Getting Started For 20 years we have led the field in map-making software for gamers. CC3+ and its add-ons enable you to create the worlds of your imagination, with the right tools, the right support and an ever-growing community of cartographers. See our, browse our of maps from ProFantasy users or join the discussions on. Buy our software from the, install and get mapping. You can get a refund within 14-days, no questions asked; you'll be able to download your software for at least ten years from purchase date.
For the last 20 years, I’ve been playing tabletop RPGs with friends on a very regular basis. I’ve spent a huge amount of time writing scenarii and missions. I did it with traditional pen & papers at first, and with Google Docs afterwards. Problem is: it’s ok to write missions with Google Docs, until it comes to drawing the map of, say, a dungeon in Warhammer, or a haunted house in Cthulhu. Most of the dedicated tools are either:. old: like with a Win95 interface with almost zero attention to ergonomy.
bloated: the tools allows EVERY single thing related to drawing a map, and therefore, is too complicated for my simple needs. ugly: the tool uses lots of terrible textures where I just want to draw walls and doors. For some times now, I’ve been using Photoshop to paint my maps.
But let’s face it. It’s a great tool, but it has not been designed for that purpose.
And it’s not free. So I’ve decided to work on my own tool, with the sacred KiSS principle in mind (Keep it Short & Simple). Zachary: « I love this tool. Simple and sweet! Is there any possibility of a downloadable version with some enhanced functionality? Copy-Paste features, a few more simple object icons (like chests, trap icon, monster icon, etc)? Perhaps even a toggle from a square grid to a hex grid?
I've been looking for a great client for making maps, and yours comes the closest to what I've been looking for. I'd love to see a slightly more fleshed out tool that keeps the same design philosophy you've got here. Guess I can't speak for anybody else, but I'd definitely be willing to drop a few bucks for one! Martin: « This is a great tool! Best dungeon map making tool I have come across.
Making maps is so fast, easy and intuitive, and the finished product actually looks really nice, even though it's simple. So, I hope you are still developing this, as there are a couple of small problems: Firstly, after using right click to delete an object, rotating with space no longer works, though it works again if I save the map. Secondly, I can't type in text But anyway all in all this is great, so thank you for this! James Davenport: « Thank You!
I've been hand drawing and scanning maps for my online Fantasy Grounds session and in a very short time I was able to use this to create 2 key maps for upcoming session. I was able to do it in less time than hand drawn and that says a lot for an application. I don't think you should mess around with colors as others suggested – simple is clearly better here. My one suggestion with is in sync with the tool philosophy would be to add: Windows – this is a key and simple map element when making buildings. Water – also a key simple element (I've used SmallDirt to represent water though on one map and it works). Otherwise this is simple design perfection and I applaud you! Wordsmythologic: « Ideally, there would be thin walls that could be placed on the grid lines, and the doors would also be on the actual grid lines.
Y'know like how one would make a maze on graph paper. Like the thin walls/doors in this map, for example: This is genuinely the best, most intuitive map designer software I have seen so far, and I have seen dozens, but that one design flaw makes it less than ideal.
Also, a click & drag rectangle would be a much better sytstem for filling in/erasing the main squares, since it would be much faster forr making both straight hallways and large rooms. At0micCyb0rg: « This tool, even now (it seems to be some years old) is still the best. It only lacks assets and some minor features. If you could add more assets (water, a user-defined custom object so that I can differentiate static objects from walls, secret doors, etc.) and make the map infinitely large, this would be so powerful. Also, diagonal lines would be a god-send. I'm using it anyway, but I will simply have to edit it afterwards, which is a pain.
You could easily eliminate that pain by adding some basic content. Please don't leave this thing to collect dust! Aaron M: « Finally! An easy map editor that does not look like garbage by giving a bunch of semi realistic looking sprites.
One thing that would making it better though is instead of having presized furniture it would be great to just be able to draw rectangles to whatever size you need. Maybe have a few colour options on the rectangles as well. Just my opinion, but I think it would greatly extend what you can accomplish with this and keep the KISS mentality. Also have you considered making this open source to leverage the dev community?
