Test version of a new TTRPG map model, this time based on Krea. Expect a v2, as well as a Klein 9b version soon!
Description
Initial preview version
FAQ
Comments (9)
Looks awesome, can you please provide some sample prompts?
Try feeding this master template to an LLM and then tell it to write a new prompt using this template:
Create a highly detailed top-down fantasy TTRPG battle map of [PRIMARY LOCATION] in/on/under [LARGER ENVIRONMENT].
The [LOCATION] should have a coherent, traversable layout with [NUMBER] distinct rooms, chambers, or areas, connected by believable corridors, passages, stairs, and architectural transitions rather than a random maze. Include:
A [ENTRANCE AREA] with [DAMAGE, DEFENSE, OR STORY DETAIL]
A [CENTRAL LANDMARK ROOM] featuring [ICONIC OBJECT OR FEATURE]
A [VERTICAL OR MULTI-LEVEL ROOM] with [STAIRS, BALCONY, COLLAPSE, OR CATWALK]
A [FUNCTIONAL ROOM 1] containing [INTERACTIVE TERRAIN OR PROP]
A [FUNCTIONAL ROOM 2] containing [INTERACTIVE TERRAIN OR PROP]
A [HAZARD OR NATURAL FEATURE AREA] with [WATER, LAVA, ICE, VOID, ROOTS, ETC.]
A [SECURITY, PRISON, GUARD, OR DEFENSIVE AREA] with [SPECIFIC DETAIL]
A [MYSTICAL, RELIGIOUS, OR RITUAL AREA] containing [FOCAL FEATURE]
A [RUINED WORKSPACE, STORAGE ROOM, OR LIVING QUARTER] filled with [PROPS]
[NUMBER] small [GUARD POSTS / SIDE ROOMS / UTILITY ROOMS]
A hidden [TREASURE VAULT / ESCAPE TUNNEL / SHRINE / ARMORY] accessible through [SECRET ACCESS METHOD]
Include multiple routes through the dungeon, several dead ends, at least one secret passage, doors clearly visible between rooms, believable wall thickness, and a logical relationship between the rooms.
The map should contain interesting tactical terrain: [LIST 8–12 FEATURES RELEVANT TO THE THEME].
Show evidence of [PAST HISTORY] and [RECENT EVENT OR OCCUPATION]: [LIST OF ENVIRONMENTAL DETAILS], but no living creatures, characters, labels, or text.
Maintain a consistent [GRID SIZE] square battle grid, strict top-down orthographic perspective, clear room boundaries, readable walkable spaces, and enough open floor area for miniatures and combat.
Professional hand-painted fantasy battle map, richly textured [MATERIALS], atmospheric but highly readable, realistic architectural logic, crisp details, consistent lighting, game-ready layout.
Perfect, thank you!
@Slowmoe Just FYI, this version is pretty focused on dungeon maps, I'm actually working on a model for battle maps specifically right now!
I didn't realize until after that it didn't include the prompts! I'll fix that in the next version. Here's one of the prompts used in the showcase though. The training captions were much shorter though so it doesn't have to be this detailed, this was more of a "torture test" prompt:
Create a highly detailed top-down fantasy TTRPG dungeon map of an abandoned dwarven observatory built into a volcanic mountain.
The dungeon should have a coherent, traversable layout with 12 distinct rooms and chambers, connected by believable corridors rather than a random maze. Include:
- A fortified entrance hall with broken barricades
- A central circular observatory chamber with a large cracked brass orrery
- A two-level library with stairs and collapsed bookshelves
- A forge room containing cooling channels and an inactive furnace
- A partially flooded cistern crossed by stepping stones
- A prison block with six small cells
- A natural lava cavern incorporated into the constructed dungeon
- A ritual chamber containing a geometric stone dais
- A ruined workshop filled with machinery and worktables
- Two small guard rooms
- A hidden treasure vault accessible through a concealed passage
Include multiple routes through the dungeon, several dead ends, at least one secret passage, doors clearly visible between rooms, and believable wall thickness.
The map should contain interesting tactical terrain: pillars, tables, rubble, elevation changes, stairs, narrow choke points, balconies, bridges, pools of water, and dangerous lava.
Show evidence of abandonment and a recent monster occupation: broken furniture, scattered bones, crude barricades, discarded supplies, and a few bloodstains, but no living creatures or characters.
Maintain a consistent 5-foot square battle grid, strict top-down orthographic perspective, clear room boundaries, readable walkable spaces, and enough open floor area for miniatures and combat.
Professional hand-painted fantasy battle map, richly textured stone, metal, water, and volcanic rock, atmospheric but highly readable, realistic architectural logic, crisp details
@Thatrandomjew Yeah, that's just what the LLM wrote. It doesn't seem to impact the results.
This is fantastic. It feels magical!
Loops amazing! Finally, the perfect symmetry so common in generated maps has been avoided.
I'm getting incredible results from this, except there's a lot of inconsistent grids due to training on gridded maps, which is not desirable. Typically the grid could be added by TTRPG software or as a finalization step. Did you happen to tag the grid and gridless maps in the training data? If they're properly tagged, we could in theory remove the grids by prompting for 'gridless' or however it was tagged. Ideally there'd be no gridded maps in the training data, but that might be unavoidable depending on how much data is available. I'll post some images later once I've got enough good examples.
EDIT: I've figured out the grid issue. Even without the lora, Krea 2 still favors using grids whenever 'map' is mentioned in a top-down context. That shouldn't be surprising. I still think there might be some grids in the training data as I occasionally get some stray grid marks, but by avoiding mentioning map or battlemap at all, I've mostly rid myself of them. I start the prompt with 'Top-down TTRPG view of a [description]' You can generally define where things are placed in cardinal directions (left, right, up, down, center) and even diagonals work sometimes. Some descriptions will cause the perspective to tilt too far, so you need to be a little careful there, and if you keep getting tilted, change the description. Adding 'from above' at the end can help. I'd avoid mentioning 'bird's eye view' unless you want birds. 'drone view' can help, but runs the risk of adding realism, which usually isn't desirable for for battlemaps.

