For creating a single cavern with 1-2 'side rooms' you can use the 'small' tag along with the 'hub' (and optionally 'entrance'): example.
You can't scale hexes in the generator. I would recommend disabling the built-in hex grid and overlaying exported maps a hex grid of the size you need.
I love this tool so much. My only frustration is that so far I've frequently wanted to go back and make a small change to a map I've found... but it seems like once you've ended the session it's gone forever?
Is there a way to save the information/link/whatever so that you can bring up a map during a later session and turn off the grid and lower the water level (for example)? Is that stated in the instructions and I'm just missing it?
For those who have the same question after me: On the generator above there's an option to pull down a permalink. That will then link to a fullscreen version of the generator that does NOT have the permalink option in the menu... but it will update the link in your browser window for the same effect.
This is a brilliant app. There should be a link to this in the DMG.
would it be feasible at some point to add an option to invert the trees and glades? e.g. instead of connected clearings surrounded by woods and broken by by copses of trees, connected copses surrounded by grassland ?
This is more difficult than it might seem because it will affect a number of features - water, entrances, roads etc. But why do you need this? What would such copses represent?
the notion i had was that the inverted version would represent the woodlots maintained by e.g. farming communities for timber or by nobles for hunting grounds, these being relatively small and surrounded by pasture and farmland , compared to the current version showing clearings surrounded by indefinite woodland
also, just want to say i think it's amazing how responsive you are to comments on all these generators, really appreciate it ! the generators themselves have been absolute godsends for my campaigns as well
You can try to achieve something similar in the Village Generator, just hide buildings (Layers > Buildings in the context menu) if you don't need the village itself. Cheers!
I can't seem to figure out how large the tiles are, could I get some help? Are they some specific size (in pixels) or how do I figure that out? I'm having a hard time just "guessing."
Internally, these maps are made of hexes of specific fixed size, but when drawn they are scaled to maximize resolution. As a result, the size of hexes in pixels depends on the map. I'm planning to implement "precise export" similar to 1PDG, maybe this will help. Why do you need the exact value? Is it for using these map in some VTT?
I'm trying to use the Foundry VTT and it takes an exact pixel value for tile size, along with taking a "scene dimensions" which by default is the image's resolution, but I just ended up turning off the grid here and using the built-in grid system for foundry, but I also ended up making the grid be rather small since I couldn't find a "good" size that would work with the terrain that also wouldn't end up being small.
Besides not being able to figure out the grid, (either square or hexagonal,) this is a great tool.
I would just like to echo Hoovy in requesting this feature. What you've done in the Dungeon Generator by allowing for tile size selection during export is sorely needed here if these maps are going to be quickly usable in VTTs like Foundry. I love your work, btw, and am adding Patreon today. Keep up the excellent work on these tools!
It seems to be caused by the same bug as this. Initially, I thought it was an itch.io's glitch, but now I'm not so sure. In any case, if this happened to you more than once or twice, I would recommend using the Arcana version of the generator instead.
You can set the grid size to 48 via Grid > Customize... but it's a relative value - the exported map won't have a grid size of 48 pixels (if that's what you need).
I really love this so far, but it would be great to be able to adjust the size of the hex grid. Not sure if that interferes with the generation because it seems the hexes align with where the generated edges are located. I will be using this with the Glade View in my next session themed after Monster Hunter and can't wait to see how it goes!
To be honest, I was thinking that having the grid be smaller would be easier just for the battle with massive monsters. Right now, a Rathalos would take up just about any space generated by the generator if the hexes are 5ft across. I know I could just set each hex to a 10ft radius to help conceptualize, but a 5ft radius is so much easier to work with, especially with a game where body part targeting is essential. I know for many people, the grids being so large might be a bit much and my design is probably a little more niche. I will make do with the square grid.
Great work, though! I love your tools and have already used the City Generator on several occasions as well as Perilous Shores. I have looked into so many options, and your tools surpass everything else out there by a long shot.
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I love your work - Here is a request...
Can there be a 'cavern' option? Instead of a cave complex, a single large cavern, perhaps with a few side rooms?
Can the hexes be scaled? We run 28mm miniatures, the hexes are a little large. 1" hexes would be ideal.
tell me who knows what kind of sprites are used, I would also like to change what is generated myself
I love this tool so much. My only frustration is that so far I've frequently wanted to go back and make a small change to a map I've found... but it seems like once you've ended the session it's gone forever?
