The RPM Mapper


Fig 1: The new mapper (RPM version 4.4.2) -  This demonstrates a map put together fairly quickly ( about 15 mins). Most of that time was doing fine adjustments to ensure that the walls look finely connected when you zoom in.
The map is very simple, being put together with simple shapes (some lines, and curves for the lava), which use texture bitmaps. In this case, the map 'dupicate' function was used to make copies of a vertical and a horizontal wall segment, and use them wherever all needed.

Fig 2: Zooming in - Though you can easily use any bitmap (from a mapping package, the internet, or any other source), there is a distinct advantage to be gained from creating your map within the RPM map editor (vector-based). The advantage is that the map doesn't get all pixellated and blocky, which is what happens when you zoom into a bitmap (not vector-based).
If you want to quickly use maps as a background graphic from a package like CC2 (Campaign Cartographer),  be sure to export them as '.emf' files. These graphics files are actually vector-based, and RPM can zoom in with clarity.



Fig 3: The old RPM style - This is what the old RPM map looked like - used as a background bitmap. Although this was black-and-white, you can easily see the blockiness you get with a medium zoom, which gets much worse when you try to zoom right in on the action.

Fig 4: Battlemap Zoom - You can easily make use of whatever graphics you have, and zoom right in. The RPM mapper has layers, which allow you to achieve many effects. At the bottom is the 'Ground Features' layer, followed by 'Permanent', and then 'Moveable'. Whilst you can play with anything in 'Full Edit' mode, you can only move things around on the 'Moveable' layer when in play-time 'BatteMap' mode. This lets you move around the things that are meant to be moveable (like PCs, NPCs, monsters, and light furniture), without accidentally re-arranging the basic floor plan and permanent features such as walls.
One of the layer effects is to have an "invisible" version of each of the layers ( ie. 'Ground Features Hidden', 'Permananet Hidden', and 'Moveable Hidden'). The DM sees all, whist players never see hidden things on their map view. This is a great way to do things such as secret doors, or invisible monsters. With a mouse-click, the DM can turn individual features visible or invisible, and update the player view.

Fig 5: The Player's Map - shows whatever the DM has chosen to reveal. If RPM is used in-game, the DM will generally reveal map sections as the players progress through the adventure. This also gives you a permanent automatic mapping feature for the players. The players map can be used by players in 3 main ways.
  1. Using the 'Player Window' directly: The player window gets updated with a mouse click. The DM can turn a montior to show players "their window", whenever needed.
    Another great option is have a second monitor, and simply drag the "Player Window" across to fill the second monitor for a permanetly updating view of the action. This capability is commonly available with newer laptops with a 'TV Out' feature, or even in desktop PCs with a 2nd graphics card, or a single newer graphics card.

  2. Networking/Internet browser: As of version 4.4.2 the 'webserver' version of RPM is new, but you can have players simply browse your RPM game. You can simply click 'Player Map' to see the latest player view.

  3. Networking/Internet RPM: If your players also use RPM, they can connect to the DM's version, and get an enhanced player view.