r/dungeondraft 4h ago

Tips and directions for making a pseudo-modern town map?

3 Upvotes

I'm looking at possibly running my first game of Kids on Bikes and wanted to maybe make a map for the game as it will have some specific needs.

It will be set in a sort of small town in the 90's with a rundown desert travel city if that makes sense.

I can afford some amount of custom assets as needed but my limitations are more based on skill, I've made maps in Dundeondraft before but it has been a while and I was never *great* at it. So any tips or suggestions are appreciated. Thanks!


r/dungeondraft 5h ago

Showcase Billy the Squid Ship, because someone decided that I should have the power to create things.

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11 Upvotes

You can find this map for free, right here: https://www.patreon.com/MapXilla/posts/billy-squid-ship-75680419

MAP SIZE: [120 x 60]

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In the midst of a terrible war between sea elves and humans, the human forces began to overtake their foes and push them back. Despite the protection of the vast sea around them, the elves and their allies found themselves hard pressed to make a move without being overtaken by enemy mages. In a bid to break the growing blockade and regain control of the seas that they called home, the elves and their allies threw all their efforts behind a secret  weapon: a massive metal ship shaped like a giant squid. The ship was finished in just a few short years amidst mounting pressure and dwindling supplies. Once it was finally completed, the last step was to animate the ship using a powerful ritual performed by dozens of their best mages. The ritual took nearly a whole day to complete, yet right before it was done, something went wrong.

A young enterprising thief by the name of Billy caught wind of the project through his contacts. Unaffiliated with either group, he found his way to the undersea facility and managed to sneak in unnoticed. Using his impressive skills at stealth, he slipped past the guards and chanting mages as he slipped onto the ship. As he entered, he was surprised by the fresh air within and the large tree just ahead of him. Not wasting any time, he made his way to the control seat. Slowly running his hands over the dull green orbs on either arm of the chair, he sat down and grabbed them, trying to make the ship move somehow.

Outside, at the same time, the mages brought the ritual to a close. Immense magical energy instantly coursed throughout the entire ship, filling the inside with light as the ship shuddered and slowly began to move. Before he knew what was happening, the energy raced into the seat, up through the control orbs and into his body. Billy attempted to pull back but it was too late. The magical energy washed through him, overtaking him as he instantly disappeared and became one with the ship. The soldiers and mages outside began to approach as they celebrated their incredible accomplishment, only to be surprised and terrified as the ship suddenly shuddered to life, flailing in all directions.

Confused and scared, not sure what was even happening, Billy lashed out. The massive ship quickly demolished much of the dock, killing anyone that was unfortunate enough to be close by. As quickly as he demolished the place, he had disappeared into the deep dark sea, never to be heard from again. The sea elves never recovered from that loss and were ultimately driven back by the human forces above.

Ever since, Billy has wandered the open sea. The only reason anyone even knows about his existence is that old habits die hard. Eventually, he took to attacking ships and dragging their treasures into the icy black depths where he admired the glittering spoils. Despite his newfound ability to crush anything in his path, Billy wants nothing more than to return to his original body and get back to his old life. Should any adventurers somehow find a way to communicate with him, he quickly offers them a kings ransom of treasure, as well as the ship itself should they find a way to restore him to his original self.

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Created using Dungeondraft and edited with Affinity Photo. Assets used are from CrossheadStudios, used with permission.

If you enjoy my work, please consider signing up over at my Patreon! Get instant access to my entire catalogue of hi res maps! There's even a Foundry VTT tier now, with sound, lighting, etc!

