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
Merged with:
Create room on different levels within the same map
M
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)
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.
You mean like a canopy or having stuff above the ground be above tokens after rendering ? Such as the bridge above the players being above their tokens, or tree folliage partially covering the path from the overhead PoV partially covering the players ? That'd be dope
I just got Dungeon Alchemist and would LOVE to have this. It's nice to have the ability to pop through levels as I do in Dungeon Draft. Also, having a roof that covers the inside will make it so I don't have to make all maps "night time" so I can obfuscate what's inside until they get in there.
Are you using Dungeon ALchemist as a Tabletop simulator? If not Owlbear Rodeo for instance lets you point dark spots on the map that only you as the DM can see through.
Multi-level would be great, for sure, but just roofs in general. The export to Foundry is good and the top down is amazing but it seems like such a waste to lose the 3d isometric that I'm doing a screenshot of the map (if its outdoors or most of the map can be seen) so the players can see that perspective. But I'd like to put a roof on some buildings to hide the interior.
As I'm using the Levels module in FoundryVTT, some real QOL improvements would be to be able to export directly into PNG (or even better, WEBP) with no background. As it is now, I have to export to get a JPG, load that into Photoshop, cut out the room(s) to get transparent background and then convert to WEBP.
Besides, it seems that the Export function automatically cuts out unused map space and centers the parts being exported. I would like to be able to turn that off, since it can make lightning and perspective differ between levels.
I've been trying to build some rooms on top of rises in the terrain so some rooms could be higher than others, but it keeps erasing the terrain when I do and lowering the room. I think it'd be cool if we could make some rooms higher than others somehow!
It should also be possible to make treetops roofs (a toggle switch). I suggest all trees with tall stems have this switched on by default, as characters can see underneath their treecrowns; whereas trees with short stems (before the tree crown begins), such as some of the pine trees, should have this switched off by default.
When creating multi-level maps, it can get quite confusing to know which path leads to where. Being able to select a map point, such as a set of ascending stairs, and connecting that to another map point, e.g. the corresponding descending stairs, would make this process much easier; it should also be possible to do this across map files. When doing such, it should also be possible to section off a map area, such that you could get an overlay (for example wireframe) of that area to work with, knowing which parts leads to where, which parts are above what.
if we get the functionality of roofs we could use that to set as a roof tile in foundry which has unique benifits of obsucring sight outside a building and revealing sight within a building.
Building a 5 story mansion in a single multi level map would be great.
Also would be great for building an underground dungeon that goes up/down levels on the same map or a floating island above the ground level.
Adding the ability to copy entire levels and move them up/down and raising/lowering the elevation to the level above/below.
Forget all the little cosmetic things people are asking for, this feature would be a game changer for what people would be able to create.
Simple visualisation, a spiral staircase you could see the entire map with all levels in one view and then select 'per level' and go up/down the level view to add doors/windows or objects into each level to make them unique, once one level was created you could use the 'copy level' function for an easy and fast creation of the total structure.
A slider is probably the best way to do this, with fixed increments for the various recognised levels, but the ability to move it freely as well, so we can make things at micro-elevations.
With this and rooftops, we basically have control to move the camera to focus on a layer and can export images for each layer for digital play.
Rooftops! The maps created in dungeon alchemist are sooo beautiful and then I have to take some crappie roof assets, somehow tweaked to fit my beautiful houses. That ist the opposite of satisfying. =D
Not fussed about multi-level but rooftops for the houses when you do outdoor maps so they don't just appear as black boxes for LOS would be nice. Not sure if Fantasy Grounds will support this however.
It would be very helpful also if this had optional export support for Foundry's Levels module: foundryvtt.com/packages/levels, which adds support for multilevel maps in Foundry.
All kind of roof types matching every existing style of buildings and walls. Make the roofs exportable as png assets so they can be used as roof tiles in VTT.
I would like to add to this. Foundry VTT has great support for what they call "overhead tiles". Those tiles can have a a few different behaviors for when a token moves under it. Roofs are just one big use case for this (and it would be great if it came pre configured for the scene). But another use case is foliage. It would be awesome, if trees above a certain height would also be utilized in this way. So a tree looks just as it does now when further away, but once you step unter the tree with your token, the canopy is hidden but instead the trunk is visible.
