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Map Pins are now in Open Beta and available to EVERYONE, no subscription required!!

1767900054

Edited 1767900121
Lavi
Roll20 Team
Big news!! Map Pins are now in Open Beta and available to EVERYONE, no subscription required!! Plus, today’s release features updates based on subscriber feedback from our Early Access period, like:  Create pins from scratch (no handout required) Override the image and GM notes displayed on pins from linked handouts Scrollable, more readable tooltips with Player/GM note tabs Deemphasized in-line pin controls in handouts to reduce visual clutter Enabled Pin resizing Better support for purchased/published modules (like D&D adventures) Here’s everything you need to know:  What are Map Pins? Map Pins let GMs stash information directly onto desired map locations on the virtual tabletop. They can be linked to handouts and have settings that control player visibility, allowing GMs to organize their own resources while deciding what to leave as accessible breadcrumbs for their party members. The best part? No longer having to sift through journal tabs and folders! Use Map Pins to:  Keep campaign prep organized Deliver the exact player-facing information you want to share, when you want to share it Reduce stress and responsibilities while running games Run published adventures with less friction Read the full announcement and take a deeper look at how Map Pins work in our latest blog post  and see our Help Center for more information.  About Open Beta  We’re still in beta, so your feedback is welcome and encouraged! Tell us how else we can make Map Pins work for you, and we’ll continue chipping away behind the scenes as we work toward public launch. Some of the things we have in progress now are:  Multi-selection  Bulk Pin Editing More customization options (icons, colors, shapes, and text) Mod Script (API) support… in QA now! Report any issues that arise during your games so our team can address them, and let us know if you have specific thoughts about the direction you’d like to see Map Pins continue to develop (outside of the list above).    Thanks so much for being such valuable contributors to the development of awesome features! 
1767910818
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
This feature just keeps getting better and better. And the things "in progress" are very intriguing. Lavi said: Mod Script (API) support… in QA now! I will have news on this bit when it goes live. I'm so excited!
This is great and I'm excited to play around with this!  Any estimates on when we can expect to be able to customize the artwork for the map pin?  I need to wait for that functionality before I start converting my game maps over since I've been using character tokens as map pins for some time now and don't want all my nice looking faux map pins to get changed to the generic ones since my players associate the art from the token with the location now.  I know things are loose when it comes to development, but are we looking at something that is targeted for Q1?
Any chance of a page or even whole game universal setting for Pin sizes?…
1767937118
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
RPGeezer said: Any chance of a page or even whole game universal setting for Pin sizes?… They did mention: Multi-selection  Bulk Pin Editing Hopefully that would cover it.
Pins are a great push forward for my games, am very gratefull to have them available now.  They make things easier and faster, and are appreciated by my players too.  Thank you so much Roll20 team! What I am missing is: the option to create PINs from existing Tokens on the map, e.g. Room numbers typically set at GM Layer. After unhiding a pin, to automatically (or as optional) unlock the corresponding section in the handout (or whatever source created by "Pin from Scratch") when players double-click on the text.
1767956646

Edited 1767956777
Silv
Pro
i would like them to not be based on the gird size for the size change let the size be set pixels not based off the grid. i use them the most on my world maps which is set to cell size .125 and the largest pin is the same as the smallest pin(note the map im using would be unusable if it was on any other size)
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Edited 1767976085
I really like this new feature. It helps especially with players who have difficulties remembering things or players who can't imagine everything. It gives DM's an easy way to link pictures etc.  However, I noticed that the formating of handouts is now screwed. The upper picture is the saved version and the bottom is the unsaved version. Is there a way to fix this?
While that would work, it would mean you would have to place all your pins then change them (if I am understanding correctly.) It would be nice to be able to preset parameters for a page. keithcurtis said: RPGeezer said: Any chance of a page or even whole game universal setting for Pin sizes?… They did mention: Multi-selection  Bulk Pin Editing Hopefully that would cover it.