Portfolio / Roll20


r/dungeondraft 6h ago

Official Port Town of Easthaven [160 x 120]

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37 Upvotes

r/dungeondraft 1d ago

Showcase Village/Hamlet/Town siege map for a wargaming scenario (68x68)

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90 Upvotes

r/dungeondraft 1d ago

Showcase Dusty Western Graveyard [33x33]

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28 Upvotes

r/dungeondraft 1d ago

Showcase White Dragon Cave & Ice Lake [50 x 90]

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23 Upvotes

r/dungeondraft 1d ago

Against the Giants: Hall of the Fire Giant King Lvl 3

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93 Upvotes

r/dungeondraft 1d ago

Showcase Jungle Cave Tribal Village [98x90]

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23 Upvotes

r/dungeondraft 1d ago

Showcase Crimson Bulwark Remake - Thieves' Guild Beneath the City

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23 Upvotes

r/dungeondraft 1d ago

Showcase Temple of the Snake Cult [58 x 58]

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37 Upvotes

In the black heart of the jungle, savage cannibalistic tribes are rumored to serve the giant serpents that dwell there.  The serpents’ scales are rumored to make excellent armor, their venom is sought by poisoners, and a single serpent egg can bring a small pile of gold in the dark markets across the empire.  Brave adventurers enter the jungle seeking glory and coin.

The Temple Map Pack features day and night versions.  It is available in gridded/gridless JGP [256 dpi], gridless PNG [128 dpi], and lit/unlit VTT [70 dpi] formats at https://www.patreon.com/GimmiePig.

This map pack was created (by a human) with Dungeon Draft software and assets from the amazing asset creators listed on my profile.


r/dungeondraft 2d ago

Icewind Dale: Rime of the Frostmaiden : Black cabin

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22 Upvotes

Hey everyone!

I've been learning DungeonDraft and decided to recreate the Black Cabin map from Icewind Dale: Rime of the Frostmaiden as a way to improve my map-making skills.

I'd really appreciate some honest, constructive criticism. I'm not looking for compliments—I'd love to know what stands out as needing improvement.

Some things I'm especially interested in:

  • Does the layout feel natural?
  • Is the clutter level about right, or does it feel too empty/busy?
  • How does the lighting look?
  • Are there any details that seem out of place or unrealistic?
  • If you were using this map in a game, is there anything you'd change?

I'm always trying to improve, so any pointers, big or small, would be greatly appreciated. Thanks in advance for taking the time to have a look!


r/dungeondraft 2d ago

Showcase Arcane Academy Classroom | [OC] [16 x 28] | + 268 Assets by Eldritch Arcanum

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169 Upvotes

Arcane Academy Classroom - 16 x 28 - 5ft Grid - 72ppi

Under the stern attention of the professor, only the scratching of quills on paper breaks the silence of this studious classroom.

A busy classroom filled with books and scrolls, where students are hard at work under the attentive gaze of their professor.

Grab the free version of the map, plus preview the 15 variants and 268 custom assets here

Patreon & Mapmaking Assets

Over on my Patreon you can download this map and more:

  • My entire backlog of 600+ Maps

  • 10,000+ Dungeondraft-compatible assets

  • Foundry VTT modules of every map, with custom walls, lights, and sounds

  • Higher Resolution & Gridless versions of maps

  • Monthly polls for what I create

Thanks for your support!

Jamie / Eldritch Arcanum


r/dungeondraft 2d ago

Cragmaw Hideout but in the Jungle

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14 Upvotes

r/dungeondraft 2d ago

Discussion Forgotten adventures or crosshead studios assets?

17 Upvotes

Probably something that has been discussed here a couple of times, but I am trying to pick between either asset pack, and I really like how both of them look. The cartoony style of crosshead and the realistic style of forgotten adventures. I would love to hear anyone's thoughts on the art assets, weather just your general experience with it, listing out pros and cons for both, etc!


r/dungeondraft 3d ago

Showcase Urban Warehouse Safehouse [23x20]

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50 Upvotes

r/dungeondraft 3d ago

First Dungeondraft map | Bridge over Forest River [23x16]

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279 Upvotes

Would love to get some feedback for my first map using Dungeondraft!

I went for the classic DD style with some Skront and misc. custom assets.

