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Show HN: Dungeon Map Doodler – Free D&D map maker (dungeonmapdoodler.com)
126 points by toddr123 2030 days ago
8 comments

In the same theme, and if one needs some help in seeding ideas, previous discussion about One Page Dungeon Generator:

* https://news.ycombinator.com/item?id=21362382

Also, Medieval Fantasy City Generator:

* https://news.ycombinator.com/item?id=17925666

Azgaar’s Fantasy Map Generator:

* https://news.ycombinator.com/item?id=21099344

A tutorial on generating maps:

* https://mewo2.com/notes/terrain/

And (American-style) City Map Generator:

* https://news.ycombinator.com/item?id=23901242

* https://news.ycombinator.com/item?id=4734208

A great tool, I used it a fair amount while running some D&D games for family.

If I were to make one request, it would be the ability to export to PDF, with the ability to choose paper sizes. I wind up fighting with getting the maps sliced up in other programs in order to get sizing right (EDIT: For printing).

Thanks, I'm glad it's worked well for you! That's a really good idea, and something I'll make note of. I've never played around with creating PDFs from javascript, but it sounds like a fun challenge
I have this tool in the list here https://opinionatedguide.github.io/design/generative-art/ if anyone wants to see more things like it
Nice work. It is refreshing being able to save to my harddrive given all this cloud BS nowadays.
Unfortunately it seems it's unusable in Firefox. It probably looks and works really well in Chrome.

https://imgur.com/a/0mKPg7e

That’s weird, it looks like you’re getting some old code, or possibly the css didn’t load correctly. Can you force a refresh with Ctrl F5 and let me know if that fixes it? I do most of my testing in Firefox, so it should definitely work, haha
Yeah I remember it came up on HN previously, but that was several months ago so I'm surprised it stuck around in the cache that long.

Hard refreshing fixed it, thanks. Sorry about that.

No worries, glad that worked! I have support for offline mode, and even though it's set up to try and get resources from the network first, it seems to often pull from the local cache even when it shouldn't. I'll have to try digging into that issue some more
The biggest difference maker for me is using hashed filenames for non-html resources. That way even if the html caches too long it's at least a coherent experience, and if anything else caches too long who cares, the user doesn't see it anyway.

I don't know what your pipeline looks like or if you're already doing that, but if not it's worth a look.

It's working fine for me on FF 85
Any chance for some kind of tile set support for better walls and textured floors?
If you switch to the Hatching tool, you should see a select box for Floor Style. Changing that value will change the floor to various different textures. There isn't exactly a way to do walls like that, but using a second layer, you could choose a different floor style and draw around your floors. I'm hoping to make it possible to add your own floor and hatch styles in a future update.
This is really cool!!!