Definitely roofs. Preferably with the option to be removed when doors are opened. You could build an entire village in 3d, a bit like Flowscape, but with the ability to go inside!
Integrating an above-ground map with a below-ground cave that stacks, allowing for wells/pits as access points and the ability to toggle between the two to build in either map.
Yeah, this is whats keeping me from buying this rn. Refunded the product since multiple floors are not supported yet, and its what I needed for my purposes. Very promising project though!
Same! Very excited about the first person views of the maps, but the illusion is a bit ruined by seeing the cut-off tops of walls, etc. would be great for town-level maps too- being able to only see inside the building once they go in
This will be amazing. I imagine that not just interior, but exterior would be helped by this, because trying to make a gradual slope in an outdoor map took me quite some time.
I'd love if you implemented this!
I think you could achieve this by creating multiple hide-able layers at set heights, then creating a property to each item that assigns a layer to the item. From there, each layer except the ground level, needs a property that determines whether it is visible or not. That could also pass to each item, so if their layer is toggled off, the items assigned to that layer are toggled off.
Also, you would need floor tiles for the different layers. It could be as simple as reusing the way tiles are added to the ground floor, except they would have to have some sort of transparency property, so that glass floors pass light, but wooden ones do not.
From here, you would have to adjust the “room calculation” and lighting to look at the layers above/below, in order to consider open spaces on all three axes, rather than just X/Y like now. If you stored the height of a room in a variable, your room calculation could also use multilayer objects in the auto-generation, if the room is large enough to accommodate them.
I also think it should be up to the creators to ensure supports exist, so you shouldn’t need to include a “needs a support within X spaces” calculation/restriction.
I think it’s a stretch, but if you gave each layer a global ‘height’ property, we could even choose the different heights in the layers, too. For instance, maybe we want a ground floor, then half inch levels to accommodate a town with multiple elevations, or 2 inch layers for large, vaulted buildings like cathedrals.
Also, we would likely need an option to export as one image or as multiple single-layer files, depending on printing or VTT preference.
This would all enable us to build the creations as we see fit, and would put Dungeon Alchemist head-and-shoulders above any other platform!
i think this could be accomplished by making a second "ground" area off the map or to the side of the original. right now i make areas like this by just creating a new building next to the original which is fine except it can be confusing and can cover important areas
Not sure if this is coming up with multi-levels, but it would be great to set the room height for each room independently, as you create them. It would make it easier to create different levels without relying on structural objects
Actually we can choose the room height at the map creation and every rooms will be created at this height. We should be able to create one room at water level and another at mountins top (or even at the current landscape level)
Multilevel support within a map with levels that can see the levels below. Like a house floorplan. Roofs for building second floor of a building. Lastly ability to link maps together within the software like clicking on staircase to bring onto basement level but keeps the size of each map peice smaller.
Having several levels and especially the possibility of having a roof over the buildings would also allow to create illustrations for the players. This would increase the capacity of the software in a narrative axis.
I'd like to have the ability to stack walls, place higher walls, or size-scale walls so that in the 1st person view you can take images to show players and not reveal what's in the rooms beyond if there are large items. Since some rooms are 40' high and others are only 10', perhaps it makes most sense to stack existing walls. I realize that for the top down view and for current practical playing purposes, a feature like this would be unimportant, but it would make sharing the images with players MUCH better -- especially when 3D views become available to and downloadable to VTTs!
Also, one other thing... I am surprised that you cannot just make a secret door out of any part of a wall by clicking on that wall segment and turning it into a door... maybe the programming is more complex than I understand...
Currently you can only change the room placement level when you create a map. It would be perfect to be able to place the roms on multiple levels on the same map. If that is not feasible now please add below water room palcement level.
Activity Newest / Oldest
Ármann Freyr
This would be fantastic
Devon Chung
I need this. It's the one thing keeping me from making as many maps as my hard drive will allow
Revierie
Definitely one of the most wanted features. It'll be great when this is implemented.
Vincent Devoti
So the Cartomancer Chronicles May 15, 2023 has this implemented. How do we do this?
Sesu
It is not implemented yet. The map creator used stacking and Z-axis manipulation to achieve this result.
Civing
Roofs a would be awesome.
Calum Fitzwater
Definitely roofs. Preferably with the option to be removed when doors are opened. You could build an entire village in 3d, a bit like Flowscape, but with the ability to go inside!
Thomas Broadfoot
Roof on buildings and roofs on underground complexes would be awesome
Nativo
The player view without roofs is no sense. Please!
Franziska Unverhau (Funverhau)
im glad this feature is planned, cant wait to have it actually come true. i have so many buildings in my mind wich have several levels
yuzh wang
As I expected, the vote for this feature is the first
C’mon guys 🤞 been so high voted for soooo long
Caleb Mieszko
Pretty please with a cherry on top!
I rei
Yes please! I'd love to have basements and multi level buildings.
Marty Step
Has Dungeon Alchemist mentioned when multi-level support will be added in the near future?
Integrating an above-ground map with a below-ground cave that stacks, allowing for wells/pits as access points and the ability to toggle between the two to build in either map.
Sesu
Merged with: Stackable Maps
Fam RMZ
It excellent product for Journel snapshots in VTT roofs, it would help, and crazy objects love them ...
Jonas Sochor
Yeah, this is whats keeping me from buying this rn. Refunded the product since multiple floors are not supported yet, and its what I needed for my purposes. Very promising project though!