1767978530
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
RPGeezer said: While that would work, it would mean you would have to place all your pins then change them (if I am understanding correctly.) It would be nice to be able to preset parameters for a page. keithcurtis said: RPGeezer said: Any chance of a page or even whole game universal setting for Pin sizes?… They did mention: Multi-selection  Bulk Pin Editing Hopefully that would cover it. I've expressed a wish that they act like paths, doors, and windows do, and simply pick up the defaults from the last selected example. That would be more versatile, and be consistent with the rest of the interface.
1767986444
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Sentobu said: I really like this new feature. It helps especially with players who have difficulties remembering things or players who can't imagine everything. It gives DM's an easy way to link pictures etc.  However, I noticed that the formating of handouts is now screwed. The upper picture is the saved version and the bottom is the unsaved version. Is there a way to fix this? I have reported this and another instance, but an individual  Help Center Requests  is still recommended, so that the devs know where specifically to look for examples.
Thanks, will do! keithcurtis said: Sentobu said: I really like this new feature. It helps especially with players who have difficulties remembering things or players who can't imagine everything. It gives DM's an easy way to link pictures etc.  However, I noticed that the formating of handouts is now screwed. The upper picture is the saved version and the bottom is the unsaved version. Is there a way to fix this? I have reported this and another instance, but an individual  Help Center Requests  is still recommended, so that the devs know where specifically to look for examples.
Sentobu - in that HelpCenter report, could you please share your game link, page and Handout/Pin title you're looking at so we have a specific example? We haven't been able to repro this on our side yet. Sentobu said: Thanks, will do! keithcurtis said: Sentobu said: I really like this new feature. It helps especially with players who have difficulties remembering things or players who can't imagine everything. It gives DM's an easy way to link pictures etc.  However, I noticed that the formating of handouts is now screwed. The upper picture is the saved version and the bottom is the unsaved version. Is there a way to fix this? I have reported this and another instance, but an individual  Help Center Requests  is still recommended, so that the devs know where specifically to look for examples.
Hi! While I do like the new feature, when scrolling though handouts as the DM, the Pin Controls inside the handouts appear whether I have activated "Show Pin Control in Handouts" or not. For text clarity and formating, I tend to use Headers as the default text size on my handouts, as well as other Header sizes for different font size, so now every paragraph gets moved by these pin controls to one side when I hover over them, making handouts very jittery to look at. This is affecting hundreds of my handouts negatively. Is there something I'm missing or is it intended to work this way?
Oh and sorry for the spam, I have also been experiencing the aforementioned visual formating bugs. I had already been experiencing them for months with headers, which created undesired gaps and line changes in the handouts, and was informed at the end of october by Juniper, a member of your team, that this issue was being looked into. The new updated pushed this issue further in even more of my handouts
Hello. The principle is good, but for me it's a disaster. The layout of my documents is severely altered and ultimately unreadable. The attached image shows the least bad example.
Really liking the pins so far. I use color in my games to help me keep track of what's what. It would be great to be able to choose a color for the pin icon
Nibullengen  and Sentobu - thank you again for raising this early. After some work and help from our Forum Champs, we were able to track down examples and reproduce the issue. The team is actively looking into the fix. We currently think this affects mostly user-made handouts where text was formatted elsewhere and then imported into the Handout Text Editor, OR styling was applied incorrectly/inconsistently. We'll share more details as we know more, but I wanted to suggest a workaround in the meantime. This should work for majority of cases where this mis-formatting occurs in Handouts. Enter Edit mode of the Handout Place the cursor at the beginning of the line after the intended Header line (see screenshot 3) Hit backspace until the 2nd line is on the Header Line Hit Enter (not Shift + Enter) Format the second line (and additional lines affected) as "normal" text style even if it already appears "normal" Save & verify Lavi said: Sentobu - in that HelpCenter report, could you please share your game link, page and Handout/Pin title you're looking at so we have a specific example? We haven't been able to repro this on our side yet. Sentobu said: Thanks, will do! keithcurtis said: Sentobu said: I really like this new feature. It helps especially with players who have difficulties remembering things or players who can't imagine everything. It gives DM's an easy way to link pictures etc.  However, I noticed that the formating of handouts is now screwed. The upper picture is the saved version and the bottom is the unsaved version. Is there a way to fix this? I have reported this and another instance, but an individual  Help Center Requests  is still recommended, so that the devs know where specifically to look for examples. Nibullengen said: Hello. The principle is good, but for me it's a disaster. The layout of my documents is severely altered and ultimately unreadable. The attached image shows the least bad example.
