while walls and obstacles create cover. Hazards can make direct routes risky, and objectives encourage movement beyond simple combat. Elevation markers help represent balconies, hills, stairs, and rooftops. Fog of war can hide unexplored sections during play. Lighting markers also help describe torches, magical effects, and dark zones. Use moderate obstacle density first, then increase complexity for experienced groups.
Using Tokens, Layers, and Notes
Tokens represent heroes, enemies, monsters, vehicles, or important NPCs. Each generated token receives a faction, position, and label. Layers separate terrain, structures, objects, hazards, tokens, labels, effects, and GM notes. A layer can be hidden when preparing a player-facing version. Private notes can record traps, secrets, reinforcements, or encounter instructions without changing the visible map. Saving the configuration in the browser lets a campaign return to the same setup.
Exporting and Printing
Exports make the map useful outside the generator. PNG and JPG files work well for virtual tabletops and messages. SVG keeps vector lines sharp for scalable use. CSV stores coordinates, terrain types, hazards, and tokens for later analysis. JSON preserves the full editable configuration. PDF export creates a convenient printable reference for the table. For large encounters, use landscape printing and reduce margins. Always review labels and hidden information before sharing a player copy. A clean player export should exclude private notes, secret traps, and concealed objectives. Consistent scale settings also make printed movement and measurement easier during long sessions.
Frequently Asked Questions
Can I create square and hex maps?
Yes. Choose square, hexagonal, isometric, or grid-free rendering from the Grid Type option.
Can I reproduce the same random map?
Yes. Keep the same random seed and settings, then generate the map again.
How do I add or change terrain?
Click a cell to cycle its terrain. Shift-click a cell to place or remove a token.
What does the CSV contain?
The CSV contains cell coordinates, terrain, obstacle state, hazard state, elevation, objective status, and token information.
Can I hide GM information?
Yes. Hide the GM notes layer and disable labels or fog details before exporting a player-facing version.
Does PDF export require server software?
No. The page uses browser-side PDF generation. If the library cannot load, the tool falls back to browser printing.