Creating Dundjinni Maps for Virtual Tabletops
Battlemaps
What is a Battlemap
A Battlemap is usually a map you can battle on with miniatures/tokens.
However, in Dundjinni terms a Battlemap is a predetermined size of
such a map. This size is as large as one normal piece of paper
(A4/Letter) and will contain 8x10 squares that are each 1inch by 1
inch.

A big advantage of Battlemaps is that they are very suitable for use
in VTs. They are small enough to avoid problems with sending them
over the internet, they can be used at high resolution and they are
very manageable.

Different uses of Battlemaps
Miniature maps can be used in different ways, as I have mentioned in
the first article. Since Battlemaps depict a pretty small area, their use
is often a bit different. Here are some typical uses:
  • Building
  • Campsite
  • Cave
  • Corridor
  • Garden
  • Market square
  • Deck of a ship
  • Sections of streets, walkways, wilderness, etc, that can be randomly tiled


One additional use that I personally like very much is tileable Battlemaps. This is a series of Battlemaps that can be put
together to create a larger map. When done right, the series of Battlemaps can be put together in different ways to
create different larger maps.

All these different Battlemaps do well in VTs. The tileable Battlemaps are not suited for use in Fantasy Grounds II though,
unless you put together the larger map outside the program and then use it. MapTools and BattleGrounds can easily use
these tileable Battlemaps as tiles.

Battlemap Sizes
Since a Battlemap is small compared to most Miniature maps, they can often be used in a VT at their full size (no
rescaling necessary). This means that you can export the Battlemap in Dundjinni at the full size setting (see tutorial on
creating a Battlemap in Dundjinni). This will result in a BMP-file which is up to 9MB in size. Converting this BMP-file to a
JPG-file will then get you the Battlemap you need. For Real Life gaming, the BMP-file works better, since it will give you a
great printing result. However, for VTs we don’t print, we need a digital version. The difference between the BMP and the
JPG version will most likely be unnoticeable on screen and because of a JPG’s smaller size, it’s easier to transmit than a
BMP. You can also convert to PNG. This will give you a larger file than the JPG, but when you change thing on the
Battlemap (like doing postwork), you won’t loose quality each time you save it.  

Use the Environment
When you use a Battlemap in a VT, you don’t need to add all the detail in the map when drawing it. The beauty of some
VTs is that you can use tokens on the map that represent objects you would normally draw on the map.
  • Imagine a meadow map with some  trees and then a character walking across the map … beneath the trees …
  • Imagine an inn where during a fight you can move the chairs and tables around …
  • Imagine a cliff side with lots of rocks you can move to cause an avalanche …
  • Imagine you see the exterior of a cabin and when you enter it, the roof is removed to show the interior of the   
    cabin …
To name a few uses.

Combining Battlemaps
Some VTs can also combine Battlemaps. This means they can be used to create a bigger map. This can be done in a
static way or a dynamic way. Static when a large map has been divided into smaller ones and dynamic when you can
create maps on the fly using tileable Battlemaps. I’ll explain this better in another article.
  • Imagine you walk in a cavern that is immense (several maps together to form a map)  …
  • Imagine you ride across a road (map 1), cross a bridge (map 2), ignore the burned out building on the right (map
    3) and stop at the inn to ask for information (map 4) …
  • Imagine a town with a lot of house you can all walk into (Battlemaps to depict the houses and streets) …
To name a few uses.

Layering
Battlemaps are often used to draw several maps of building floors, or other height depictions. This means the GM has
several Battlemaps ready to throw into the game.
  • Imagine you are on the deck of a ship and when you go down a deck, that one becomes visible …
  • Imagine you are on the same deck of a ship and you dive into the water and suddenly you see what is below the
    water …
  • Imagine you are in a tower and move from floor to floor …
  • Imagine you are walking in the mountains and enter a cave …
To name a few uses.

Textures, Color and Art
Since most maps will not represent real-life situations, you are free to create
whatever you like, with whatever art you like. However, a map with clashing
colors, differently scaled art, totally unrelated textures, etc. won’t look as good
as a map that combines the textures, art and colors to form a  pleasing and
believable image.

Texts
Adding text to a Battlemap will not look very good in a VT. When putting a token
of a PC on the map, it will look weird when moving across the description of the
statue in the town square. It is better to leave that to the program (pop-ups or
descriptions in chat) or the storytelling of the GM (in chat of using VOIP).
This is a sample Battlemap for use in a VT. You
can add the tokens like trees, rocks, small
buildings, logs, etc. in the VT you use.

RPG Virtual Tabletop

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