Editing the tooltip text size (along with the pin resizing already enabled) would be useful…
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Edited 1768009380
DM Infinis said: Really liking the pins so far. I use color in my games to help me keep track of what's what. It would be great to be able to choose a color for the pin icon Seconded. I run urban fantasy games, and a black pin on a maze of streets and buildings is very difficult to see. And like DM Infinis, I colour-code my encounter locations. Appreciate the work to bring a feature to the free/plus crowd.
My groups are very much enjoying the use of the pins, as am I as the DM. I am using them everywhere for quick descriptions of rooms for my players as well as easy to see notes for myself.  Currently I am running a group through the Dungeon of the Mad Mage and I am making pins for every room. C+Ving for all the dm notes for myself, and then putting the descriptions in the player view. Not only does this make our game run faster, but the players are making their own notes for any room they wish, and some of my players will add images of the described rooms with AI images.  Thank you for your constant work to improve what is already a great system to play our favorite game with our friends all over the world. 
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Edited 1768013124
Curious - dont have time to test it, but the create your own pin - if I was to create one on a map, not attached to a handout and transmogify that map to another campaign, will the pin be copied over? IF YES: Then I am also curious - can we get a feature: that when I make a pin FROM  a handout, can I DETACH IT  from the handout, so it is only saved on the map, therefor; I can transmogify it? cause currently - pins do not transmogify over last time I checked because it's part of the handout
Can we please get a Font size option added to handouts now that we can no longer use headers a a viable way of adjusting font size to differentiate certain things within handouts - also why do all tables get the Pin Option is there a way we can add an option to just disable pins completely from certain things.  An example of this would be an option to make it so that tables   or certain header sizes   no longer get a pin perhaps just like a toggle switch in the Accessibility section? it was quite devastating to log on today to do some work for my game just to find out basically every handout i have that has tables or multiple Headers of varying sizes are just horrible to look at now
Hi Novercalis - this doesn't currently work, but Transmog abilities for pins are on our radar! Novercalis said: Curious - dont have time to test it, but the create your own pin - if I was to create one on a map, not attached to a handout and transmogify that map to another campaign, will the pin be copied over? IF YES: Then I am also curious - can we get a feature: that when I make a pin FROM  a handout, can I DETACH IT  from the handout, so it is only saved on the map, therefor; I can transmogify it? cause currently - pins do not transmogify over last time I checked because it's part of the handout
Our group had to cancel the game tomorrow because all of the vital handouts are completely scrambled, and there's way too many to fix one by one. Any idea what the ETA on maybe an option to disable the feature is?
