Wonderdraft Tutorials

The Right Way to Draw Coastlines in Wonderdraft

Wonderdraft's auto-generated coastlines look great at first glance. Then you zoom in. Weird hooks jut into the ocean. Tiny inlets appear where no water should be. This guide covers how to fix them and how to avoid creating them in the first place.

You generated your continent with the landmass wizard, dropped in some mountains, added a few forests, and stepped back to admire your work. The map looked good. Then you zoomed in on the coast.

The coastline is riddled with strange artifacts. Sharp hooks of land poke into the water like broken fingers. Narrow inlets cut inland for no geographic reason. What looked like a smooth shore at 50% zoom becomes a mess of jagged edges at 100%.

This is Wonderdraft's most common coastline problem. The software generates natural-looking shores by adding randomized detail, but that randomization sometimes creates shapes that don't make geographic sense. The solution isn't to fight the auto-generation. It's to understand what it's doing, adjust your settings before generation, and clean up the results with the right tools.

Why Wonderdraft Creates Weird Coastlines

Wonderdraft adds visual interest to coastlines through procedural generation. When you draw or generate a landmass, the software doesn't just trace your brush stroke. It applies algorithms that create bays, peninsulas, and irregular edges. This is why even a simple circle drawn with the landmass brush becomes a complex, natural-looking shape.

The problem comes from how these algorithms handle certain situations. When two generated features intersect at odd angles, you get hooks. When the detail level is too high for your map's resolution, you get tiny inlets that look like errors rather than geography. When the roughness setting fights against a shape you're trying to create, you get coastlines that seem to resist your intentions.

The wizard is doing exactly what it's designed to do. Your job is to give it better parameters and fix the edge cases it can't handle on its own.

Setting Up the Landmass Wizard

The landmass wizard has two settings that control coastline appearance: roughness and detail. Understanding what each one does prevents most coastline problems before they start.

The Roughness Slider

Roughness controls how much the coastline deviates from smooth curves. Low roughness creates gentle, sweeping shores. High roughness creates fjord-like coasts with deep cuts and sharp promontories.

The mistake most mapmakers make is cranking roughness to maximum. A highly rough coastline looks impressive in isolation, but it creates problems at every scale. At world-map zoom, the coast becomes a visual mess of tiny features competing for attention. At regional zoom, those same features become so large they dominate the landscape.

Start with roughness in the middle of the slider. You can always add complexity later with manual editing. Removing complexity from an over-rough coastline is much harder.

The Detail Slider

Detail controls the complexity of the landmass, including how many smaller features appear along the coast. Higher detail means more islands, more peninsulas, more variations in the shore.

High detail at low resolution is where most weird artifacts come from. The wizard tries to create complex features in a space too small to render them properly. The result is hooks, spikes, and inlets that look like generation errors because they essentially are.

Match your detail level to your map's resolution and intended use. A 4000x3000 pixel world map can handle high detail. A 2000x1500 regional map should use medium detail. A battle map shouldn't use the wizard at all.

The "Not a Satellite Image" Rule

You're making a fantasy map, not recreating Earth from orbit. More roughness and more detail do not automatically create a better map. They create a more complex map, which is a different thing entirely.

Fantasy maps work best when they communicate geography clearly. A coast with a few distinctive bays and one memorable peninsula serves your world better than a coast with fifty features no one can distinguish. Restraint in the wizard settings gives you coastlines worth naming.

The Cleanup Workflow

Even with good wizard settings, every generated landmass needs cleanup. The workflow is straightforward: zoom in, follow the coast, fix problems as you find them.

Zoom to 100%

Problems invisible at world-view zoom become obvious at 100%. This is the zoom level where your map will be examined closely, so it's the zoom level where your coastlines need to work.

Start at one corner of your continent and follow the coastline methodically. Don't skip around looking for problems. You'll miss things. Trace the entire shore, section by section, fixing issues as you encounter them.

The Raise and Lower Landmass Tools

Press C to activate the raise landmass tool. Press V for lower landmass. These are your primary cleanup tools.

The raise tool adds land where there's water. The lower tool removes land, creating water. Both apply Wonderdraft's coastline beautification to the new edges, so your fixes blend with the existing shore rather than standing out as obvious edits.

Use a small brush for precision work. A brush that's too large will affect more coastline than you intend, potentially creating new problems while fixing old ones.

Fixing Hooks

Hooks are narrow points of land that jut into the water at sharp angles. They look like someone poked a finger into wet clay and pulled. In real geography, peninsulas this thin would erode quickly. In your map, they just look wrong.

To fix a hook, use the lower landmass tool (V) with a small brush. Click at the base of the hook, where it meets the main coastline. The tool will remove the narrow projection while the beautification algorithm smooths the remaining shore.

Don't try to carefully trace the hook's outline. A single click at the base usually removes the entire formation. If any remnants remain, click again. Working in small, deliberate touches creates better results than trying to paint away the problem.

Fixing Weird Inlets

Inlets are cuts of water into the land. Natural inlets are river mouths, fjords, or bays. Weird inlets are narrow channels that appear to go nowhere, or tiny pools of water that the generation algorithm left behind.

To fix a weird inlet, use the raise landmass tool (C). Click inside the inlet to fill it with land. Again, the beautification will handle blending the new shore with the old.

Check whether the inlet connects to anything before removing it. If it's the mouth of a river you placed, you don't want to fill it in. If it's a genuine bay you want to keep, shape it with small touches rather than removing it entirely.

Removing Inland Seas

The wizard sometimes generates small bodies of water entirely surrounded by land. These can be legitimate lakes, or they can be artifacts of the generation process.

