Map Builder allows you to build your own maps in TTopRPG. It allows you to place singular images that you can rotate or resize, or use textures or colors to draw out larger shapes. Generally, you’ll start with a blank map and then add various graphics to it to assemble your map. Blank maps start with a default grid square size of 50 pixels per 10 feet (or 25 pixels per 5 feet). There isn’t any need to change the grid’s size on a blank map, and you shouldn’t alter the grid once you start placing walls and other stationary shapes, since some of the Map Builder objects cannot be moved once placed (freehand shapes cannot be moved at all, but plotted shapes can be adjusted one point at a time). If you do decide to change the grid’s size, any textures used to place shapes will resize within the confines of the shape’s border, while the shape itself remains stationary. Singular placed images will not be affected by changing the grid. A sample map assembled with Map Builder – the rectangular table and chairs are placed images. Everything else is a drawn shape Even though you can place shapes made up of solid colors if you desire, Map Builder allows you to import graphics to use as shape resources just as you add graphics for icons. However, Map Builder graphics should be tile-able textures if you plan to use them to paint large objects. Textures that you plan to use to place singular images do not need to be tile-able (for example, a chair PNG graphic). Textures and images can be .jpg, .png, .bmp or .gif files. Tile-able textures that you plan to paint with should be JPG files, since they tend to take up less space. PNG images serve very well as map decoration, since they can have transparency – which allows them to appear as singular objects that you can place on the map, such as chairs, tables, fire pits, etc. However, very large PNG graphics can take up a lot of file space, which results in a lot of transfer time for the host. So try to keep the size of the files down. All of the texture and image files for Map Builder are stored in a different folder than the icon graphics. You cannot access icon graphics in the Map Builder screen unless you tell TTop to import an icon graphic as a texture (you’ll have to navigate to the icon graphic folder to select the icon graphic), and vice versa. The textures you use to paint shapes should look good at 100 pixels per 10 feet (double the optimal resolution for a map graphic). The size of a tile-able texture should be between 256×256 and 512×512 (these sizes are fine for JPGs, but keep the size down if it’s a PNG). The images for singular objects you plan to place should also be a similar scale (100 pixels per 10 feet), although it might be alright to allow them even more resolution for a nicer appearance. Again, just keep the size of the file in mind. If an image you place is a large PNG and you plan to place a lot of them, it could really strain the graphic engine. Note that when you overlap multiple shapes that all use the same texture, you won’t need to be concerned about their graphics lining up with each other. TTopRPG renders shape textures in a way that guarantees they will line up with each other, even if you rotate and resize boxes and ellipses and drag around plotted points. This won’t be true for singular placed images, since they are intended to exist as rotatable, movable objects. Also note that unlike icons, Map Builder objects aren’t selectable outside of Map Builder mode, and you can’t toggle their visibility. Maps built with Map Builder should be treated the same as a map graphic – static and unchanging. You can still change them during play if you like, but I prefer not to bother with it unless I want to add some occasional feature. Source.