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Area
Level (Z)
Nav
Style
FX
Marker
Out
Map
Drop a Mudlet
.dat
map here
or click to choose a file
Default sample map
Use default
Load mode
Auto (threshold)
Always full parse
Always stream
Navigation
Start walker
Current room
Go
Look at room
Look
Destination room
Set
Clear
Instant map movement
Position
Exploration overlay
Highlight current room
Pulse marker on move
Render style
Render mode
Normal
Pencil
Parchment
Parchment + Pencil
Isometric
Isometric + Parchment
Blueprint
Neon
Construction
Sci-Fi
Stained Glass
Watercolor
Graph-Paper Dungeon
Topographic
Dark Modern
Treasure Map
Transit Map
Circuit Board
Terminal / CRT
Pixel Art
Gradient rooms
Gradient + Parchment
Gradient + Blueprint
Pencil color
Pixel size:
1.5
x
Iso rotation:
30
°
Location style
Normal
Frames
Colored
Emboss
Room borders
Uniform level size
Rooms & lines
Room shape
Rectangle
Rounded Rectangle
Circle
Hidden rooms
Hide
Show
Show faded
Show dashed
Room size:
0.6
Line width:
0.025
Label render mode
Image
Data
Data (transparent)
None (no labels)
Colors
Background
Lines
Path
Grid
Background grid
Grid color
Grid opacity:
0.15
Labels & areas
Waypoints (auto-placed labels)
Area name header
Area exit labels
Exit label size:
0.30
Neighbour area spill
Spill distance:
20
Silhouette of levels below
Silhouette of levels above
Silhouette depth:
1
Silhouette offset:
0.20
Silhouette opacity:
0.35
Silhouettes keep room colours
Silhouette exits
Lighting & atmosphere
Ambient light
Spotlight
Terrain effects
Fog of war
Ambient settings
Light color
Radius:
12
Intensity:
0.70
Spotlight settings
Halo color
Radius:
8
Intensity:
0.55
Weather
Effect
None
Rain
Snow
Fog
Dust
Intensity:
0.50
Wind angle:
10
°
Wind strength:
1.00
Player Marker
Stroke
Fill
Stroke alpha:
1.00
Fill alpha:
0.00
Stroke width:
0.10
Size factor:
1.70
Dashed line
Match room shape
Highlight
Stroke alpha:
1.00
Fill alpha:
0.00
Stroke width:
0.10
Size factor:
1.43
Dashed line
Shape
Match room shape
Rectangle
Rounded Rectangle
Circle
Performance
Culling mode
No culling
Classic culling
Spatial index culling
OffscreenCanvas (worker) rendering
Coalesce rooms (batch same-style draws)
LOD (vector → rooms-only → raster)
LOD room budget:
16000
Hit areas (debug)
Pathfinding
Algorithm
Dijkstra
A* (spatial)
Export
Save PNG
Save SVG