This would probably mean, that the "base map" would have to be exported just with the trunks (and no roofs), while each roof / tree etc. would have to be a separately exported tile, so that it each tree can be hidden individually.
Besides this foundry also has the concept of "background" and "foreground" maps. So basically it would be possible to add the "floor" to the background, while walls and stuff on walls would be in the forground. The forground layer is always above tokens, but is never hidden (that's the main difference to overhead tiles I think). It's a nice touch to make sure that tokens do not step "over" a wall or a door frame, but instead are always drawn belowit.
I feel like DAs 3D approach would be an awesome fit to be able to export all these things to utilize foundrys features to maximum effect :D
Activity Newest / Oldest
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
Remy Martyn
Merged with: Different Room Heights
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: Create room on different levels within the same map
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)
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.
Lloyd Stanley
There any way we can get a toggle on/off roof for rooms in the mean time? Just to affect the light.
Esteban Da Costa
If roofs are exportable to FVTT is would be awesome
I'd be happy with different layers on export and maybe even only parts of said layers for different buildings.
Rick Axon
It would be great if it was navigable in FPV.
David Pattinson
i wish this was next
Roofs would be great; multi-level is awesome!
James Soller
Cannot WAIT for this one!!!
Mark Brewer
I'm so EXCITED for this one!
Please bring this soon it's the one feature I'm waiting on
E. M.
+1 Thanks
Liam
Please add Indoor lighting settings for rooms. either as part of this mechanic or beforehand.
I would also like this to work with multi-layer mod in Foundry, but understand if it doesn't
A dungeon where you can keep going down, dahm that be awesome!
Alexandre Malhado
Create projects with several maps. A Castle project with maps for the floors, for example.
Sesu
Merged with: Projects with several maps
Thomas White
can not wait to craft Ravenloft
Kalaam_Nozalys
You mean like a canopy or having stuff above the ground be above tokens after rendering ? Such as the bridge above the players being above their tokens, or tree folliage partially covering the path from the overhead PoV partially covering the players ? That'd be dope
Janes Signal
I just got Dungeon Alchemist and would LOVE to have this. It's nice to have the ability to pop through levels as I do in Dungeon Draft. Also, having a roof that covers the inside will make it so I don't have to make all maps "night time" so I can obfuscate what's inside until they get in there.
Are you using Dungeon ALchemist as a Tabletop simulator? If not Owlbear Rodeo for instance lets you point dark spots on the map that only you as the DM can see through.
Nathan Wolke
Multi-level would be great, for sure, but just roofs in general. The export to Foundry is good and the top down is amazing but it seems like such a waste to lose the 3d isometric that I'm doing a screenshot of the map (if its outdoors or most of the map can be seen) so the players can see that perspective. But I'd like to put a roof on some buildings to hide the interior.
Slartibart
As I'm using the Levels module in FoundryVTT, some real QOL improvements would be to be able to export directly into PNG (or even better, WEBP) with no background. As it is now, I have to export to get a JPG, load that into Photoshop, cut out the room(s) to get transparent background and then convert to WEBP.
Besides, it seems that the Export function automatically cuts out unused map space and centers the parts being exported. I would like to be able to turn that off, since it can make lightning and perspective differ between levels.
Sesu
Merged with: Building rooms on top of elevations
I've been trying to build some rooms on top of rises in the terrain so some rooms could be higher than others, but it keeps erasing the terrain when I do and lowering the room. I think it'd be cool if we could make some rooms higher than others somehow!
BenGarrison_me
+💯
Reasonable Doubt
Yesssss!
+1 for multi level capabilities. It is especially useful for castles with battlements and dungeons.
Kevin Watters
Absolutely a NEED item ! Using Dungeon Draft for this currently...
Spaxe 2
yeah multiple floor and multiple basement can be very usefull
Canned Man
It should also be possible to make treetops roofs (a toggle switch). I suggest all trees with tall stems have this switched on by default, as characters can see underneath their treecrowns; whereas trees with short stems (before the tree crown begins), such as some of the pine trees, should have this switched off by default.
A must-have for this program. Would make it a lot more competitive with my main cartography program.