Just watched the latest update for map pins and we are so on the same page! Just a few short weeks ago it was on the exact same Waterdeep map that I added pins for places across the city, just like the video. Nice! Lavi said: Big news!! Map Pins are now in Open Beta and available to EVERYONE, no subscription required!! Plus, today’s release features updates based on subscriber feedback from our Early Access period, like:  Create pins from scratch (no handout required) Override the image and GM notes displayed on pins from linked handouts Scrollable, more readable tooltips with Player/GM note tabs Deemphasized in-line pin controls in handouts to reduce visual clutter Enabled Pin resizing Better support for purchased/published modules (like D&D adventures) Here’s everything you need to know:  What are Map Pins? Map Pins let GMs stash information directly onto desired map locations on the virtual tabletop. They can be linked to handouts and have settings that control player visibility, allowing GMs to organize their own resources while deciding what to leave as accessible breadcrumbs for their party members. The best part? No longer having to sift through journal tabs and folders! Use Map Pins to:  Keep campaign prep organized Deliver the exact player-facing information you want to share, when you want to share it Reduce stress and responsibilities while running games Run published adventures with less friction Read the full announcement and take a deeper look at how Map Pins work in our latest blog post  and see our Help Center for more information.  About Open Beta  We’re still in beta, so your feedback is welcome and encouraged! Tell us how else we can make Map Pins work for you, and we’ll continue chipping away behind the scenes as we work toward public launch. Some of the things we have in progress now are:  Multi-selection  Bulk Pin Editing More customization options (icons, colors, shapes, and text) Mod Script (API) support… in QA now! Report any issues that arise during your games so our team can address them, and let us know if you have specific thoughts about the direction you’d like to see Map Pins continue to develop (outside of the list above).    Thanks so much for being such valuable contributors to the development of awesome features! 
1768080032
Brian C.
Pro
Marketplace Creator
Compendium Curator
Was the bug fixed where the map pin would not link to the header if the header was within a quote block? I did not notice if that was ever acknowledged in the other thread.
1768083443

Edited 1768083898
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
For anyone suffering from this issue, let me try and explain a bit what's going on. I'm going to explain this in a bit of detail, but aimed providing an explanation that hopefully works for users at all technical levels. How text editors work Whenever you have an application that produces styled text (bold, italic, headers, etc), the text editor inserts invisible codes into the text that tell it when to change its appearance and when to stop changing its appearance. This is true of anything that produces styled text, be it Word, Forum software, Layout software, etc. There are two different kinds of styles: Character Styles Paragraph Styles Character styles are for specific spans of words. These are things like  bold ,  italic ,  underline . They are used for when you want to style jut parts of a paragraph, or specific spans of text across paragraphs. Paragraph styles are higher level, and style everything up until the next hard return character — an entire paragraph from beginning to end. Paragraph styles are used to give a document structure, and contain a bunch of codes for changing size, style, color, etc. The key difference here is that paragraph styles affect the entire paragraph. They don't care about what words are in them. This is why you have to select an entire word to make it bold, but just have to have your cursor in the paragraph line somewhere to style the entire paragraph. Again, this is true of just about every text editing software in the world. In the case of the Roll20 editing bar, everything under that first button on the left, the "Styles" button is a paragraph style, structural and all-encompassing for that line of text. The next 7 or so buttons are character styles: bold, italic, underline, strike through, (a remove styling button), superscript and subscript. What is going on here? There are a couple of things that are causing the issues that folks are seeing. The first is a true bug that Roll20 needs to address, the second is not a bug, but a Bad Practice whose effects seem to be surfacing due to recent changes, still due to the Bug, but it was never properly formatted to begin with. The Bug The Bug is that formatting just part of a paragraph style (specifically Headers 1-4) is causing an odd split in the line, giving the appearance of multiple columns. The Bad Practice The Bad Practice comes from using shift-return in place of return, and trying to treat a paragraph style like a character style. On the surface, it seems like a desirable goal: A user wants larger text for a section, or span of words so they format it with an H3 (for example) paragraph style. then they use shift return and format the rest as "Normal". (Or normal and use a shift return to isolate another section for changing the formatting from Normal to H1. Or they just want to use shift return to remove the vertical spacing that the text engine places between paragraphs. The problem with this is that shift-return doesn't end a paragraph (and hence the paragraph style). It just tells the text editor to start a new line within the same paragraph. This is called a Line Feed, as opposed to a Paragraph Return). These are also sometimes called soft and hard