Raven: « Hello! I've just discovered ANAmap, and wow! What an amazing tool! It is exactly what i've been looking for. I'm currently using it for a C.O.P.S.
Scenario, and it's perfect for drawing gunfights places and crimes scenes, etc I think i'm gonna use it for all my other RPGs! (Dark Heresy, Cthulhu, Dungeons&Dragons). ANAmap is simple, has a visual style that goes for any type of RPG, and it even allow you to convert your maps to.PNG files for various usages, such as importing it on a virtual table (Roll20, for example) when you play RPGs with your friends from a distance (as I do as a GM). Thanks so much to the author!
Keep up the good work!:) PS: There seems to be some very minor, random graphic glitches on vertical doors, on the.PNG version of a map, after you exported it. Nothing to be alarmed, but just so you know.;) PS 2: A tool to draw thin lines with a snap-to-grid/freehand function would be a great addition to make ANAmap even more awesome Especially to draw things such as sidewalks, floor markings, carpets Basically everything that is not a wall or a furniture/door.
PestoPosta: « This is the best map making too I have found, thus far.:D But if I may be so bold as to make a few suggestions,:) The first there needs to be a way to scale the map, I am gunna need to make 4 maps for one location and it would be nice to have everything on one map, over all kinda nbd, but it would be nice.:) Second, get a copy of an old D&D map Key, and add a token for each item on the key. Portcullis, water (MY KINGDOM FOR WATER XD), statue, pit, and a hand full of other simple icons. (Is pretty good) And last if it would be possible to move the tools and menu off of the map its just artificially limits the size of the map.:) And again this is an awesome map tool.:D ». Chris: « Brilliant and easy to use especially useful as a player mapping tool. Would be great to be able to set the map dimensions in squares horizontal and vertical as this would be useful to make sure when using for player mapping you wont run out of room is the DM has a certain size piece of paper.
There must be some ability to increase size as currently you can map off the edge – really hard to undo the map if you are flying blind like that however so would be good to have a solid border as well Echo comments around being good to be able to add own Assets but even so this is pretty darn good even as it is with the assets you have ». William: « This is, by far, the best dungeon mapping tool I have found. It took just a few minutes to master, and I am making in minutes dungeons that would have taken 5 times longer to create by hand or with the other map making tools floating around.
Well done, sir! Given the tiny size of the map's.json file, it would be nice if you allowed people to save map's on your web site to share with others (like your examples). No need to recreate a standard warehouse when others have done it a dozen times. I have seen other mapping sites do this, but most of the results are overly bloated.
Jay: « This is a great, simple tool to use for making maps! Thank you very much for taking the time to create this interface. As far as some of the other suggestions of 'what about tiles for.this. and.this. and.this.' I wouldn't worry so much about it.
What you have is simple, very useful, and time saving! Other tiles may end up making this nice little tool cumbersome. The stuff that is missing (different symbols for things like locked, trapped, secret, etc, traps, blah blah) are EASILY rectified by either hand or by an image editor. I really don't think you should clog it up with too many features. Again, I really appreciate this tool. Talamarie: « Magnificent!
This tool is just really cool and really easy to use so that anyone can work with. I use a software called RPG MAKER which allows fans to create video games and this tool is ideal to enable the realization of our maps or can get inspired by a map that could be incorporated into a walkthrough.
It is also an attractive alternative compared to another similar tool produced by a fan of the RPG MAKER community known under the name of Celianna. But her tool is more used for wold maps that conventional ones. I feel that this tool is relatively new, however it has a huge potential and with more time to devote to it, it could become a must-have for this community. For example: a command to create water, or lava? And flowerbeds or wheat fields perhaps? There are many possibilities. It may be new, but it has a bright future.
Getting Started For 20 years we have led the field in map-making software for gamers. CC3+ and its add-ons enable you to create the worlds of your imagination, with the right tools, the right support and an ever-growing community of cartographers. See our, browse our of maps from ProFantasy users or join the discussions on.
Buy our software from the, install and get mapping. You can get a refund within 14-days, no questions asked; you'll be able to download your software for at least ten years from purchase date.
