As someone who's been struggling to present a map with *sloping* floors, overlapping passages & overhangs, I am EXTREMELY interested in anything that'll make it easier to take a quasi-realistic valley & carve a decently believable cavern down into it.
While creators can use the terrain brush to paint terrain for an underground or cavernous level, it would be faster to just have this common terrain type.
I do really miss this too. I guess most of us know the moment, when you gonna one shot and need an quick dungeon map with an cave entrance or something (mines of morial for example).
For creating large, trap and treasure filled underground dungeons for old-school gaming. Might include dwarven statues, enormous columns, underground waterfalls, etc.
Need cave walls that curve and bump out and don't look like house walls turned stone. Making the existing cave walls to look more like a mine (to Explain the straight line paths) would also be handy.
Humanoid lairs would be nice. With options like sleeping areas, prisoner holding, worship room, audience chambers, common areas, etc. Could apply to bandits as well.
It seems like there's two features missing to make good caverns.
1. The ability to designate areas as "underground" so that sunlight skips them. This will also be required for multi-level maps so this may be in the works.
2. The ability to use the AI object placement without walls and floor tiles. If you're making a cave you want natural walls, but you might still want to designate different sections as rooms. Right now you can create a room and then delete the walls, but there are no transparent floor tiles to allow the ground texture to be the floor.
3. Implicit walls based on terrain slope. Right now if you export a map to VTT that uses steep terrain to make the shape of the cavern, those terrain walls are not included in the export and have to be drawn manually. But it seems reasonable that a certain amount of slope could be automatically detected as impassible for a character and have a wall drawn there.
Looking at this now, what might help is if it was just filled in, so it looked cut out into the earth, instead of cubicle walls. Might save you on having to process what the exterior walls look like too, as they'd be buried :-D
Activity Newest / Oldest
Sesu
Status changed to: Complete Theme
Sesu
Status changed to: Live
Eric St. Pierre
Please include the dynamic lighting for these! :)
Aerynus - Lead Developer
Status changed to: In progress
Jeff Spencer
Also transition to outdoors - cave entrances etc.
Spyderhelix
Adding that having a transition between caves or rough cut walls to finished dungeon would be good to have
Archduke Vecna
Merged with: Bridges and lava
axianamos
I was looking to make a lava keep with a long bridge that spanned a chasm. Unfortunately both bridges and lava are both unsupported at the moment.
Stacy Ricco
There are bridges currently available. Or did you mean a specific kind?
Ford Prefect
As someone who's been struggling to present a map with *sloping* floors, overlapping passages & overhangs, I am EXTREMELY interested in anything that'll make it easier to take a quasi-realistic valley & carve a decently believable cavern down into it.
+1
Remy Martyn
Dustin Wood
While creators can use the terrain brush to paint terrain for an underground or cavernous level, it would be faster to just have this common terrain type.
Aerynus - Lead Developer
Status changed to: Planned
Michael MAnville
Underground mushroom forest.
Benjamin Reynolds
Here for Descent into Avernus (etc) builds 🔥
Joshua Valliere
I’m working on an “Under the Villa” map for DIA. Will upload it to the workshop when I’m done.
Toggle for blocking sunlight inside caves or it will feel like it doesn't have a ceiling.
Sesu
Status changed to: In progress
Sarigar
I hope Caves is the next update after FM. I make a lot of cavern dungeons, and it would make life much easier than the current method.
Piérre W.
I do really miss this too. I guess most of us know the moment, when you gonna one shot and need an quick dungeon map with an cave entrance or something (mines of morial for example).
Irregular Nerd
For creating large, trap and treasure filled underground dungeons for old-school gaming. Might include dwarven statues, enormous columns, underground waterfalls, etc.
Sesu
Merged with: Moria-esque tiles
Brittiny Pettengill
I am hoping that means a way to add water and lava inside a cave room
gryffon2
I went to try to create a mine and later on ant colony and since all walls are either masonry or wood it didn't look right.
Sesu
Elbriano
The option to have the caves generate with natural light sources as options; glowing mushrooms, crystals, pools, etc.
Ginmaree
Crystals!!!
Etienne Brossard
Iron, gold, silver, mithril, coal, etc.
Sesu
Merged with: Ore of all kinds
Etienne Brossard
In raw form for mining, or already mined.
Aussiehope
Need cave walls that curve and bump out and don't look like house walls turned stone. Making the existing cave walls to look more like a mine (to Explain the straight line paths) would also be handy.
Sesu
Merged with: Cave and water pool in room
eyeofthera
I want cave terrain stone and mud.
And, need some water pool tiles.
Sesu
Merged with: Classic Dungeon Theme
Rob Campbell
For those old school conversions
Caves, a key dungeon.
Bandit/cultist/alchemists/hideout/lairs caves
predator/animals/monsters caves
natural caves
any mines
there is just to much good stuff!!! we need this
Mark Langridge
This is a top priority for me. I love me a good cave.
Definitely need the ability to free-draw room boundaries, natural, rough, non-linear room shapes.
Humanoid lairs would be nice. With options like sleeping areas, prisoner holding, worship room, audience chambers, common areas, etc. Could apply to bandits as well.
yes!
Josh Neumann
Dragon's Lairs should definitely be included as part of this!
It seems like there's two features missing to make good caverns.
1. The ability to designate areas as "underground" so that sunlight skips them. This will also be required for multi-level maps so this may be in the works.
2. The ability to use the AI object placement without walls and floor tiles. If you're making a cave you want natural walls, but you might still want to designate different sections as rooms. Right now you can create a room and then delete the walls, but there are no transparent floor tiles to allow the ground texture to be the floor.
Sesu
Merged with: Caverns
I would also love to see (but it's harder)
3. Implicit walls based on terrain slope. Right now if you export a map to VTT that uses steep terrain to make the shape of the cavern, those terrain walls are not included in the export and have to be drawn manually. But it seems reasonable that a certain amount of slope could be automatically detected as impassible for a character and have a wall drawn there.
James Palmer
Please make the cave walls less straight than the crypt rock walls. Maybe if they were two squares deep on a side you could have the appearance.
James Palmer
Looking at this now, what might help is if it was just filled in, so it looked cut out into the earth, instead of cubicle walls. Might save you on having to process what the exterior walls look like too, as they'd be buried :-D
Sesu
Merged with: Mines
Daniel T
We have caves planned, but not sure if this includes man-made tunnels, minecarts, pickaxes, minecart rails, etc.
mines and rail cars would be amazing
Ken Anderson
include sewers?
Aerynus - Lead Developer
Status changed to: Planned