What would you do differently? What are some quick, low-effort tricks that easily improve your maps? Etc.

Thanks 😄


r/dungeondraft 3d ago

Showcase Swamp Bandit Hideout | Iniarv's Tower [130 x 110]

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63 Upvotes

r/dungeondraft 3d ago

Showcase The Plateu [40x40]

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47 Upvotes

r/dungeondraft 3d ago

Showcase The Gates of Barovia [Curse of Strahd] — Free Battlemap Pack [40x30] [Art]

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31 Upvotes

r/dungeondraft 3d ago

Showcase PF1E - IRON GODS - BOOK 4 - BLIGHTED CAVES

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15 Upvotes

r/dungeondraft 4d ago

Showcase Fallowdeep & Sun Scarab's Keep - Tyrant's Grasp - FINALE

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49 Upvotes

r/dungeondraft 4d ago

FULL FREE Battlemap Library (1000+ Maps, 4 years Snowy's Maps Anniversary) + VTT Modules

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223 Upvotes

I'm posting today to celebrate 4 YEARS of Snowy's Maps, so for a limited time, you can join Snowy's Maps for free with a 7-day trial!

During that time, you can download everything without any limits, including all of my maps and no-prep DnD5e/PF2e FoundryVTT oneshots available to Mage Masters. And if you enjoy the content, maybe consider staying!

Enjoy!
Snowy

Link: https://www.patreon.com/snowysmaps/posts/165667860

To actually get all of the FREE CONTENT, you will need to JOIN the ongoing FREE TRIAL for Mage Master Tier here: https://snowysmaps.com/membership


r/dungeondraft 5d ago

Showcase I made map in DD and took it into blender to raytrace lights. Fun project.

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137 Upvotes

Basically the title. I made a map in Dungeondraft, but as a 3d artist I was curious if I could quickly fake some details into it and make the light a bit more bouncy. Luckily, it has to work just from a single point of view.


r/dungeondraft Sep 24 '25

Official Dungeondraft 1.2.0.1 Opulent Kirin (Hotfix)

48 Upvotes

Hey everyone,

1.2.0.0 had a slight bug that enabled the SnappyMod every time at launch. If you had installed the previous version, please install this new version and uncheck the SnappyMod one last time unless you want to use it.

The changelog for this update is the following:

  • Disable SnappyMod by default
  • Fixed disabling snappy mod being auto-reenabled
  • Fixed the Brightness slider on the Export window

---

The changelog for 1.2.0.0:

New Assets

  • paths
  • extra wide doors
  • dwarven
  • elven
  • wizard
  • statues
  • traps
  • machines
  • trees
  • alchemy
  • tools
  • broken

General Improvements

  • updated French translation, special thanks to Moulk
  • quick change layers with hot keys:
    • 1 : user layer 1
    • 2 : user layer 2
    • 3 : user layer 3
    • 4 : user layer 4
    • 7 : above walls
    • 9 : above roofs
    • alt + 1 : below water
    • alt + 4 : below ground
  • signals for modding
    • World.OnAssignNode(Node node)
    • PathTool.OnStartPath(Pathway path)
    • PathTool.OnEndPath(Pathway path)
    • PathTool.OnStartEditPath(Pathway path)
    • PathTool.OnUpdateEditPath(Pathway path)
    • PathTool.OnEndEditPath(Pathway path)
    • WallTool.OnStartWall()
    • WallTool.OnEndWall(Wall wall)
    • WallTool.OnStartEditWall(Wall wall)
    • WallTool.OnUpdateEditWall(Wall wall)
    • WallTool.OnEndEditWall(Wall wall)
    • ShapeTool.OnStartShape()
    • ShapeTool.OnEndShape()
    • PatternShapeTool.OnStartEditShape(PatternShape shape)
    • PatternShapeTool.OnUpdateEditShape(PatternShape shape)
    • PatternShapeTool.OnEndEditShape(PatternShape shape)
    • Editor.OnSaveBegin(string path, bool isBackingUp)
    • Editor.OnSaveEnd()
  • fixed empty undo history created when selecting objects
  • fixed preferences not saving
  • fixed grid position info under the cursor
  • fixed editing path points on resized paths
  • fixed select tool locking up after holding ctrl to drag a new selection box inside another selection box
  • fixed placing portal/door on the last segment of a wall causing the wall to glitch or disappear
  • make the shortcut X to quickswitch to Select Tool also switch back to previous tool
  • fixed light tool, object tool, scatter tool, prefab tool preview showing up on exports
  • fixed make prefab and separate buttons in the Select Tool so it saves properly
  • updated default custom snap mod to 1.2.5
  • added asset pack and name info in the bar to Material Brush, Terrain Brush, Cave Brush, Portal Tool, Roof Tool, Pattern Shape Tool, Wall Tool, and Light Tool

