The Process:
I use GIMP, which is an open-source graphic editor. Photoshop can do the same. Basically, you need any graphic software that can do layers and brushes.
I learned the basis of my approach from this video: https://www.youtube.com/watch?v=_agst3lSQ7A&ab_channel=P3RPLEX3D
P3RPLEX3D explains very well how to do basic wall outlines and fill it with a grid pattern. Thanks!
I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.
Then I add everything else on top… Here’s my process:
And so on. There’s a lot of trial-and-error, janky additions and overlays,mistakes happy coincidences. But overall, this is a relatively easy method of creating usable digital dungeon maps without resorting to specialized software. And I like the flexibility it offers.
I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.
Then I add everything else on top… Here’s my process:
- I put on some music (“Hejira” by Joni Mitchell today)
- I sketch out the map on paper. This is not the final version, but it’s good to have the general layout from the start
- I open GIMP
- I already have a blank map file, so that I don’t have to go through basic setup every time. This blank has several layers:
a. Background
b. Dungeon wall outline
c. Dungeon grid
d. Symbols
e. A group of text labels
f. Optional layers to contain stuff like water, overlays, or cover-ups for secrets and traps if I want to create a players’ map - I set the editor’s grid to 70 x 70. This is the standard scale for Roll20 digital maps, but you can use any scale you want
- I draw all the walls
a. Brush size for walls is 8 pixels
b. For built architecture, I switch on “snap to grid”. Sometimes you have to adjust the grid to 35 x 35 etc., as needed. For natural cave areas, I switch “snap to grid” off - I leave gaps for doors and similar features
- Fill up the dungeon with the grid pattern (see the video tutorial above)
Draw the rest of the fckin owlAdd in symbols for doors, secret doors, traps, main room features like statues and coffins- Add “indoor” cliffs, bodies of water – these all go on extra layers. The slider for layer opacity helps a LOT!
- Add labels and room numbers on top. I always number the rooms on my paper sketch first, and only after that add the digital labels. I use Jost, font size 54 for room numbers, 40 for smaller notes
And so on. There’s a lot of trial-and-error, janky additions and overlays,
Step-by-step illustrations:
1. Sketch:
2. Digital outlines:
4. Symbols and extra layers:
5. Labels and finishing touches:6. TIME TO STOCK IT!





