A downloadable map editor for Windows

Download NowName your own price

Browser version (HTML 5)

Latest changes (changelog)

Features

  • Pay what  you want: RPG Map II is free for you to use, but if you want to contribute or pay me a beer, you can simply name your own price and decide. 
  • All commercial uses are permitted: if you create a map using RPG Map II, it's yours. Just remember to credit the app :)
  • Full HTML 5 version available online (with fullscreen support)
  • Supports maps generated by "One Page Dungeon" (by @Watabou)
  • Easy to use interface with nice looking components :)
  • Support for special walls, like diagonal or cavern surfaces.
  • RPG agnostic by using generic elements (shapes) instead of specific objects (tables, chairs etc.)
  • Raycasted lighting
  • Multiple skins
  • Texts & icons
  • Automatic "legend block" generation
  • More to come!

Alpha

RPG Map II is in Alpha phase for now, so expect many changes along the way. I'll try my best to keep backward-compatibility with your creations, but I can't 100% guarantee it before the Beta phase.

Also, please note that the icons are placeholders and will be changed in a future update.

Desktop vs Browser HTML5 version

In a nutshell: if you have any issue with the Browser version, please download the Desktop version below.

All versions work pretty much the same way, but desktop / browser version handle files loading/saving differently. For now, the recommended version is the desktop one, as it features the best file management features.

On the browser version, it's not possible to display a Save As window, as it simply doesn't exist on the web. You will have to go through the standard Download pop-up which can be really annoying if you happen to save a lot. Also, there's no such thing as a "Recent files" thing and other minor UI features.

Note that all maps created on the browser version are of course fully compatible with the desktop versions.

Download

Download NowName your own price

Click download now to get access to the following files:

Windows (DirectX, recommended) 8 MB
Version 14
Windows (OpenGL, if DirectX doesn't work) 7 MB
Version 14
Online version (HTML5)

Development log

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Comments

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Thank you for this editor.

In case you take feature requests here, I would like you to add following:

  • Custom default background color for map (not only dark, parchment, etc)
  • Custom "Special water" RGB-color (not only the few premade)
  • Option to have more "Pools / Special water"
  • Button for removing existing pool (Like remove existing ground)
  • Option to rotate text.
  • Option to tint "Grounds" by  type (not only the global tint)
  • Add more Grounds-type (like road, railway)
  • Add more tree-types (e.g. fir-tree)
  • Option to make a bridge. The only way I see now, is to create "Generic heavy furniture"

I'm trying to create an icy environment and those additions would be great help.

Thank you.

I believe the purpose of this app was to make maps to be printed or used as an image reference. Though I use the app as an interactive combat map as you have the ability to move 'enemies' around.

I would like to see an ability to add your own entities with a little bit of pixel-art costumisation. Not necessarily 'enemies' either. The system can be used to control friendly NPC and PCs themselves.


Thank you Deepnight for this amazing app

Just started using the program a few days a go and figured I might come to give some feedback (clicking "give feedback" in-game opens outlook...which I don't use or ever plan on using)

  • Improved canvas controls. I personally use a surface pro for most of my work or art. It would be a huge improvement if you had other ways of panning the camera, zooming, etc that just the methods that work for desktops. Alternatively, there could be different keybind options or a way to bind custom keybinds.
  • Darkness. The fog in this is great, but it doesn't really work for making a room dark. It just makes it look slightly foggy. If it could be changed so that the canvas is dark save where the light touches, that, I think, would be a great improvement. Alternatively, I think having an "indoor" or "outdoor" setting might benefit better.
  • Improved doors. Similar to how clicking on a light will open up a little settings window for the light, doors should have this, too. Why? Well, what if you wanted to have a door that wasn't connected to any walls? What if you wanted to have a door that fit well with the aesthetic of the map? What if you wanted to have a door that was marked as "secret" or "locked" without having to place a text box pointing to it? What if you wanted a door that was open? Or a door that allowed/didn't allow light through it? Etc etc. 
    • As a minor extension of this, doors do not change orientation when placed next to thin walls. Is this a bug, feature, or oversight?
  • Slightly more detailed objects/a list of generic objects. The way objects are handled in this program is simple, clean, and gets the job done. However, I personally think it could be improved by adding some 'generic' objects to the user's arsenal. For example, if this is a map maker for RPG games, wouldn't it make sense for there to be a 'Chest' object rather than placing down a 'medium object' and putting text over it that indicates that it's a chest?
  • More options when it comes to colors. I'm sure how really to explain this. The situation that I ran into in which I wished this was a feature was when I had the colors set to 'Grayscale' for the way it made the walls and such look, but then wanted to have wooden floors that were brown. 
  • A way to better distinguish/blend floor patterns. The way floor patterns are handled in this is very good, however when I tried to make a balcony or a pavilion, I found that putting the grass pattern next to the brick pattern just didn't look right. It'd either look like the bricks were shoddily made or that the grass was growing over the bricks; neither of which is the look I was going for.
  • Unconnected walls. When making rooms, there are some cases in which having walls connect isn't what the user is trying to accomplish. For example, having stalagmites on a cave floor or pillars in a temple is hard to do if they keep connecting to each other or the wall if you place them next to one another. 