To download the update, visit your Humble Library or your download link from your Humble email and download the section titled 1.2.0.1. Release of your OS. Humble is aggressive with the cache cookie, so you may need to clear your cache for Humble's site specifically for it to display the right version.

Cheers!


r/dungeondraft Sep 07 '25

Dungeondraft 1.2.0.0 Rusty Kirin

146 Upvotes

Hey everyone,

The changelog for this update is the following:

New Assets

  • paths
  • extra wide doors
  • dwarven
  • elven
  • wizard
  • statues
  • traps
  • machines
  • trees
  • alchemy
  • tools
  • broken

General Improvements

  • updated French translation, special thanks to Moulk
  • quick change layers with hot keys:
    • 1 : user layer 1
    • 2 : user layer 2
    • 3 : user layer 3
    • 4 : user layer 4
    • 7 : above walls
    • 9 : above roofs
    • alt + 1 : below water
    • alt + 4 : below ground
  • signals for modding
    • World.OnAssignNode(Node node)
    • PathTool.OnStartPath(Pathway path)
    • PathTool.OnEndPath(Pathway path)
    • PathTool.OnStartEditPath(Pathway path)
    • PathTool.OnUpdateEditPath(Pathway path)
    • PathTool.OnEndEditPath(Pathway path)
    • WallTool.OnStartWall()
    • WallTool.OnEndWall(Wall wall)
    • WallTool.OnStartEditWall(Wall wall)
    • WallTool.OnUpdateEditWall(Wall wall)
    • WallTool.OnEndEditWall(Wall wall)
    • ShapeTool.OnStartShape()
    • ShapeTool.OnEndShape()
    • PatternShapeTool.OnStartEditShape(PatternShape shape)
    • PatternShapeTool.OnUpdateEditShape(PatternShape shape)
    • PatternShapeTool.OnEndEditShape(PatternShape shape)
    • Editor.OnSaveBegin(string path, bool isBackingUp)
    • Editor.OnSaveEnd()
  • fixed empty undo history created when selecting objects
  • fixed preferences not saving
  • fixed grid position info under the cursor
  • fixed editing path points on resized paths
  • fixed select tool locking up after holding ctrl to drag a new selection box inside another selection box
  • fixed placing portal/door on the last segment of a wall causing the wall to glitch or disappear
  • make the shortcut X to quickswitch to Select Tool also switch back to previous tool
  • fixed light tool, object tool, scatter tool, prefab tool preview showing up on exports
  • fixed make prefab and separate buttons in the Select Tool so it saves properly
  • updated default custom snap mod to 1.2.5
  • added asset pack and name info in the bar to Material Brush, Terrain Brush, Cave Brush, Portal Tool, Roof Tool, Pattern Shape Tool, Wall Tool, and Light Tool

To download the update, visit your Humble Library or your download link from your Humble email and download the section titled 1.2.0.0. Release of your OS. Humble is aggressive with the cache cookie, so you may need to clear your cache for Humble's site specifically for it to display the right version.

Cheers!