this post was submitted on 25 Apr 2025
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MapMaking - A Map Making community for DND/TTRPG

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Welcome to the TTRPG/DND/D&D/Fantasy Map Makers Community!

We're thrilled to have you here! This community is all about the art and craft of creating TTRPG maps. Whether you're a seasoned cartographer or just beginning, this is the perfect place to delve into the world of map making. Here, we exchange knowledge, seek advice, explore techniques, and bring our imaginary worlds to life.

Our Main Focus: Map Making Discussions

Primarily, our community thrives on open discussions about all aspects of map-making. Topics can range from tools, techniques, and asset sharing to queries about scaling and more. This open forum is where we share knowledge, learn from one another, and celebrate the process of map creation.

Other Acceptable Posts Include:

Map Making Prompts: Feel free to post prompts that others can interpret through their unique artistic perspectives. Create maps inspired by these prompts and share your process!

User Requests: If you have a specific idea for a map but lack the skills to bring it to life, you can post your request here. Our talented community of artists may choose to fulfill them. Remember, this isn't a place for paid requests, and we reserve the right to revisit this policy if the number of requests becomes overwhelming.

Artist's 'Make a Request' Posts: Artists in our community can start a thread inviting others to make requests, which they can then attempt to fulfill. This keeps the requests contained and easy to follow. This section also doesn't cater to paid services, and the policy may change in the future.

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We're here to foster a collaborative environment where map makers can learn from each other and improve their skills. This community is about celebrating the process of map creation and exploring innovative ways to illustrate adventures. While sharing completed maps is not our primary goal, feel free to join !battlemaps@lemmy.world to showcase your completed creations.

Find more TTRPG/DND:

--!battlemaps@lemmy.world

--!dnd@lemmy.world

--!worldbuilding@lemmy.world

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I've long been dissatisfied with maps of 3D spaces more complicated than a few storeys. Maps for things like TTRPG dungeons are usually split into levels (assuming all the rooms and corridors fit neatly into separate floors, with stairs and ladders the only signs of a third dimension), isometric (i couldn't find a good example. These look nice, but have to exaggerate the vertical dimension a lot and large maps have rooms hidden behind rooms), or everything as a single top-down map (very messy).

Digital maps should be able to solve all of these problems with things like a moving camera and transparent rooms, but in my experience they don't. The Elder Scrolls 3-5, for example, use that third kind of messy top-down map. TES II: Daggerfall has very complicated dungeons, and its map is the best map design i've seen for a 3D area too expansive to be isometric and not vertically neat enough to be split into levels. It's still terrible,^1^ but i've still never seen anything else come close to how much of a complex dungeon it lets you see. I guess video game developers have decided that making simple areas is easier than figuring out how to navigate complicated ones.

I could try to design and produce a line of translucent building blocks for physical models of complex structures, or make big Blender models for every city with an underground area bigger than a basement, or go learn how to mod Daggerfall and use its map for custom structures, but surely there must be a better option.

So how do you all handle it? Do you keep your dungeon maps neat enough or small enough to use layers or an isometric perspective? Accept the mess of a top-down view of everything? Is there some tool or drawing technique that's perfect for this sort of thing, and i just haven't found it? Am i really best off using Blender or Minecraft for this?

^1^Part of the tutorial dungeon from that game:

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[–] roflo1@feddit.nl 6 points 1 month ago (2 children)
[–] IndigoGollum@lemmy.world 3 points 1 month ago

A little messy, but not too bad. I wonder if shading or coloring the lines for depth would make it easier to read.

[–] Empricorn@feddit.nl 3 points 1 month ago* (last edited 1 month ago)

Man, it's crazy how much I love that relatively simple, story-less game. I think Breath of the Wild (and I assume its sequel) had a similar, but more detailed map.

I used to think a top-down map was fine, but just try getting to specific places in the Elden Ring DLC!

[–] peto@lemm.ee 5 points 1 month ago

You are always going to have to adjust your approach to the space you are actually mapping as they are going to have different features you want to highlight. Even with a 3d model you will often want to see from the outside or otherwise generate projections of it rather than use the actual thing. Generally I prefer schematic maps for the most part. I care more about how you move through a space than where precisely things are.

When I have done more traditional dungeon maps, the best tool I've had is using a stack of tracing paper, with multi-level features drawn on each layer they intersect. This is because most built dungeons are going to be built by human-like folk and we go sideways much better than we go up and down. For natural spaces Insuggest you look into the maps cavers draw. They care much more about distance from intersection and rate of descent than precise direction (which is actually hard to get right in caves in any case.)

[–] shnizmuffin@lemmy.inbutts.lol 3 points 1 month ago

I guess video game developers have decided that making simple areas is easier than figuring out how to navigate complicated ones.

I'd urge you to scroll for a while on GameUIDatabase.com. Look at Doom: Eternal.

Personally, I typically give my players a birds-eye map to deliver the vibes. Break down the city into sections and then make detailed maps of each section. When it comes time to go door to door, that's when I set up my "battlemaps" with a multilevel top-down maps and use technology to handle things like elevation and line of sight.

For less ambitious settings, I love (meticulous and to-scale) top-down mixed with side view, like this:

Example

Vibe map: Welcome to Skullport

Player map: 3 vertical levels of Skullport (sans Skull Island) and then again with roofs

Then get to work stitching all that shit together with Multilevel Tokens and Roofs and Overhead Tiles.

This insane person did all the Dungeon of the Mad Mage maps. I might reach out to them directly if you're super serious about it.

[–] Treczoks@lemmy.world 2 points 1 month ago

I made up a dwarven settlement in OpenSCAD. With conditional rendering, I could start off with the entrance hall, and start revealing parts on the go.

[–] TrojanRoomCoffeePot@lemmy.world 2 points 1 month ago* (last edited 1 month ago)

Digitally? I couldn't recommend anything, as I've never used digital formats for world building or mapping.

So far as analog means are concerned, I think that shnizmuffin@lemmy.inbutts.lol has the right idea. I'd recommend Dyson' Logos (http://www.dysonlogos.com/) for similar material, although I'm not sure how much information you'd glean from reading their blog entries. I can, however, recommend the best system I've ever seen in print, straight from TSR's Dungeoneer's Survival Guide (published circa 1986) section on page 114 "Mapping Your Settings". If you can't get your hands on a copy, there may be a way to find a PDF copy.

Edit: Maybe kismet, maybe not, but I just stumbled across this 3D mapping tool: https://bsky.app/profile/passivestar.bsky.social/post/3lnkwdpebps24