There are no limits on the number of maps that can be created by Multiverse Designer. The existing elements are basic elements, which fit perfectly together without the need for micro adjustments – so common in map creation software.We use our experience in creating real game ground and transport this idea to the virtual environment. Here, too, the world is divided into 3m cubes on the side, perfectly adaptable to most RPGs.

We paid great attention to UX and the existing commands for creating maps. Any piece can be included on the map with just two clicks. Any part – or entire groups of parts – can be easily moved, duplicated and rotated with combinations of keyboard and mouse.

Objects and furniture can also be rotated, moved, increased or decreased at will.
Enemies and monsters are placed on the map at will and can be resized. Any humanoid can be a giant or a dragon can be a great wyrm or a young man.

Maps can be loaded as a whole or imported. Therefore, smaller maps can be saved and reused on other maps. Do you always use the same combination of objects? Save them to a specific map and you can create a library with rooms ready to be placed on different maps!


Combining the power of the Unreal Engine with the ease of creation of the Multiverse Designer, Environments are a powerful tool with endless possibilities for modification. Each environment is composed of more than 60 different parameters, allowing the combination of two different textures – with embossed reliefs, in addition to a third option of different patterns, which allow, for example, to build hexadecimal or grid squares or a floor / wall of mosaics Romans.

The patterns are automatically aligned in real time so that they are always correct, no matter the direction or rotation of the model. Want to make a red marble brick wall? Smoothly! Want a hex grid on top of a wooden floor? Easy!

Don’t you want a grid? Easier still! Do you want to combine wooden, stone or cave rooms on the same map? Simple!
Each piece of architecture is associated with an environment.

For example, if you select the entire map, you can transform the entire dungeon that had brick walls into cave walls with one click. To use different rooms with different Environments, just select all the pieces in the room and change their environment. The same environment editor that we used to create the environments that come with the game is now part of Multiverse Designer. Create your own libraries and reuse environments on different maps.


Similar to Environments, you can create infinite lighting combinations for your map. Create dark or light environments, with spot lights or even only indirect lighting. Sunlight also exists to create external environments.

All lights are created in real time and calculated accordingly. In addition, you can place torches on the walls, braziers, furnaces and fireplaces that can be turned on or off in the middle of the game. All lights provide shadows in real time. Place a small goblin in front of a fireplace and your players will see the shadow of a giant on the opposite wall!


If you are the master or creating a map, you have a free-motion camera on the map. Use wasd keys to float on the map in a manner similar to that used in isometric games OR press a mouse button to have a free camera in any direction. With another mouse button, you can orbit any piece or position on the map or use keys to move the camera up / down without moving its rotation. Oh, and press “F” to focus on any piece of the map instantly.

If you are a player, just turn the mouse wheel to get isometric view, or get closer and you will have a traditional 3rd person view and finally get even closer and you will have the 1st person view. Therefore, players who want to feel “Immersed” in the dungeon or in combat can choose to see everything in person, while traditional pen and paper role players can use isometric vision. Just rotate the mouse button!

Plants, Trees and Grass

You can create external environments using a light scheme that uses sunlight, an environment that has a dirt or grass floor and put trees, grass, shrubs, earth, in short, external environments on your map.

Soon we will make available clouds and a sky map that will make the experience and immersion for this type of map even more real.

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