So, Dundjinni will actually run on Linux, but you have to run the installer under Windows, and then copy the files over. (it's Java) There are some other big complaints here. It uses bitmapped graphics rather than vector drawing, and so you can't zoom in/out, scale elements, etc. AutoRealms could be ported to Linux, save that it would depend upon Borland's Kylix Open Edition (free as in beer).
CC and its cousins are nonfree/nonopen, windows only. The same seems to be true of Fractal Mapper. I was always i. Perhaps you should read the Fractal Mapper nbos.com. You can publish any maps you created under whatever terms you like, so long as they don't contain any Fractal Mapper map symbols (because the map symbols are art that they have created and own). They do not 'legally own' any maps you create under any circumstances, even if you include their map symbols, copyright law doesn't work like that.
If you create maps with Fractal Mapper distributed map symbols you have created a derivative work based on their work. You cannot distribute it, but they certainly can't distribute it either (nor do they own it). If you use Fractal Mapper as a tool, and do not include any of their pre-made art then they have no more claim on your maps than Adobe would have claim to an image you created in Photoshop. Why anyone actually uses such complex map generating software that does such things as break the whole map into grids and hexes and calculate travel times and such. Let me illustrate, go put on your roleplaying hats and compare: GENERIC OMINOUS SOOTHSAYING SAGE (GOSS): You need to go to Ramadamadingdong, which is eighteen hexes out from your location and standard rules are to roll for encounters each hex.
Check hex D14 on your map. Let's see we'll need 18 standard ration units then, let's make it an even 20. GOSS: That which you seek lies in mysterious and distant lands unknown (stretches gnarled finger to emphasize that whole 'way out there' thing). Your path is perilous, your tread is treacherous, your fly is unzipped. Players: This journey, how many days?
And thanks (zip). GOSS: I know not, but this burned fragment of a map drawn on the skin of a Dire Wallaby shall guide your path. Beware, for the hand of a madman was that who authored, or the madman guided the mad hand, or perhaps a sane hand of a mad man- Players: -Yes, this shall do! (snatches map). What demon had to be slain that left its ichor to stain this map? GOSS: Oh, I merely ran out of tissue.
OK, I'm feeling a little silly, but you can see how even realistic props can enhance silliness. Nothing wrong with the GM having the hex maps, but for godsakes, please stop exposing these to the players.
AutoREALM is pretty nice, however, there's some small clumsiness in the UI. It's the kind of software that you want to use to create really complex maps, because it sure isn't smooth enough to do anything really simple. It's sure very powerful, has some nice drawing tools and such. Very nice layering functionality too. The symbol library feature helps too. The only problems I had were with snapping/accurate ends, zooming and panning (there's a separate pan tool, no mouse shortcut, and panning tends to screw up the display until done).
Also, in this day and age, I'd definitely expect the program to do EPS or SVG exporting, but nooo-oo, not yet! Okay, it's been an year since I used it - hope it's being improved a bit. AutoREALM had one curious feature, too - name generator, based on context-free grammars. I found it a pretty strange coincidence that I spent this day tweaking my context-free grammar based text generator, and the first thing I see in Slashdot after that is some question about AutoREALM. www.iki.fi happens to have one AutoREALM grammar as an online demo =).
I still have yet to find one that I really like. I'm still forced to sit down and hand draw all my maps. While it does have the nice side of forcing you as a GM to figure out the specifics of everything on the map, it is annoying because it would be really nice to edit and zoom in and out on maps to give to players. I've played with most of the mapping software out there1 and it all has problems that limit how useful it is, especially for a GM that does not work off a laptop when gaming.
Yoon Si Yoon. I've seriously thought about writing my own; I have many pages of notes on how to implement the system and a few directories full of testbed code and graphics. My biggest problem with mapping programs is how they force you to think within their structure rather than being a more freeform tool. cheshirehall.com I'm using in my current Firefly GURPS game. 1 I have not played with Dundjinni. It looks very 'pretty', but I prefer Tolkien-esque lineart maps for the simple fact that they don't use four gallons of ink to print out.
