Hex Map Generator for Tabletop Maps, SVG and PNG Export

This hex map generator turns a seed and five settings into a hex map you can keep: choose 6 to 24 columns, 4 to 16 rows, pointy or flat hexes, water level and terrain mix, then export SVG or PNG at 2×. The same seed and settings rebuild the same map byte for byte, with no account and no upload. It is a generic hexagon map tool, not a Catan board generator.

Make a hex map now

Everything runs in this page. Generate, change a setting, or copy the share link — the address bar always carries the exact seed and settings.

Same seed + same settings = same map.
Land hexes: – Water: – Land components: – Seed: –

Generating the first map…

Ready.

How this hex map generator works

The generator is deliberately small, so you can predict what it does. One hex is one tile. The seed string is hashed with FNV-1a into a 32-bit number, that number feeds a mulberry32 pseudo-random generator, and the generator walks the grid row by row deciding water first and then which land terrain a dry tile gets. Because the seed and the settings are the only inputs, two people who share a seed link see the same map.

The controls map to one step of that pipeline:

Output is an SVG you can open in a vector editor, a PNG rendered at 2× for posts and documents, and a one-line summary of land, water, land components and terrain counts. Nothing is sent to a server; the page is a single HTML document with inline JavaScript, so it also works offline once loaded.

How this hex map generator differs from a Catan board generator

We also run a Catan board generator that arranges the 19 fixed Catan tiles, numbers and harbours into a fair starting board, and a random Catan boards page that generates variants with the 5–6 player extension. Those pages exist to solve one game's setup problem, so they inherit its rules: fixed resource counts, the 6 and 8 separation rule, harbour positions.

This page is the opposite kind of tool. It draws any rectangular hex grid with any terrain mix, which is what you want for a hex crawl, a world map, a wargame scenario or a print-and-play prototype. Nothing here is balanced for a board game, and there are no numbers or harbours. If you arrived looking for a Catan setup, the Catan board generator is the right page; if you arrived with a seed and a hexgrid, stay here.

100,000 boards, measured

Instead of describing the output, we measured it. The page's generator core (src/gen.core.cjs — the same file inlined into this page) was run 100,000 times per configuration on 2026-11-06 in Node 23, with seeds board-0 to board-99999. The table below is the raw result of that run, saved as evidence/stats.json in the build.

Results of 100,000 generated boards per configuration, 2026-11-06 (300,000 boards in total; seeds board-0 … board-99999 per configuration).
ConfigurationDefault: 14 × 10, 35% waterTabletop: 10 × 8, 30% waterArid mix: 14 × 10, 35% water
Land hexes, mean / median84.9 / 8853.9 / 5584.9 / 88
Water share, mean39.4%32.7%39.4%
Water share, p10 – p9030.7% – 50.7%23.8% – 42.5%30.7% – 51.4%
Boards needing the connectivity pass77.5%50.3%77.5%
Land components before the pass, mean2.61.72.6
Dry-land terrain mixplains 20% · forest 20% · hills 20% · mountain 20% · desert 20%plains 20.1% · forest 20% · hills 20% · mountain 20% · desert 20%plains 11.8% · forest 4.2% · hills 18.5% · mountain 15.1% · desert 50.4%
Generator time, ms per board0.030.020.03

What the numbers mean in practice. At the default 14×10 and 35% water, the finished map carries a median of 88 land hexes, and 80% of boards land between 30.7% and 50.7% water — the per-tile roll averages out but individual boards still vary, which is what keeps rerolls interesting. In 77.5% of default boards the raw roll produced more than one land component (2.6 components on average before the repair), and the connectivity pass folded the smaller ones into water. That is also why the finished water share averages slightly above the 35% target: the pass adds water to remove stray islands. With the checkbox on, the finished component count is always 1, which is a real change to the map, not a hidden stat.

Terrain composition of the dry land, averaged over the default run: plains 20% · forest 20% · hills 20% · mountain 20% · desert 20%. The arid preset shifts that, as the third column shows; the water probability is unchanged, only the land palette moves. Timing on the build machine was 0.03 ms per board including summary and connectivity, so generating a fresh map in the browser is instant; the browser's own draw step, not the generator, is the slow part.

One limitation of the measurement: it describes this generator's own distribution, not a geography. Hex maps of real terrain have coastlines and river systems; this tool has a sea-level coin flip and a connectivity repair. Use it for game maps and placeholders, not for anything that needs to survive a cartography review.

