I understand the desire for this and the kind of zooming that you describe (Vector graphics like). Roll20 Zoom goes from 10% to 200%. That is the range, currently. Roll20 already uses the resolution-switching tech that Keith and GG mentioned. When you zoom out to 10%, Roll20 is loading a "Thumbnail" or "Med" size version rather than "Original" or "Max". Roll20 also smartly divides up large graphics into sub-sections that can load independently when only a portion of a graphic is in viewport of the individual user. While the suggestion is valid, and more zoom could be added (1%? 400%?), or maybe support for vector graphic formats added (SVG), for now it is a future-feature at best. Community members can suggest workarounds. I have a couple workarounds for you but they aren't going to suit exactly what you wanted to do. One method is to put 2 maps on your Page, and the upper map is like a zoomed-out city map, where you just put little dots to represent positions. Below that on the Page, is your regular size (higher resolution) city map, which you would not be able to see entirely at 20% zoom, thus allowing you more zoom on the lower map, while more bird's eye view on the upper map (at the same viewport zoom level). A lot of video games have this, with the added advantage of the zoomed-out map showing continually as a PnP (picture in picture) at one corner of the game, letting you see red dots for enemies and green dots for players (for example). In the case of Roll20 it won't be a PnP that sticks in a position as you pan around the screen. It will just be at the top of the page and everyone either have to scroll up there and look, or the GM can shift-Ping to Force viewports to center on that view. Note that shift-Ping technique does NOT control the player's viewport's zoom, only the centering. A different workaround that's related to the above, but sort-of-the-opposite, you would put your main city overview as the Center big map on a page, and reserve Margins around the sides of it to place zoomed-in graphics of specific Encounter Scenes, sometimes called "Battle Maps", such as a single building interior or a street scene. When the action moves to that level of zoominess, GM would shift-Ping to force players view to the current encounter map which is initially already more zoomed. A different workaround method (also likely not satisfactory to your game plans, but anyway).. GM can use Shift-Z on a selected Person token to pop it up to full size viewing in a lightbox overlay in Roll20. You can use this technique to show higher resolution of what the People (Tokens) look like, far beyond the powers of 200% zoom in many cases. It can make a Token potentially full screen. This method is very nice for showing the Token graphic in great detail, but for Thadrine's game it may not be a solution because this method does not incorporate the tactical position of the token in the context of the city-street scene; this method is just for a graphical pop-over that gives players a better view of the NPC's face and clothing or such details on the token art rather than in-situ . Yet another workaround method, put your City Map (zoomed out) into a Handout. Players can access it at anytime. Players can click the Magnifying Glass on the Handout pic to full-screen the image. It loses pan and zoom tools, but can be full screened and could be Saved To Desktop as an image by the players, then allowing them to use Photoshop, GIMP, or Paint to zoom in more, depending on graphic resolution. In this method you would have a more zoomed-in city on the Page, and have the zoomed-out overview on the Handout. The most advisable workaround, in consideration of bandwidth and Player's computer resources, would be what GG said with dividing the map into sections (like say Neighborhoods, Districts, Quarters) and put each section onto its own Roll20 Page. Some wiki docs, <a href="https://wiki.roll20.net/Tabletop_Overview#Pinging_" rel="nofollow">https://wiki.roll20.net/Tabletop_Overview#Pinging_</a>... <a href="https://wiki.roll20.net/Optimizing_Roll20_Performa" rel="nofollow">https://wiki.roll20.net/Optimizing_Roll20_Performa</a>... <a href="https://wiki.roll20.net/Image_Best_Practices_for_R" rel="nofollow">https://wiki.roll20.net/Image_Best_Practices_for_R</a>... <a href="https://wiki.roll20.net/Keyboard_Shortcuts" rel="nofollow">https://wiki.roll20.net/Keyboard_Shortcuts</a> Hope this helps. There are still other approaches after all this. Feel free to PM me if you would like someone to come into your game and help experiment with sizes. The largest Page sizes that I have personally run in Roll20 are up to 220x280 in units size, and yes this does start to encounter lag on lots of computers (starting lower end first, and entirely dependent on the contents of the Page, how much graphics, whether Dynamic Light or Advanced Fog of War is on or off, really big pages --- above 50x50? --- usually do not work well with AFoW and also start to get laggy faster when you have DL on).