PressEnter to generate a new map, more shortcuts⌨️here. All the options are available via the context menu (right-click on the generator).
This generator is a part of 🃏Procgen Arcana.
You can use maps created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. Please consider supporting this project on Patreon☕!
| Status | Released |
| Category | Tool |
| Platforms | HTML5 |
| Rating | Rated 4.9 out of 5 stars (223 total ratings) |
| Author | watabou |
| Genre | Adventure |
| Made with | Haxe,OpenFL |
| Tags | Fantasy,Procedural Generation,Tabletop role-playing game |
| Average session | A few seconds |
| Inputs | Keyboard,Mouse,Touchscreen |
| Accessibility | Color-blind friendly,High-contrast,One button,Textless |
| Links | Twitter/X,Patreon |
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I feel like what you have in the glade generator is almost there, just needs to be square or rectangle format, and less dense tree placement, miscellaneous rocks, boulders, things to hide behind, climb on etc.. could even just be really simple. Anyway, whether you decide to explore battle maps or not, what you've already got are amazing resources.
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.
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 theVillage Generator, just hide buildings (Layers > Buildings in the context menu) if you don't need the village itself. Cheers!
Internally, these maps are made ofhexes 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 to1PDG, 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 asthis. 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 usingthe Arcana version of the generator instead.
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.
Two suggestions:
Make "Enter" use the currently set tags, so we don't have to keep the tags popup open.
[very minor] I'd like an option to tell it not to make the entrance into water. I like to hide things at the back of the cave, behind water, as I find that judiciously described water tends to freak the adventurers out, especially when it's getting deeper, or with slippery footing. Oviously, I can just hit "generate" again, but sometimes I really like a cave, and then I have to, clumsily, edit the image.
Thanks for a wonderful little generator.
BTW, the permalinks are 404ing… eg:https://watabou.github.io/cave-generator/?seed=1707255013&tags=passage,tree,medium
Fromhttps://www.patreon.com/posts/cave-glade-2-0-1-77042624:
It is now possible to get a permalink to a map (Permalink... in the context menu), butyou can't use it as a link, not yet. To restore a map, you need to open that form again, paste the saved permalink there and pressGenerate - same as in my other generators. Later, I'll upload the non-itch version so that permalinks could be used normally.
If I could just specify the number of entrances and the number of caverns, it would be perfect. For example, last night I quickly needed a cave map with one big cavern and two entrance tunnels … this would have been the perfect way to make it, if I could give those exact numbers.
Also, FWIW, I wouldlove a forest generator!
The only one I can suggest off the top of my head isAmit Patel's one, but I use a different method, very briefly described inmy post. I'm under the impression that most cave generation methods involve cellular automata and mine does it too, but only for creating individual caves, not the entire map.
Not the OP, but I for one think using the context menu is a bit tedious if you want to make multiple changes at once because it always closes after selecting something. I love your generators, but this could be handled a bit better... (On top of that, for many people it's just more comfortable to use the keyboard instead of the mouse).
Anyway, keep up the great work!
I was speaking about the different short-cuts keys for menus across the various apps. They are not always the same. I think the keys for bringing up various control menus are listed for ease of use. I like to work from menus just to be faster. I have to try keys to remember which key brings up which control.
Also, working with the new village Gen today, the "M - open the parameters window" is not working.
I'll make a similar list forVillage Generator and eventually for all my generators. I try to be consistent (at least Enter always works!), but I don't really check. By the way, thatM is replaced withTab exactly to use the same key as inNeighbourhood Generator.
The hex size varies from map to map because the generator always exports maps with maximum possible resolution (16MP). So on small map individual hexes are larger and on large maps hexes are smaller. In the future I am planning to implement export with fixed resolution (similar to1PDG), although I am not sure how it's going to work with hexes (vs squares).