Is there a way to save the information/link/whatever so that you can bring up a map during a later session and turn off the grid and lower the water level (for example)? Is that stated in the instructions and I'm just missing it?
Oh, okay... I'm dumb.
For those who have the same question after me: On the generator above there's an option to pull down a permalink. That will then link to a fullscreen version of the generator that does NOT have the permalink option in the menu... but it will update the link in your browser window for the same effect.
This is a brilliant app. There should be a link to this in the DMG.
would it be feasible at some point to add an option to invert the trees and glades? e.g. instead of connected clearings surrounded by woods and broken by by copses of trees, connected copses surrounded by grassland ?
This is more difficult than it might seem because it will affect a number of features - water, entrances, roads etc. But why do you need this? What would such copses represent?
i hadn't thought about that, makes total sense!
the notion i had was that the inverted version would represent the woodlots maintained by e.g. farming communities for timber or by nobles for hunting grounds, these being relatively small and surrounded by pasture and farmland , compared to the current version showing clearings surrounded by indefinite woodland
also, just want to say i think it's amazing how responsive you are to comments on all these generators, really appreciate it ! the generators themselves have been absolute godsends for my campaigns as well
You can try to achieve something similar in the Village Generator, just hide buildings (Layers > Buildings in the context menu) if you don't need the village itself. Cheers!
amazing tool ❤️
Amazing tool!!!!
would help if there were some more customizableoptions like feature painting when we want to make the maps more intricate
Thank you for this wonderful tool.
Feature Request: option to generate a river running through it.
I can't seem to figure out how large the tiles are, could I get some help? Are they some specific size (in pixels) or how do I figure that out? I'm having a hard time just "guessing."
Internally, these maps are made of hexes of specific fixed size, but when drawn they are scaled to maximize resolution. As a result, the size of hexes in pixels depends on the map. I'm planning to implement "precise export" similar to 1PDG, maybe this will help. Why do you need the exact value? Is it for using these map in some VTT?
I'm trying to use the Foundry VTT and it takes an exact pixel value for tile size, along with taking a "scene dimensions" which by default is the image's resolution, but I just ended up turning off the grid here and using the built-in grid system for foundry, but I also ended up making the grid be rather small since I couldn't find a "good" size that would work with the terrain that also wouldn't end up being small.
Besides not being able to figure out the grid, (either square or hexagonal,) this is a great tool.
I would just like to echo Hoovy in requesting this feature. What you've done in the Dungeon Generator by allowing for tile size selection during export is sorely needed here if these maps are going to be quickly usable in VTTs like Foundry. I love your work, btw, and am adding Patreon today. Keep up the excellent work on these tools!
Having some rather odd issues with the newest update where the maps are no longer filling the frame. Currently using Edge. Something you're aware of?
It seems to be caused by the same bug as this. Initially, I thought it was an itch.io's glitch, but now I'm not so sure. In any case, if this happened to you more than once or twice, I would recommend using the Arcana version of the generator instead.
I absolutely love the "mist" option for Glades!
Wow. Just wow. Thank you for this gift to all of dungeonkind!
Hi, is there a way to set the Square grid size to 48 ?
You can set the grid size to 48 via Grid > Customize... but it's a relative value - the exported map won't have a grid size of 48 pixels (if that's what you need).
I really love this so far, but it would be great to be able to adjust the size of the hex grid. Not sure if that interferes with the generation because it seems the hexes align with where the generated edges are located. I will be using this with the Glade View in my next session themed after Monster Hunter and can't wait to see how it goes!
Yeah, the grid is relatively small and sometimes it affects the growth of caves. It shouldn't happen too often, but I'm planning to fix it anyway.
To be honest, I was thinking that having the grid be smaller would be easier just for the battle with massive monsters. Right now, a Rathalos would take up just about any space generated by the generator if the hexes are 5ft across. I know I could just set each hex to a 10ft radius to help conceptualize, but a 5ft radius is so much easier to work with, especially with a game where body part targeting is essential. I know for many people, the grids being so large might be a bit much and my design is probably a little more niche. I will make do with the square grid.
Great work, though! I love your tools and have already used the City Generator on several occasions as well as Perilous Shores. I have looked into so many options, and your tools surpass everything else out there by a long shot.
I loved it. Will be very very useful for future rpg projects :3