Sesu
Merged with: Linking map and map sections
Canned Man
When creating multi-level maps, it can get quite confusing to know which path leads to where. Being able to select a map point, such as a set of ascending stairs, and connecting that to another map point, e.g. the corresponding descending stairs, would make this process much easier; it should also be possible to do this across map files. When doing such, it should also be possible to section off a map area, such that you could get an overlay (for example wireframe) of that area to work with, knowing which parts leads to where, which parts are above what.
Sesu
Merged with: Foundry roof tile intergration
ThingsCouldGetDicey
if we get the functionality of roofs we could use that to set as a roof tile in foundry which has unique benifits of obsucring sight outside a building and revealing sight within a building.
Building a 5 story mansion in a single multi level map would be great.
Also would be great for building an underground dungeon that goes up/down levels on the same map or a floating island above the ground level.
Adding the ability to copy entire levels and move them up/down and raising/lowering the elevation to the level above/below.
Forget all the little cosmetic things people are asking for, this feature would be a game changer for what people would be able to create.
Simple visualisation, a spiral staircase you could see the entire map with all levels in one view and then select 'per level' and go up/down the level view to add doors/windows or objects into each level to make them unique, once one level was created you could use the 'copy level' function for an easy and fast creation of the total structure.
Another great addition would be floating islands, like non connected, multi-level terrain. Could be hard to implement though.
OLABTEAM
Multi level support will be great and amazing with Dungeon :)
Chris Sells
would love rooftops on taverns, inns, magic shops, etc. as well as parapets on top of castles, keeps, etc.
a level link to other maps would be nice like second levels or multipull dungeon's crypts eta
or even map edges to to continue on say a path eta eta
Hadeda King
A slider is probably the best way to do this, with fixed increments for the various recognised levels, but the ability to move it freely as well, so we can make things at micro-elevations.
With this and rooftops, we basically have control to move the camera to focus on a layer and can export images for each layer for digital play.
Rooftops! The maps created in dungeon alchemist are sooo beautiful and then I have to take some crappie roof assets, somehow tweaked to fit my beautiful houses. That ist the opposite of satisfying. =D
Aussiehope
Not fussed about multi-level but rooftops for the houses when you do outdoor maps so they don't just appear as black boxes for LOS would be nice. Not sure if Fantasy Grounds will support this however.
Tomek Prussak
It would be very helpful also if this had optional export support for Foundry's Levels module: foundryvtt.com/packages/levels, which adds support for multilevel maps in Foundry.
Dextro
Create objects for roofs of different styles or, at least, floor tiles looking as roof tiles.
Sesu
Merged with: Rooftops
Dextro
It would be useful to see the roof of the lower levels in buildings with several floors.
Remedy Martyn
Having exports for every 8-12ft of elevation would be great, then I’d essentially have exports of every floor
Jan Hoos
I'm over the roof ( ;-) ) that you added roofs to this as well!
Etienne Brossard
All kind of roof types matching every existing style of buildings and walls. Make the roofs exportable as png assets so they can be used as roof tiles in VTT.
Jan Hoos
ooeeh! the export idea is neat as well!
Steven Weingärtner
I would like to add to this. Foundry VTT has great support for what they call "overhead tiles". Those tiles can have a a few different behaviors for when a token moves under it. Roofs are just one big use case for this (and it would be great if it came pre configured for the scene). But another use case is foliage. It would be awesome, if trees above a certain height would also be utilized in this way. So a tree looks just as it does now when further away, but once you step unter the tree with your token, the canopy is hidden but instead the trunk is visible.
This would probably mean, that the "base map" would have to be exported just with the trunks (and no roofs), while each roof / tree etc. would have to be a separately exported tile, so that it each tree can be hidden individually.
Besides this foundry also has the concept of "background" and "foreground" maps. So basically it would be possible to add the "floor" to the background, while walls and stuff on walls would be in the forground. The forground layer is always above tokens, but is never hidden (that's the main difference to overhead tiles I think). It's a nice touch to make sure that tokens do not step "over" a wall or a door frame, but instead are always drawn belowit.
I feel like DAs 3D approach would be an awesome fit to be able to export all these things to utilize foundrys features to maximum effect :D