🎨 Map Painter
Beta Paint the map — get a real .rms that plays exactly like it.❓ How it works
Draw your map, and the site writes the .rms. Paint terrain and hills, drop player
starts and resources, then Generate. Turn on symmetry to mirror every stroke — the quick way to
build a map that's actually fair — or start from a template and edit it. Brush, flood fill and straight
lines, with full undo. The grid is the game map itself — one cell is one tile in game, at the size you pick.
Your drawing is kept in this browser, so you can come back to it.
- 1 · Draw the groundTerrain brushes paint what the land IS — grass, water, forest. Hills are a separate layer on top.
- 2 · Place the playersMarker 1 is player 1 (blue), 2 is red… Each starts exactly on their marker. Set the lobby to the same number of players.
- 3 · Add resourcesOne painted tile is one object, on that exact tile — paint 7 tiles of gold for a 7-tile mine.
- 4 · GenerateThe site writes a real
.rms. Drop it in your Age of Empires II mods folder and pick it in the lobby.
Left-click / drag to paint, right-drag to erase, Shift+drag for a straight line. The canvas is the game map tile for tile, and Game view turns it the way the game shows it (V). The Player brush drops numbered starts (up to 8): marker 1 is player 1 (blue), 2 is player 2 (red), and so on — each Town Center stands exactly on its marker. Set the lobby to the same number of players as markers — any map size works, the script fixes it. Hills are a separate layer — they raise the ground without replacing it.
One painted tile = one object, on that exact tile. Paint 7 tiles of gold and you get 7 gold mines; paint 4 sheep tiles and you get 4 sheep.
Fish need painted water under them; whales, marlin and dolphins want deep sea.
The dashed square around a start is its home: the Town Center, villagers and scout go there, so forest, water and objects painted inside it are cleared (struck through on the canvas).
🎬 Watch the video guides on YouTube
Fish need painted water under them; whales, marlin and dolphins want deep sea.
The dashed square around a start is its home: the Town Center, villagers and scout go there, so forest, water and objects painted inside it are cleared (struck through on the canvas).
Brush size
100%
dashed square = a start's home, cleared for the Town Center (anything struck through is left out)
pale wash = a hill
dashed line/circle = symmetry axis