I'd suggest looking into using SVG for game map creation, because there's getting to be a lot of Open Source tools out there (like inkscape.org, that I help develop) that can edit, convert, etc. I've done some map making with it and while it lacks many of the advanced features that commercial map tools have, it's got the basics, plus if you can code, you gain the option of adding the feature in yourself.;-) Making maps with Inkscape / SVG is different than using CAD-style software like Campaign Cartographer, but you can achieve pretty much the same things. With features like alpha blending, text-to-shape, layers, grouping, shape fills, tiling, and infinite zoom, you can make much 'prettier' maps in much less time than it'd take to do in a CAD-like program. See the inkscape.org to get some ideas of what can be done with these features. It has a fancy calligraphy mode that could be quite handy if you need to hand-write calligraphic text on a map. There's also a nifty bitmap-to-vector tracing tool that might help in converting hand-drawn maps to vectors. Also comes with several useful tutorials (in the Help menu).
There's also a site for sharing SVG clipart (like map symbols), the openclipart.org. Not a lot of RPG art yet, but there's some and it's likely going to grow a lot.
Plus, since all of its content is Public Domain, there's no restrictions at all placed on your maps if you use it. I could.easily. imagine this being a way for RPG mappers to collectively build an open library of RPG map symbols and artwork. Campaign Cartographer is great if you want real maps. It's a CAD program, which means 2 things. 1, It's hell to learn if you don't already know CAD. It's every bit as useful as you want it to be.
You can map a continent, zoom in and map a county, zoom in and map a barony. Everything fits across multiple levels. The majority of the other 'map' making software out there is really drawing software.
Dunjinni fits into that category. You can draw pictures, but they are just that, and not functional as real maps. They may be prettier, and easier to use if you have more experience with drawing programs. And I won't argue with you, either. Not that that helps much. There is unfortunately a tendancy on the CC-2 mailing list to ignore such problems. All I can suggest is the standard response you'll get there: Download the UberManual (requires registration of purchase), Do the tutorials, ask questions on the mailing list (Yahoo.Uggh.) That third part is probably the biggest help.
The community is actually very helpful. But if you haven't done the first two, expect to get a lot of responses that point you. Path: pouncer.easynews.com!newsfeed1.easynews.com!easyn e ws.com!easynews!novia!newshosting.com!nx01.iad01. N ewshosting.com!216.196.98.140.MISMATCH!border1.nn t p.dca.giganews.com!border2.nntp.dca.giganews.com! N ntp.giganews.com!pd7cy2so!shaw.ca!pd7tw1no.POSTED! Like someone already said, most of the other programs are bitmap-based, wherease CC is a real CAD program and thus vector-based.
The difference is that there is very little you cannot do with CC (aside from the primary RPG use, I have used it e.g. To draw floorplans for selling an apartment, and plan to use it for garden design). Also, CC is professionally produced software - the UI might not be completely 'Windows Standard', but it does work logically and provides all the functionality you need (I have had some bad experiences in this regard with other software where UI design has been less competent). The tradeoff is the steeper learning curve, though the manuals are quite OK. The available extensions cover most if not all RPG illustration needs, so you can expand the software as your needs grow. A host of free content (maps and symbols) is available from the Profantasy website. I guess it mainly depends on the quality you want to get and the time and money you are willing to invest.
If all you want is to sit down and quickly create some relatively simple maps, then you are better off with a simpler and cheaper program (or pen and paper.). If, on the other hand, you want to have the ability to create beautiful and detailed maps and are willing to spend some time on it, then it is worthwhile to invest your money and time in CC. It is worth repeating that both investments are required - frequently people who have the money don't have the time, and vice versa:-(.
Wanted to create maps for illustrating a fantasy novel, CC would really be your only sensible alternative. By the way, if money and time is no object (I wish.), look into the e-onsoftware.com + curiouslabs.com combination for creating illustrations. You can get some pretty decent results without any drawing ability, but buying both the software and the content will cost you an arm and a leg, not to mention a significant chunk of your time. Disclaimer: I own CC and most of its extensions. I have not tried all possible pieces of mapping software that exist so there might be something better out there but I seriously doubt it.