Thank you for reading this. I really like your program and want to see it grow!

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Is there a way to rotate single square doors?

Edit: Nevermind

If you havn't figured it out already, custom icons/tiles would be as simple as importing an image at the standard tile size used in game.

Of course :) But managing custom assets is more an interface related issue. It requires a fair amount of UI to organize assets and a few important design decisions. I'll try to do it right when I'll implement that feature.

when i try to install the exe from the zip it says that im missing a dll file from my computer... i see it in the zip. am i missing something? any help is appreciated. thanks!

Could you please tell me which DLL is missing for you?

Try extracting the zip file

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I'm loving these latest improvements.  The new trees look great, and reorganization of the customization menu is very sensible.  The grid level and printable view features from 0.12 are a big help as well.  Previously I was having to retouch my maps in Photoshop to make them printable.

Just wanted to report what seems like a bug in the undo behavior in DirectX version 0.13.1, which I did not see in 0.12.1.  Steps to reproduce the issue:

1) Load an existing map, and make a change in the map.  Don't save.

2) Load another existing map, and make a change in that map.  Don't save.

3) Click undo.  I would expect it to undo the last change, but instead it undoes the second map load, reverting to the first map.

I see, it will be fixed in today's update :) Thanks for reporting!

Awesome! Thanks for the fast turnaround.

This tool is great, but for some reason the hexagonal grid button isn't working for me. Am I doing something wrong?

This option isn't available yet, it will probably be in next update :)

Great tool! 
One question concerning the tiles: How big (in millimeter) are those tiles? I want to print them on a A4-page. Which size (small, medium, large) will fit on a paper-page?
Thanks

I'm not sure I can reply to this question 🤔 When you print your image, you should scale it to fit your page, so the size will vary. 

Thanks for the Tool, thanks for the update!

(+1)

new changes are sweet, ty ty

Love this tool! I've been looking around for a free or low cost app to make quick D&D maps with and RPGME2 is a great fit, thank you.

Feature requests ; )

  • You mentioned working on a way to make pits? This would be awesome. A quick solution could be just a fully black floor texture, or a black pool type with simple edges so you can paint in pits. Hope it's still in the works!
  • More icons! I'd be keen for: skull, padlock, ladder, shield, wand.
  • Custom assets would be super cool. I appreciate that's harder to work out though.
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Would it be possible to tag enemies as GM only in the same way as the text? I don't want them to appear on my players copy 

I think it would be interesting if you turned on the fog, enemies and texts were influenced by the fog.

I am saying this because I was wanting to do the whole dungeon and put the location of each monster but they are on display and I would not want to take the surprise if the monsters appear.

Thanks for your work, it has helped a lot.

(+1)

I plan to add a "Play mode" in a future version, it will probably fit your needs then :)

Nice, good work!

Found an issue. Using the HTML5 on my Android Pie tablet the toolbox on the left doesn't scroll up or down, resulting in some of the tools being inaccessable.

Hi! Could you please tell me your exact model so I can investigate your issue?

Samsung Galaxy Tab A running Android Pie (9.0)

Thanks, I'll have a look in the next update!

Is there a tutorial on how to use this thing? I can't place ground no matter how hard I try. Not only that, but getting some of the effects that I see on the sample maps elude me. It's a great app and EXACTLY what I need for my games.

There's no official tutorial for now, but I uploaded a very quick demo to demonstrate the basics: walls, grounds & lights. Hope this helps :)

Dude, you're awesome. Thank you. I'll check it out. Please keep up the great work.

Hey there, i read in a comment from about a month ago that you are going to make this project open source. Me and my friends would love to dabble a bit on it and we were wondering if you have any ETA for the open source :).

Hi! That's something I'm planning, but for now I want to reach 1.0 stable version first :)

Hey, I think I got a bug. I can't seem to place ground-bocks, but everything else works (enemies, furniture, water). FYI: I'm using a trackpad and windows.

That's odd 🤔 Could you try using a mouse to make sure it's related to the trackpad? Do you use the windows downloaded version?

(1 edit) (+1)

If it is at all possible to implement a custom feature into this level editor (tiles that represent traps or the like), please consider doing so. (EDIT: Alternatively, the ability to make a custom tileset for the editor, such as one for sci-fi or one for the modern-day, would be similarly useful)

While I haven't done very much with this tool (having only discovered it earlier today, and being busy with schoolwork), I'm liking what I'm seeing so far.

As always, keep up the good work.

