Common pitfalls
Five failures that account for most bad first uploads — and what each one looks like.
| Symptom | Cause | Fix |
|---|---|---|
| Routes are visibly offset from the terrain | The colour map and the impassability map were exported at different resolutions | Export both at 508 DPI |
| The two layers will not bind, or the offset grows across the map | One export was cropped and the other was not | Choose Entire Map in both exports; never crop by hand |
| A route runs through a building or across a river | The impassability layer was not finished | Paint the missing obstacles in the editor and reprocess |
| A route takes an absurd detour round something passable | The impassability layer is over-painted — a gate or passage was closed | Erase it in the editor and reprocess |
| Everything is extremely slow | The image is far larger than it needs to be | Crop to the area you want to play before uploading |
The two exports must describe the same rectangle
A small mismatch produces a small offset, which reads as a rendering quirk rather than a broken map. Re-export both files whenever you edit the OCAD source, not only the layer you changed.
A bad mask produces a wrong answer, not an error
A challenge generated over a bad mask still renders, still measures its routes and still declares a correct answer, so nothing about it looks broken to a player. Check the generated routes before publishing.
Full procedure: the OCAD workflow. For image uploads: standard uploads.