Trystin Powell
roof tiles with interior and exterior views would be appreciated! Man this product is awesome though!
Fable Weaver
Same! Very excited about the first person views of the maps, but the illusion is a bit ruined by seeing the cut-off tops of walls, etc. would be great for town-level maps too- being able to only see inside the building once they go in
Shai-la du Sith
That would be awesome. Creating entire buildings !
Colin Finch
would be so good to add gallery balconies, overlooks and tiered rooms
Max Fr34k
i really need that! Thanks for working on it!
One hundred percent, something that all GM's need!
Want this!
Felipe Lega
this would be amazing!
Chelsea Burnes
This will help out so much with my plans for my games in the future!
Sean Mayer
This is great !!
UMustBMythtaken
This will be amazing. I imagine that not just interior, but exterior would be helped by this, because trying to make a gradual slope in an outdoor map took me quite some time.
sinan midillili
would love it if we could play with the rooms Z axis value as well for making multilevel city blocks (e.g. gondor)
James Dean
This would be awesome for my hive cities
David Hall
Will purchase once complete
fuenofundage
Must have
Juan Alvarado
That would be great
Par Monts Et Dragons
Need it so much !
Looks like now's the time to get this done. Currently available in TaleSpire. Gotta keep up w the competition!
Adrian Alejandro
Roofs imo, all the other roof textures look out of place
Tentacledwhisp1
yep this owuld be great for my lankhmar across the roof tops campaign
Sarah Nightingale
I'm in dire need of this!
Алексей Припадчев
Really need this feature.
Mister Music
I'd love if you implemented this!
I think you could achieve this by creating multiple hide-able layers at set heights, then creating a property to each item that assigns a layer to the item. From there, each layer except the ground level, needs a property that determines whether it is visible or not. That could also pass to each item, so if their layer is toggled off, the items assigned to that layer are toggled off.
Also, you would need floor tiles for the different layers. It could be as simple as reusing the way tiles are added to the ground floor, except they would have to have some sort of transparency property, so that glass floors pass light, but wooden ones do not.
From here, you would have to adjust the “room calculation” and lighting to look at the layers above/below, in order to consider open spaces on all three axes, rather than just X/Y like now. If you stored the height of a room in a variable, your room calculation could also use multilayer objects in the auto-generation, if the room is large enough to accommodate them.
I also think it should be up to the creators to ensure supports exist, so you shouldn’t need to include a “needs a support within X spaces” calculation/restriction.
I think it’s a stretch, but if you gave each layer a global ‘height’ property, we could even choose the different heights in the layers, too. For instance, maybe we want a ground floor, then half inch levels to accommodate a town with multiple elevations, or 2 inch layers for large, vaulted buildings like cathedrals.
Also, we would likely need an option to export as one image or as multiple single-layer files, depending on printing or VTT preference.
This would all enable us to build the creations as we see fit, and would put Dungeon Alchemist head-and-shoulders above any other platform!
Van Yakos
yes please and free standing doors that will work (i.e. open and close) on second level
Vamrem NWN
Roofs are the reason I joined here. Upp!
gory_dg
hell yeah!
agree
Now is the right time. Do it.
Brian Sommers
This is really needed
David Watts
This is actually a dilemma i am currently facing. being able to build a multi-level location would be amazing.
austin griffin
i think this could be accomplished by making a second "ground" area off the map or to the side of the original. right now i make areas like this by just creating a new building next to the original which is fine except it can be confusing and can cover important areas
Remy Martyn
Merged with: Two story buildings
Etienne Brossard
Not sure if this is coming up with multi-levels, but it would be great to set the room height for each room independently, as you create them. It would make it easier to create different levels without relying on structural objects
Remy Martyn
Merged with: Different Room Heights
Mnem M
Actually we can choose the room height at the map creation and every rooms will be created at this height. We should be able to create one room at water level and another at mountins top (or even at the current landscape level)
Remy Martyn
Merged with: Create room on different levels within the same map
Kevin Kansy
would be awsome if there will also be foundry support in any way with multi level maps! :)
Multilevel support within a map with levels that can see the levels below. Like a house floorplan. Roofs for building second floor of a building. Lastly ability to link maps together within the software like clicking on staircase to bring onto basement level but keeps the size of each map peice smaller.
Bravo for this superb tool!
Having several levels and especially the possibility of having a roof over the buildings would also allow to create illustrations for the players. This would increase the capacity of the software in a narrative axis.
Thanks for everything
Greg Beckham
I'd like to have the ability to stack walls, place higher walls, or size-scale walls so that in the 1st person view you can take images to show players and not reveal what's in the rooms beyond if there are large items. Since some rooms are 40' high and others are only 10', perhaps it makes most sense to stack existing walls. I realize that for the top down view and for current practical playing purposes, a feature like this would be unimportant, but it would make sharing the images with players MUCH better -- especially when 3D views become available to and downloadable to VTTs!
Also, one other thing... I am surprised that you cannot just make a secret door out of any part of a wall by clicking on that wall segment and turning it into a door... maybe the programming is more complex than I understand...
Remy Martyn
Merged with: Maps allowing multiple room placement levels
Stars
Currently you can only change the room placement level when you create a map. It would be perfect to be able to place the roms on multiple levels on the same map. If that is not feasible now please add below water room palcement level.
+1
G P
+1
Angel Remon
+1
lolo loloinfo
+1
+1
Have tree tops act as roofs, too. So you can have players walk beneath the trees and not on top.