Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×

creating a tardis room, that is a space that is bigger on the inside than the outside

I have a mansion/tower that is larger on the inside than the outside. I couldn't think of a way to do this with dynamic lighting. I'm trying just building the rooms in the light layer as the group gets to each room. It's doable and I'm keeping the geometry simple to help make it faster. If I didn't use dynamic lighting I think I have the various rooms be separate objects in the GM layer and move them to the map layer and reveal things as the players explore. That's about all I could think of as possibilities
I think the best way would be to use separate pages, or separate areas on a single page, along with the Teleport script to automatically move tokens between the inside and outside areas. 
Excellent. This gives me something to tinker with. Thanks.
1783096453

Edited 1783096510
I've found that using multiple maps on the same page is smoother. Separate the maps with Dynamic Lighting barriers so players can only see the map that their token is on.  If you're quick enough, the player won't see their token being whisked away to a different part of the page :D  I created a macro using the Ping Buddy MOD for the players to help them find their token after it's been moved. This eliminates having to track which page each player's flag is on. It also eliminates the need for duplicate entries in the turn order so players can see where they are within the order (on the turn tracker players can only see tokens that are on the Object layer of the page that they are on).
1783097321

Edited 1783097339
Gauss
Forum Champion
Rick A. said: If you're quick enough, the player won't see their token being whisked away to a different part of the page :D  Don't even need that if the setting for "Center player cameras on their controlled token(s) on page switch" is turned on.  They are auto-focused on their token when you switch the page. 
Rick A. said: I've found that using multiple maps on the same page is smoother. Separate the maps with Dynamic Lighting barriers so players can only see the map that their token is on.  If you're quick enough, the player won't see their token being whisked away to a different part of the page :D  I created a macro using the Ping Buddy MOD for the players to help them find their token after it's been moved. This eliminates having to track which page each player's flag is on. It also eliminates the need for duplicate entries in the turn order so players can see where they are within the order (on the turn tracker players can only see tokens that are on the Object layer of the page that they are on). I agree that multiple maps on the same page is smoother, except in the case where the total page size grows too large. Even in that case, a page change is always more visible/obvious than a token movement and ping-pull on the same page. The Teleport script has built-in functionality to ping-pull controlling players when their token is moved. The only issue I remember is if there is a delay from internet connectivity/bandwidth that sometimes would cause the token to move and the ping-pull wouldn't register. But that was only an issue for a player using a really old computer on a really slow internet connection.