Map and design adventure games in your browser.

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A map in

Create a map in minutes is a browser-based tool that lets you easily map adventure games. Drag rooms into your map and link them up using connections in all compass directions. Add a list of objects present in each room. Finally, export your map straight to your adventure game toolkit of choice: TADS, Inform, Quest or Alan.

Edit room details quickly lets you edit the properties of your rooms using a quick and intuitive editor. Set room name and description, then add room colors, room borders and elliptical or octagonal room shapes.

Add named objects with descriptions to your rooms, and even create containment relationships - which will be included in your code generation later.

Room details
versionInfo : GameID
  name = 'Deadly Cave Adventure'
  desc = 'A thrilling adventure 
    deep in the earth'

OutsideCave: Room 'Outside Cave'
  description = "You are standing outside a 
    dark, forboding cave. "
  north = EntryChamber

+ lamp: Item 'lamp'
  description = "An old-fashioned oil lamp. 
    Rusty but serviceable. "

Generate code from your map can export your map to various adventure game development systems. It supports TADS, Inform, Quest and Alan, among others. You can also export to YAML if that fits in your development pipeline. Code is generated for your rooms, connections and objects, and you can feed it straight into your compiler.


  • New features and bugfixes

    Over the last week, new features were added to with help from dfabulich and Paolo Sfredda.

  • Introducing hand-drawn maps

    One feature that was lacking was a hand-drawn style for its maps. A friendly developer named Paolo Sfredda has now created this functionality, among much else.

  • The Colour Pink

    Here’s a map for The Colour Pink by Robert Street, an Inform adventure.

  • Return to Eden

    Here’s a map for Level 9’s Return to Eden.

  • Mud Warriors

    Here’s a map for Ryan Veeder’s latest game Mud Warriors.

  • New features

    There’ve been many updates to over the past months, and I’d like to take a moment to list some of them here. Since is now on Github, there have been wonderful contributions from several developers, making the application steadily better.

  • A map of The Hobbit

    The Hobbit (1982) was an adventure game that influenced the genre in many ways. It attempted to give game characters a degree of articifial intelligence. They could roam through the world freely, and even attack each other, sometimes leading to the game becoming unwinnable.

  • Hitchhiker's Guide to the Galaxy Mapped

    The map to one of the most famous games in text adventure gaming history, The Hitchhiker’s Guide to the Galaxy, is now available as a sample map.

  • Colossal Cave Mapped wouldn’t be an adventure game mapping package if it didn’t include a full map of the colossal cave.

  • Castle of Doom Mapped is now able to export maps to high-quality .PNG format. As a sample, @john_metcalf’s map for Castle of Doom (ZX Spectrum 48K, Giant Byte, 1986) follows. This map was drawn in five minutes, then the “Obsidian” theme was applied to prettify it. Castle of Doom is a dark game, after all!

  • Theme Support now supports themes. Not only can you set fills, borders, text colors for rooms, notes and blocks, set colors for connector lines and text, but you can also apply a complete set of colors and settings in one go (a theme). At this point, we have the “default” theme - it’s the default, as you might have guessed - and the obsidian theme, which is a cool name for really dark.

  • Code generation for Alan and Quest can now generate code for the Alan (both versions 2 and 3) and Quest adventure design systems, complete with rooms, connections and objects. The resulting code is ready for compilation with Alan, and can be imported straight into the Quest editor.

  • Premilinary export to Inform7 can now export maps to Inform 7 format. It can deal with rooms and connections - even in cases where the connection is angled, .e.g. going west takes you from A to B, but from B you need to go north to get to A. Work is in progress on one-way connections and objects.

  • A Zork map in

    A good test case for is drawing up a map of Zork. The original map contains lots of ideosyncracies for map drawing: angled connections, (nested) objects in the rooms, one-way passages, connectors that lead off the map, and a shaded block around the White House.

  • Premilinary export to TADS is now able to export your map straight to TADS .t format. The export includes rooms, connections and objects in the rooms. Notes and blocks play no role in TADS (or any other adventure design system). Under the hood, [Handlebars][handlebars] templates are used to generate all the code, which makes it simple to add additional code generators (with an understanding of the language involved first).

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