Ziechael said: From what i've read (and i've been watching this thread with great interest!) i get the impression that i'm asking a rhetorical question here but it seems like i could use this script to create a dungeon which could have certain sections of it that could be changed on the fly, for example a rotating room with a variety of optional layouts which could be toggled as needed? I hope that makes sense and that i've grasped the capabilities of this script correctly? Thanks for your work! What you're suggesting is a more advanced feature that I've been hoping to accomplish since the beginning. Basically, the ideal evolution would be as follows: Areas that are completely contained within state and easy to manage. (done) The ability to draw multiple instances of an area and have them sync up automatically. (done) Management of global and area-unique assets. (done) Area cloning. (pending, but the groundwork has been laid) Scaling / rotating of area instances independent of each other, so that they can all be positioned uniquely. (pending, but groundwork has been laid) Neatly drawing adjacent and overlapping areas. (pending) Area "collections", so that a bunch of areas can be pieced together and managed as a single collection, where the entire collection can be drawn, scaled, rotated, etc. (pending) If all of this was done, the idea is that you'd be able to design an area (say a general throne room, a lake area of a forest, etc.) and then reuse it in larger maps (area collections). You'd have the option of leaving it tied to the original area (so that adding a chest to one throne room area affects all maps that use it), or clone the throne room and be able to alter it independently of other throne rooms. There's a ton of utility in what's already been built, but this whole mechanism would be really cool to have. There's a major technical difficulty in doing this (aside from the work involved), which is how to handle floors. Graphics in Roll20 are rectangles, but my script draws areas with polygon floors. The way that it's actually being done is that I'm stretching the floor graphic to cover the entire area floorplan, then I'm drawing a polygon mask over the unused portions of the graphic. I use the same color as the page background, so it looks like I've actually cut the floor graphic into a polygon. When we start dealing with area interlacing (drawing multiple areas in the same space), some sacrifices have to be made. Either 1) graphics aren't used at all in this, and we revert to polygons for drawing the floors (which is going to be ugly), 2) we have to stretch one floor image across all of the interlaced areas, or 3) we break floors into smaller tiles which will be imprecise compared to the wildly open polygon logic that areas currently have. I like #2 the best by far, but it's going to be weird when you have a forest area inside your castle that somehow has trees growing out of the stone floor. Anyway, my hope for this script is that it does all this down the road, but it doesn't do it quite yet. The harder (and more valuable) features have already been implemented though, and I have a few near-term features up my sleeve that are going to make individual areas even more useful.