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
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.
Have tree tops act as roofs, too. So you can have players walk beneath the trees and not on top.
There any way we can get a toggle on/off roof for rooms in the mean time? Just to affect the light.
I'd be happy with different layers on export and maybe even only parts of said layers for different buildings.
Roofs would be great; multi-level is awesome!
Please bring this soon it's the one feature I'm waiting on
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!
Create projects with several maps. A Castle project with maps for the floors, for example.
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!
+1 for multi level capabilities. It is especially useful for castles with battlements and dungeons.
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.
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.
Another great addition would be floating islands, like non connected, multi-level terrain. Could be hard to implement though.
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
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.
Create objects for roofs of different styles or, at least, floor tiles looking as roof tiles.
It would be useful to see the roof of the lower levels in buildings with several floors.
Having exports for every 8-12ft of elevation would be great, then I’d essentially have exports of every floor
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
In order to create external realistic view without unveiling inside buildings
Adding my vote for roofs as part of this as well. It would be great for those iso screen grabs for ambience before going into battle map mode
Can there be a tool to put a roof on a building? There are battlemaps I would love to build that I want to put generic buildings around but not actually have an interior. I currently have to use a floor tile to "pretend" but it doesn't have the same feel of an actual roof with maybe a chimney.
It would be so awesome to make nice scenic images if we can put roofs on the rooms as well. We can make beautifull scenic shots to set the scene :-)
Yes, this would be so great!
I'd love to be able to build rooms on stilts, columns, etc... Like Balconies at an opera, a raised veranda or porch at a pub, or a house over water or shed or boathouse on a dock.
As a user, I’d like to build a mansion. This is not currently possible as I cannot stack floors and navigate between them using a token by following, for example, a staircase up. Ladders, dumb waiters, elevators, and other manners of locomotion experience the same hindrance. (I'm not trying to be cheeky or disrespectful, just very precise.)
Merged with: Multi-tiered / Multi-floored buildings with simple token navigation between floors.
Simple “rooftop” rooms that can have added balconies and chimneys. Change style and colors of roof features. Street objects like lanterns, sign posts, cobblestone streets, wells, etc.
You should rename this "Roofs for buildings". The title of the feature is not clear at all :)
Add the ability to make a copy of a map with a different terrain type to resemble a second and/or thirds story of a building.
It would be nice to have an option to create street maps. You don't need an interior detaling for that, but you defenetly need an option to cover a buildings with a roofs
The ability to create basic rooftops for outdoor maps. It could just be considered an object and not need to be interacted with. I just want the visual of a rooftop. Just noticed that this is planned with multi-level support.
currently you can only draw rooms at the base height, which makes it a problem when you want to create, say, a tower on a hill, or a mountaintop castle. having the ability to draw rooms directly on the terrain instead of the grid would be a good setting or even default for non-black parchment maps.
What I am looking for with levels is so I can show an iso 3D view of the 2 story "farmhouse" to my players from the outside and have a roof on it. I can then show the battle maps of the individual floors and export them separately. I cant show the iso view at the moment - especially without them currently seeing the layout inside the building, which I may not want to reveal to start with.
a way to visualize the lower floors if you are showing a top floor that has a smaller surface than the floors beneath.
also, as a second option, a roof tile that hides all the content of the map underneath it, acting as an actual roof in top down view...
if those tiles could come with a transparency slider, a lot of very fancy graphic stuff could be achieved.
I agree... a roof tile that hides all the content of the map underneath it, acting as an actual roof in top down view...
if those tiles could come with a transparency slider, a lot of very fancy graphic stuff could be achieved.