returns. So the paragraph style never truly ends, and you get that same multi-column formatting issue that you get from the Bug. Subsequent editing to try to fix can jumble up those invisible codes even further, making it more and more difficult to fix. Either of these problems can be exacerbated by pasting formatted text into a handout from another editor (like Word, chatGPT or other styled text creator). Odds are they use the codes slightly differently, or in the case of something like Word, contain a host of word-specific codes that make the styling problem even more difficult to unravel. So, what can be done? Well, the commands given in the announcement thread should fix most instances . In cases where attempts have been made to fix this already, there may be a lot of confusion and/or duplication in the invisible formatting codes. The safest thing to do in those complex cases is to start over, or select a span of text from between two new, simple hard paragraph returns (not shift-returns) and remove all formatting. Hit the "Normal" style, and the remove formatting button. For good measure, make sure that you change every line feed to a paragraph return (backspace between to lines to join them and then hit a normal return character). If this formatting is just too damaged, it's probably a good idea to start over in a fresh handout, with no formatting (see below) and format using the tools in the styling bar. Avoid using shift-returns in any place other than between two lines of "Normal" text. The Best Practice for creating handouts is to always begin with raw, unstyled text. If you use an unstyled plain text editor (I believe NotePad for windows? or BBEdit for Mac are examples), you can compose in there, or if you need to move text from one place into Roll20, pass it through a plain text editor to begin with. Alternatively, when you are pasting your external text into a Roll20 handout, use "Shift" when pasting - Cmd/Ctrl-Shift-V. This is pasting without formatting. For a variety of technical reasons, passing through a plain text editor is safer, but pasting without formatting will work in most cases. This ensures that there are no hidden formatting characters in your text, and you can format afterward using Best Practices. And remember the rule of thumb: Only use shift-return (a line feed) in the middle of a paragraph, never to separate paragraphs.  The paragraph style won't end and Headers lose their structural value.
I legitimately do not call using the provided tools to format text to look the way people wanted it a 'bad practice,' even if it is no longer compatible. People used it to make attractive formatting, and the practice was wide spread. If it was a problem with Roll20 it should have been called out as such long before this point. Frankly, I would rather have this feature with the pin generation coming from within the document entirely nuked. It's largely unnecessary and has done nothing but screw up a huge number of games.
I'm pretty sure most of us wouldn't be using headers to increase text size if people had the ability to adjust font size. That's literally the only reason I've ever done it and right now I'm looking at days of work across multiple campaigns to "start over" with all my handouts.
Overjoyed this is finalyl here, now just let us customise the display image (so many good icons out there) AND allow us to have some hover flavour text like regular tokens and this will be 10/10
1768088165

Edited 1768088287
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi GM! I'm not trying to make anyone feel bad or wrong by calling it a Bad Practice.  I'm speaking from the point of view of someone with a lifetime of experience working with text on computers professionally (i.e. from the dawn of personal computers, 'cause I'm old and have been in digital prepress since there was such a thing). Regardless of how the user wants the text to appear and what the results are, it's still objectively bad practice to try to use paragraph styles as character styles. It's a kludge and using a tool wrong (there's a reason the paragraph style tools have their own sub-menu). It kind of worked of course, and Roll20 is dedicated to clearing up the actual bug, which might help submerge the problem again. This would be the best of both worlds. The purpose of my post was to provide some technical understanding and how to avoid problems. The Best Practice that I describe, for example, is how Roll20 actually converts modules. With any luck Roll20 can come up with a solution that has minimal frustration.
1768088481
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Starlancer said: I'm pretty sure most of us wouldn't be using headers to increase text size if people had the ability to adjust font size. That's literally the only reason I've ever done it and right now I'm looking at days of work across multiple campaigns to "start over" with all my handouts. No argument here. The only thing worse that Roll20's current text editor was the text editor they had before. Completely replacing a text engine that serves ten years worth of forum posts, as well as hundreds of thousands of games is not a frivolous undertaking, though. I have every confidence that the team can work out a solution to the current situation.
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Edited 1768106088
how...... is it really that hard to just add a darn text/font size like...... come on its been 10 year (As was stated), so, everyone just gets all their  docs screwed up because for 10YEARS they decided to just not add a font size option and then the response is just LOL your docs are unreadable cause you were using bad practices, not because ROll20 couldn't just add a Font/text size section to their chat system for 10 YEARS.............