(+1)

Thanks for your feedback! Custom assets are something I plan to add at one point. I'm not 100% on how to do it properly :) Stay tuned!

Well.. is this project dead yet? :(

It's not :) I'm only full time working on prototypes for my game company. I still have plans for RPG map, including opening the source code on github, as soon as it's ready.

Ah okey. Sounds good. Thanks for the update.

Would be very excited if you made it open source!

This map editor is amazing.  As others have said its strength lies in its simplicity.  Even in its alpha form (presently v0.10) this mapper is a very useful DM tool.  I'm using the DirectX version on Windows and it works flawlessly.  I look forward to whatever improvements come out next, but even if this were the final version I'd still be happy with my purchase.

I'm currently running a dungeon crawl campaign and I draw my maps on a Mondomat in real time as the party explores.  This works well during the sessions, but since we only play a couple times a month the party has trouble remembering where they've been and where they wanted to go next.

This tool has allowed me to draw high-quality digital versions of all the maps in my campaign, which can be shared with the players as they progress.  It is now trivial for me to maintain DM and player versions of every map.  After each session, I update the player maps based on the party's progress and share the PNG and JSON files via Google Drive.

The free online version is also very nice to have because it enables my players to add their own notes to the shared maps.

Well done, and please keep up the good work.

(+1)

Thanks a lot for all these great feedback :) I'm happy you liked it!

I think this might become my go-to map tool... It's just so easy to make a good looking map quickly! :)

Unfortunatly, I can't get my map to export - the 'save as' window appears, I give it a name, and hit save, but when opening the same folder later, it's empty... :/

Strange :/ Are you using the Windows version or the web one?

Windows :)

I think it could be because of your browser, it happened to me once. Try to switch browser.

(+1)

I wasn't using the browser version, so I doubt that's the problem :)

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Transport Suwantec TL-1200 Shadowfire

For Star Wars Saga Edition - Made with RPG Map Editor II

Salut SĂ©bastien,

Thanks a lot for this tool. Simple, crystal-clear, system-agnostic and the limited amount of features is in my case some kind af advantage. I can focus on the tactical aspects of the level design rather than trying to pimp the visuals. Actually used at a Star Wars Saga Edition table, the maps are simple and clear enough to allow narrative and descriptions to live on their own, without being parasited by too much on-screen details (even if I love the light effects). Of course some additional features would be great but this is a really a satisfying and hands-on approach.

Bref, merci. Et je me disais que l'interface avait ce côté mimi (-nutieux) à la Motion Twin. Hordes m'avait bouffé quelques heures... J'ai envie de découvrir enfin Dead Cells maintenant... Bravo.

(+1)

For some reasons the window version of this software use a lot of CPU and make my laptop a lot hotter... Also waiting to add custom assets too, this is a super nice tool! Thank you. 

(+1)

Can you add custom assets ? i want to import my art into the map so i dont have to use other external programs to add them.

(+3)

Hi! Yes, I'm looking for ways to do that properly :)

Guess you are really busy right now?

I have no idea where I can put my wish-list, thats why I'll place it here:

- Bionoms (Desert/Tombs, Swamp, Lava, Ice/Snow, Jungle)

- Can we place floor on walls, instead of firstly removing them with the walls tool?

- Ropes and better ledder/stairs  textures.

(+2)

Thanks for sharing these ideas :) 

About the floors on walls, you mean that when painting grounds, walls should be removed automatically, right?

For the stairs textures, any reference image would be really welcome, so I can see what you're looking for exactly :)

Yeah. But at least I'm not the only guy who is using it so it's just a hint. :)

I used this one alot some time ago for an mmo: Ladder

Other ground textures: Textures

Your Editor reminds me on that one but for a bigger fanbase and usage.

(+1)

Hello! Just to let you know, to keep up the good work! This is an amazing product you have here. Very intuitive and minimal. Sometimes, we don't really need some excessive dungeon/map editor. This fills that perfect niche. Thank you sir!

(+2)

Thank you :) Glad you appreciate it!

Hi ! It wouldbe cool to add water in the ground textures :)

But thanks foryour work,it's really nice !

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Or better, it would be cool to let us add our textures.

(+3)

Water textures are planned :) I first need to work on "pits", as it's quite related. Thank you for your support <3

(+1)

This man is a champion. I've been using his tools for a loooooong time. Make sure you support him.

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Just found this tool for my D&D campaign. Works and looks great! Nice job.

One suggestion -- have a feature to import custom icons/tiles/objects.

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I can't access the whole toolbar in both download version for Windows on my Full HD 27' screen (in both fullscreen and windowed mode). HTML version works just fine. Nevertheless, this is an incredible work which will save me tons of time in the future. Appreciate alot for make this tool free  1:^)

Hi! This should be fixed in 0.4.2 available right now :)

Wow  1:^)  You are just awesome pal. Admire you a lot.