Hex map generator vs 5 other map tools

Five tools come up whenever someone asks for a hex map generator, and they solve different problems. The table records what each project's own pages document, fetched on 2026-11-06; where a feature is not documented we say so instead of guessing.

Hex map generator comparison — five other tools and this page. All URLs fetched 2026-11-06.
Tool (fetched 2026-11-06)FormFree?Sign-up?ExportSeed / repeatableSize control
This hex map generatorBrowser, no installFreeNoSVG + PNG (2×)Yes — seed field and shareable link6–24 columns × 4–16 rows, pointy or flat
Azgaar's Fantasy Map GeneratorBrowser appFree web application (project README)No — opens straight into the editorExport menu in the app; the README does not list formatsNot stated in the public README; .map save/load existsNew Map options; hex or square cells
Watabou’s Perilous ShoresBrowser appFreeNoPNG + JSON (exporter in the app bundle)Not documented as a seed fieldPreset map sizes, no column/row control
WorldographerDesktop (Windows / macOS)Free tier + paid Pro licenceDownload, no account; Pro needs a licence keyPNG image + PDF (manual: Export as Image / Export to PDF)Editor-based; no seed field documentedWorld, kingdom, city and dungeon levels
Donjon Fantasy World GeneratorBrowser formFreeNoMap image in the page; saving is left to the browserYes — Random Seed fieldParameters (% water, % ice, hex grid option), preset canvas
Red Blob Games — Hexagonal GridsReference articleFreeNoNone — it is a guide, not a generatorn/a — code referencen/a — you implement the grid

Sources, fetched 2026-11-06: https://azgaar.github.io/Fantasy-Map-Generator/ · https://watabou.github.io/perilous-shores/ · https://www.worldographer.com/ · https://donjon.bin.sh/fantasy/world/ · https://www.redblobgames.com/grids/hexagons/

Read the table as a shortlist, not a ranking. Azgaar's Fantasy Map Generator is the deepest world builder of the six and the one to open if you want cultures, states and rivers as well as a grid. Perilous Shores is the fastest route from zero to a good-looking regional map. Worldographer is the choice when the hex map is the product and you want an editor with printing and PDF export. Donjon is the quick random world with a seed field. Red Blob Games is not a generator at all: it is the reference that explains hex coordinates, and it is where we point people who want to write their own. This page sits between them: narrower than an editor, more controllable than a one-click generator, with both SVG and PNG export and a seed you can hand to someone else.

What it does not do

Being explicit about the limits saves a wasted click. There are no rivers, roads, labels or cities; no polygon or irregular map shapes; no elevation curve, only a water probability; no saving inside the browser between visits beyond the URL; and no undo. The grid is a rectangle of offset rows, not a hexagonal world outline, so a whole-map silhouette will be rectangular. Very large grids are capped at 24×16 (384 hexes) on purpose: past that the inline SVG starts to tax older phones, and PNG export time grows with it. If you need a persistent world with editing, annotations and a file you can reopen, use an editor such as Worldographer or Azgaar instead.

Sources and method

Frequently asked questions

Is this hex map generator free to use?

Yes. The page runs entirely in your browser, needs no account, and exports SVG and PNG without a watermark or a paid tier. There is no server-side rendering, so nothing you type or generate is uploaded.

How does the seed make a map repeatable?

The seed string is hashed and fed to a deterministic pseudo-random generator; with the same seed, columns, rows, orientation, water level, terrain mix and connectivity setting, the tile array is identical. The address bar keeps those settings in the query string, so copying the page link shares the exact map.

What size hex map can I make?

The controls allow 6 to 24 columns and 4 to 16 rows, so the smallest map is 24 hexes and the largest is 384. The default is 14 columns by 10 rows, which is 140 hexes and fits a single page at print size.

Which export formats are available?

Two: SVG, which stays sharp at any size and opens in vector editors such as Inkscape or Illustrator, and PNG rendered at 2× for documents, slides and social posts. Both exports carry the same map, seed and terrain colours.

Does it generate Catan boards?

No. This page makes generic rectangular hex maps for hex crawls, world building and prototypes; it does not place Catan resources, numbers or harbours. The separate Catan board generator on the home page handles balanced Catan setups.

Can I change the terrain ratios?

Yes, in two ways: the water level slider sets the share of water tiles, and the terrain mix presets reweight plains, forest, hills, mountain and desert. The connectivity pass can be switched off if you want scattered islands, but a 70% water level with the pass off often leaves several small islands.