Change Basemap Toggle Layers Saved Locations How to Use GamifyMap Support the creator on Ko-fi ☕
No area defined
Draw a rectangle on the map to define the area before generating.
Draw Map Extent
Map Type Hex Grid Square Grid Hex Orientation Flat Top Pointy Top
Drawn area is — the square baseplate will stretch terrain to fit.
Columns Rows Cell Size Game Scale (per hex / square) 1 mile — local / dungeon region 5 miles — standard hex crawl 6 miles — classic D&D (B/X, OSR) 10 miles — regional map 24 miles — Greyhawk / continental 1 km — local / dungeon region 5 km — standard hex crawl 10 km — regional map 40 km — continental Classification Source Elevation — altitude low to high Slope — flat valleys to steep cliffs Land Cover — water, forest, urban (coming soon) Terrain Detail
Higher detail = more distinct terrain types. Lower = bolder, simpler maps.
Generate Map

Pan and zoom the map to any location on Earth. Use the Search bar (top-right of the map) to jump directly to a place by name, or open Bookmarks in the top bar to teleport to curated locations like the Grand Canyon, Swiss Alps, or Patagonia.

You can also switch the Basemap (top bar) to a different map style — try OpenTopoMap or USGS Topo to better visualize terrain before generating your map.

In the Generate panel (left side), click Draw Map Extent and drag a rectangle anywhere on the map. A golden dashed outline marks the selected area.

The rectangle persists on the map so you can see exactly what terrain will be sampled:

  • Move or resize — click the rectangle to select it, then drag the shape or its corner handles to reposition or resize.
  • Delete — click the rectangle to select it, then press the Delete key, or use the Clear Rectangle button in the panel.
  • Redraw — click Draw Map Extent again at any time to replace the existing rectangle with a new one.

A rectangle must be drawn before you can generate a map.

  • Map TypeHex Grid for classic hex-crawl RPG maps; Square Grid for battle maps and dungeon tiles.
  • Hex OrientationFlat Top or Pointy Top (hex grids only).
  • Columns & Rows — separate inputs for how many cells wide (4–60) and how many cells tall (4–40). Larger grids have more detail but take longer to sample.
  • Cell Size — slider from Small to Large controlling the pixel size of each cell. Larger cells are easier to read; smaller cells show more on screen at once.

The Generate panel can be collapsed by clicking its icon in the left action bar a second time, giving you a clear view of the map while you navigate.

  • Classification Source
    • Elevation — classifies cells by altitude (sea level → mountain peak). Best general-purpose choice.
    • Land Cover — uses surface type (water, forest, grassland, urban). Great for realistic biomes.
    • Slope — classifies by steepness. Highlights ridges, cliffs, and flat valleys.
  • Terrain Detail — slider from Simple (bold maps with few terrain types) to Complex (many distinct zones).

Click the ▶ Generate Map button at the bottom of the Generate panel. GamifyMap will:

  1. Sample a grid of real elevation points from the Esri World Elevation service.
  2. Normalize the values and classify each cell into a terrain type.
  3. Render the hex or square grid on a canvas overlay.

The generated map appears as a floating overlay. Use the overlay controls to dock it to the side, go fullscreen, or close it.

Switch to the Map Style panel (palette icon, left side) to customize:

  • Color Palette — choose from Fantasy, Sci-Fi, or Historical themes. Changes apply instantly without re-generating.
  • Cell Borders — toggle borders on/off, adjust weight and color.
  • Coordinates — show/hide cell coordinates in Offset, Cube, or Alpha-Numeric format.
  • Terrain Icons — overlay Unicode symbols representing each terrain type.
  • Map Chrome — add a title, legend, and compass rose to the output.

Open the Export panel (download icon, left side) and choose:

  • PNG — raster image, ideal for sharing, printing, or uploading to Roll20 / Foundry VTT.
  • SVG — scalable vector format for editing in Inkscape, Illustrator, or Affinity Designer.
  • JSON — structured cell data (coordinates, terrain type, elevation) for custom VTT integrations or programmatic use.

Use 2× or 4× resolution scale for high-quality print outputs.

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No map generated
Generate a map first before exporting.