Many mapmakers remove every inland sea immediately after generation and add lakes manually later. This gives you control over where water features appear and ensures they're the right size and shape for your world. If you're planning to add rivers anyway, placing lakes where rivers logically collect makes more geographic sense than keeping randomly generated water.

Artifact Rings

If you're using the Detail Map Wizard to zoom into a region, you may encounter artifact rings. These are narrow rings of water that appear inside landmasses, particularly in areas with high elevation contrast.

These artifacts come from the mathematical interpolation the wizard uses when scaling. The only current fix is manual cleanup with the raise landmass tool. Work around the ring, filling it in section by section.

Manual Coastline Creation

Sometimes the wizard creates a shape that's fundamentally wrong for your world. You know exactly what your continent should look like, and procedural generation isn't getting you there. In these cases, manual coastline work is faster than repeated wizard attempts.

The Tracing Method

If you have a sketch, a reference image, or even a real-world coastline you want to use as inspiration, Wonderdraft can import it as an overlay. Draw your landmass by tracing the overlay, then remove the image when you're done.

The tracing method works well for writers who've been sketching their world for years before moving to mapping software. Your mental image of the coastline probably exists in some form. Scan it, import it, trace it.

Light Touch Generation

Draw your general coastline shape with the raise landmass tool at low roughness. Wonderdraft will still apply beautification, but with less extreme variation. You get gentle curves instead of jagged edges.

After laying down the basic shape, go back with higher roughness and a smaller brush to add specific features. A deep bay here. A peninsula there. A cluster of islands off this coast. This targeted approach puts complex features where you want them, not where the algorithm decided to scatter them.

The Subtraction Method

Some mapmakers find it easier to work reductively. Generate an oversized, fairly smooth landmass, then carve it down with the lower landmass tool.

This method gives you direct control over every bay and inlet. Each feature exists because you deliberately created it. The downside is time. Carving takes longer than generation. But for small continents or detailed regional maps, the precision can be worth the investment.

Your Coastlines Shape Civilizations

Coastlines determine where ports form, where trade flows, and where cultures develop. The 16 Domains of Worldbuilding covers geography, economics, politics, and 13 other systems that grow naturally from the terrain you draw.

Get the 16 Domains

Free resource. One of 75+ storytelling frameworks on Loreteller.

Coastal Features That Make Geographic Sense

Now that you can control your coastlines, think about what kinds of coasts your world should have. Different geographic conditions create different shore types. Matching your coastlines to your world's geography makes the map feel real.

Fjords and Glacial Coasts

Fjords are deep, narrow inlets carved by glaciers. They appear in cold regions where ice sheets once reached the sea. The Norwegian coast is the classic example. Iceland, New Zealand, Chile, and British Columbia all have fjord-heavy coastlines.

In Wonderdraft, fjords work well with high roughness but low detail. You want deep cuts, but not many of them. A coastline covered in fjords becomes visually chaotic. Three or four dramatic fjords along a cold shore sells the geography without overwhelming the map.

Delta Coasts

Where major rivers meet the sea, they deposit sediment that builds complex, shifting coastlines. The Nile delta, the Mississippi delta, the Ganges-Brahmaputra delta. These coasts bulge outward with branching channels and barrier islands.

In Wonderdraft, delta coasts require manual work. The wizard doesn't generate river mouths. Place your major river first, then use the raise landmass tool to build up sediment deposits around the mouth. Keep the coastline irregular and indented where channels might cut through.

Barrier Islands

Long, narrow islands parallel to the shore appear along gently sloping coasts with significant wave action. The Outer Banks of North Carolina, the Sea Islands of Georgia, much of the Texas Gulf Coast. These islands protect lagoons and estuaries behind them.

Generate these manually with the raise landmass tool at low roughness. Draw thin strips of land with small gaps between them. The wizard's island generation rarely produces the long, narrow shapes barrier islands require.

Rocky Promontories

Where hard rock meets the sea, you get dramatic headlands and cliffs. These coasts resist erosion, creating points of land that jut into the waves while softer rock on either side wears away into bays.

In Wonderdraft, use medium roughness to get promontory shapes, then clean up the hooks that don't work. The difference between a promontory and a hook is whether the feature makes geographic sense. Promontories are thick and substantial. Hooks are thin and fragile-looking.

The Zoom Trap

One final warning about coastlines: don't fall into the zoom trap.

The zoom trap happens when you work at 100% zoom for so long that you start adding detail nobody will ever see. You spend hours perfecting a single bay because it's filling your screen, forgetting that this bay will be a few pixels on the final exported map.

After finishing your coastline cleanup, zoom out to the level where your map will actually be viewed. Look at the coast from that distance. Does your careful work show? Or did you just spend an afternoon on details that vanish at export resolution?

Match your effort to your output. A world map viewed on a monitor doesn't need pixel-perfect coastlines at 100% zoom. A print map blown up to poster size does. Know what you're making and work at the appropriate level of detail.

The Workflow Summary

Before generation: Set roughness and detail appropriate to your map's resolution and purpose. Start lower than you think you need.

After generation: Zoom to 100% and trace the entire coastline. Fix hooks with the lower landmass tool. Fill weird inlets with the raise landmass tool. Remove inland seas you didn't want.

For specific features: Build manually with targeted brush work. Match coastal types to your world's geography. Use low roughness for control, adding complexity in specific locations.

Before export: Zoom out to actual viewing distance. Verify your work shows at the scale your map will be seen. Stop perfecting details that won't survive the export.

Coastlines in Wonderdraft work best when you treat the wizard as a starting point, not a finished product. The auto-generation creates natural-looking shapes quickly. The cleanup tools let you fix the inevitable artifacts. The manual options give you control when the algorithm can't guess what you want. Use all three, and your shores will look like geography, not generation errors.

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