I am not in any way affiliated with Profantasy, e-on software or Curious Labs. As a long-time gamer and sometime-artist (that is, I know enough technically to not be laughed out by my artist friends), I'm somewhat surprised that nobody has mentioned that before you get into all this mapping software, you really should think about the map. Sketch things out, make notes - whether they're on paper or in a word processor or on MS Paint/GIMP/Photoshop. There has not been one map-making program I know that will help you out with the planning stage.
In fact, most of them are detriments to it. If you already have a map, that's another matter. I don't like Campaign Cartographer specifically because it's a CAD program. It's slow and a pain to fix or alter things on other layers. The one thing it does better than (so far as I can tell) any other gaming-mapping program is link and keep track of notes. In today's XHTML computing world, though, this isn't that impressive. Even so, I've seen more interesting maps drawn by inartistic DMs using a pencil than I have with inartistic DMs using mapping software.
But that's just map-MAKING software. What I'd love to see is software that has a GM map and a player map on the same computer.
The GM map would include pop-up notes for the GM, icons for who's where, but the player map would only have those areas flagged by the GM to be player-viewable. I'd love a SIMPLE interface, or an interface I could use simply. Normally we just use a Battle Mat, erasable markers, and dice representing where we are. We save more money for pizza and elvish hookers that way. There are simply so many ways and reasons that someone would want, or care for, RPG Map-Making Software. I just touched on the two that meant the most to me.
I have to agree. I'm not looking for professional level maps. Something simple and tile-based is all most people need. Nothing that I have seen posted here has addressed the issues that I (and apparently Thenomain) find to be most important. Give me a program that allows the GM to create a map, including creatures, traps, doors, passages, etc. Let the players view the bits of the map (remotely even, possibly through this thing they call the 'Internet'?) that I want them to see. Allow the GM to reveal.
For any non-trivial map, I would start with pen and paper and only move to CC once the paper version is at final draft stage. The editing aspect is what makes using a program really worthwhile (aside from getting really nice looking maps); after a few editing cycles and a few dozen game sessions pen-and-paper maps get smudgy and hard to read, not to mention lost. For maps that you only use a few times though, pen and paper might be better (if you don't care about getting that nice professional lo.
Every now and then a map I drew about 15 years ago of a fragment of a quasi-mediaeval European town shows up. I was fed up of American maps of 'mediaeval cities' in which there were perfectly square city blocks with a FedEx drop-off box on every corner. profantasy.com used some of my holoweb.net from my fromoldbooks.org Web site, so I link back to them, but as far as I can tell their products or for Microsoft Windows. They gave me a free Castles program, but I didn't try it under WINE. On Linux today I'd probably look at using either Grass (a fairly complex GIS program for the hard-core enthusiast) or a vector-based drawing program such as Inkscape. It's useful to have a drawing program that handles layers (Inkscape does these days), and a vector-based rather than bitmap program is good because (1) the maps print OK, (2) when you ditch that old 640x480 screen and go for 24,000 x 9,000 pixels:-) you can still find the map, and (3) you can zoom without it getting blocky, and (4) you can edit it later. If you insist on using a raster/bitmap program like GIMP, use a separate layer for everything and keep text layers as text for as ong as possible, so you can edit them.
Maps with spelling errors look really stupid. Plus it's neat to be able to go back and add detail during the campaign. If you give the players a copy of the map file, export it to a bitmap first, with the layers containing your own notes well hidden! Or first save the file, then carefully delete the layers you don't want them to see, and then save a copy under a different name and send that.
But that process is error-prone especially if you're tired. I sometimes gave players incorrect maps, e.g.
Badly remembered or done with 'poor cartography', and they'd end up piecing the truth up from the obvious contradictions. One had an entire country whose existence was censored:-) There are a number of clip-art fonts around with map symbols. Some are commercial (I'm sure you respect commercial licences, since you want the GPL to be respected, right?) such as Adobe's Carta, but there are some free ones too. There are also some low-cost fonts especially for making RPG maps by David Nalle at fontcraft.com. I think they have some non-Free non-free software for Microsoft Windows too. An alternative to clip art fonts is to make your own symbol library, e.g. By drawing pointy muontains and so forth with a pencil, colouring them with crayons, and scanning the result before and after adding colour.
You could then trace these in a program like Inkscape, too.
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Free Map Drawing Program
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