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Building the map

A map image on its own is just a picture. These tools are what make it a playable map — a grid your tokens snap to, walls that stop the party walking through stone, torches that carve light out of the dark, and fog that hides the next room until someone opens the door.

Every tool here works in two places: while you’re prepping a scene on your own, and live at the table with everyone watching. Changes you make during play reach the whole room immediately.

The grid

Square or hex, sizing, offset, colour and snapping — plus Auto Grid Setup for maps that don’t line up. Set up the grid →

Basemaps

Swap the map image, browse your map library, or bring in a map of your own. Manage basemaps →

Walls & doors

Draw the walls that block movement, block sight and grant cover — and the doors that open. Draw walls →

Drawing on the map

Freehand, shapes, arrows and labels for marking up the map mid-session. Start drawing →

Map effects

Particle effects — fire, smoke, gas, rain — clicked onto the map, tuned live and shared with the table. Add effects →

Lighting

Place lights, set the scene’s mood and time of day, add weather and atmosphere. Light the scene →

Vision

What each token can actually see — sight radius, darkvision, invisibility and detection. Set up vision →

Height & 2.5D

Elevation regions, ramps, a height brush and a 3D preview. Add height →

Difficult terrain

Paint ground that costs double to cross, or blocks movement entirely. Paint terrain →

Terrain effects

Turn shapes into living surfaces — lava, water, holy ground, force fields. Add effects →

Overlay tiles

Drop props and set pieces on top of the basemap. Place tiles →