The battle map generator carves a dungeon level onto a five-foot grid in one click, drawn in the black-hatched style of classic dungeon plans. Rooms are joined by corridors so every one of them can be reached, doors sit where the passages enter, and each room is furnished for what it is: columns and a long table in a guard hall, bunks in a barracks, an altar in a shrine, sarcophagi in a crypt, chests in the vault. One to three traps wait in the corridors, there's usually a secret door, and every room is numbered and keyed in a legend under the map.
How the level is carved
The map starts as a block of solid rock and is split, again and again, into smaller regions, the way binary space partitioning works in roguelike games. Each region gets one room. Then the regions are joined back up in the order they were split, each pair by a corridor, which guarantees that the level is connected: no room is sealed off, and no corridor leads nowhere. Most levels come out with seven or eight rooms, which is a one-session dungeon at a sensible pace.
Corridors are a single square wide and bend once, so they make natural chokepoints. Where a corridor enters a room, a door goes in. When one passage runs along another room's wall, the two can open into each other, which reads on the table like an alcove or a side passage worth checking.
Rooms with a purpose
The room nearest the top-left corner is the way in, with a stair. The farthest is the vault. Between them, rooms are drawn from a pool of purposes without repeats: guard hall, barracks, storeroom, shrine, library, cells, kitchen, and crypt. Each is furnished to match, so the plan tells players something before they open a door. Bunks mean sleeping guards, shelves mean something worth reading, a hearth means somebody cooks here, and the barred cells mean prisoners, or that there were prisoners once. Every room also gets a little rubble, a scatter of bones, or a stray barrel, so nothing on the sheet reads as an empty box.
Traps and secrets
Traps sit in the corridors where there is room for them, otherwise on a room floor, and always clear of the doorways so they aren't simply walked into on the first square. A dashed red square is a pit; a boxed red T is a pressure plate or another mechanism of your choice. Most levels hide one door as a secret door, marked with a red S on the GM's copy. Erase it from the players' version and it's a search check waiting to happen.
At the table and on the VTT
Every square is five feet, so the map works on any grid-based system without conversion: D&D 5e, Pathfinder, OSR games, Shadowdark, or anything else that counts squares. The PNG is a 1920-pixel render that drops straight into Roll20, Foundry, or Owlbear Rodeo; set the VTT grid to the 26 by 22 squares of the map and it lines up. Printed, it works as a battle mat at small scale or as the GM's key.
The legend names each room, so you can run it straight from the sheet: read the room name, glance at the furniture, decide what's in there. Or roll a few levels, stack them, and connect each vault's stair to the next level's entry for a quick megadungeon.
Free SVG and PNG downloads
Both formats are free for your games, streams, and published adventures. The SVG is the original vector file: open it in Inkscape, Affinity, or Figma to remove the secret door marker for a player handout, rename rooms, add monsters, or change the furniture. Everything on the map is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It draws one dungeon level of rooms and corridors. It doesn't draw caves with irregular walls, outdoor battlefields, or multi-floor buildings, and it doesn't stock the rooms with monsters. That part is yours, or the text generators' next door.
Name it, then fill it
The dungeon name generator writes the history of the place the map shows. The magic item generator fills the vault's chests with something worth the trouble, and the ruins name generator and cave name generator cover what lies above and around the level. For an overview of the whole site rather than a fight-ready floor, the dungeon map generator draws a one-page dungeon in old module style.