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a second background layer

hate how hard it is to grab littel items when you have a big map down on the background layer a second background layer would be REALLY helpful as you chould put your big giant map on it and then your doors and other back ground items on a second background layer on top of the first.
So... >Floor, >Furniture, >Token Layer, >GM Layer
Background Objects Grid Tokens Overlay GM Info My preferred set up.
JonathanTheBlack said: Background Objects Grid Tokens Overlay GM Info My preferred set up. i like this one
I'd be satisfied with just an overlay layer...  But an "object/furniture" layer would be great too.
I agree.  Especially since the layers seem to randomly shuffle when I load my larger maps (chests all the sudden are sent to the back, patches of grass are on the top background layer, etc.)  A second background layer would certainly help with this until the devs can figure out how to solve their z-axis problem.
The z-layer bug is fixed on dev where are doing some in depth testing to make sure there are no regressions.
Even with the ability to shift "to front" or "to back" on one layer isn't the best solution though as I've been playing around with making my own tiles. When you have like bridge section tiles and grass tiles and water tiles stacked on top of each other on one layer and then decide you want to shift those tiles around...? And THEN considering that you might want to put in a house and you lay down the flooring and then add furniture and perhaps you even want to hide it all underneath a roof until the pcs are actually inside... well having more layers would be nice. But as I mentioned on another thread if there was an ability to specify using additional layers or not (like ad layers as needed) and that was a pay only feature, it would make sense to me and would make me more tempted to pay, since that seems like it would eat a lot of server resources, depending, and having to pay for that makes sense. Now if you add ONE or TWO more layer for free, that would be pretty awesome too. like an effects/overlay layer for setting weather (like a rain effect or foggy effect) and that furniture or object layer separate from map and tokens is also nice.
An additional background layer and overlay layer would be quite handy, yeah. Make the maps easier to work with.
JonathanTheBlack said: Background Objects Grid Tokens Overlay GM Info My preferred set up. +1
Super Idea!  +1 Trying to select items on a congested background layer is frustrating. I cannot tell what I have selected until I move something and then they all snap to grid because I forgot to hold ALT. Can we get a "toggle snap" check box?
A layer for DM run Tokens in addition would also be great. Sometimes the player tokens disappear under the DM tokens, so it is up to the DM to move them and do the back front commands. But a layer where the player tokens are always above the DM tokens would solve this as well.
+1 Definitely.
JonathanTheBlack said: Background Objects Grid Tokens Overlay GM Info My preferred set up. +1
+1
+1 for this.
1365986390
Konrad J.
Pro
API Scripter
+1
I'm all in favor of more layers. Going one step further, adding visibility to layers would be snazzy, too.  For instance, I set up one map on layer A, and another map on layer (or maybe an alternate version of map A due to an explosion or something).  Being able to turn layer A off and layer B on would be swell.  Likewise, using one layer for hidden baddies lying in wait in ambush - instead of putting them on the GM layer, and then selecting all of them, and then moving them to the token layer, you could just turn the visibility of that layer on with one click.  Much less clicky work = smoother game (especially if there are a lot of baddies).
+1
1366041024
Konrad J.
Pro
API Scripter
An easy way to turn layers on and off, a toggle would be great for this stuff!
Honestly, if there was just a way to have user defined layers, with properties like "Visible to Players", "Below Grid", "Blocks Dynamic Lighting", etc. that would be ideal.
+1 for more versatility with layers.
i think we need more layers lol
1366094875
Saul Wynne
Plus
Marketplace Creator
Sarah A. said: I'd be satisfied with just an overlay layer...  But an "object/furniture" layer would be great too. /agree on object/furniture" layer  +1  more layers a good idea - as long as the servers can take it.  if you could flatten the additional layer/s  into a single image - code wise - while playing the adventure and then unflatten to edit.  just a thought 
1366107523
Konrad J.
Pro
API Scripter
If you could turn layers on/off it would be useful.  I just did a session with a great hall.  One end of the hall had a balcony.  It would have been nice to be able to toggle the balcony off and on when needed.  Some players were in the great hall and some were in the balcony with the BBG.  I had the balcony to the left of the great hall map so we could see both, but of course this screwed up LOS and distance measurements, etc. 
Love this idea; I've been trying to experiment with a 'World Map' map for the players, but having only one background layer makes it difficult to keep the locations and the map texture seperate. +1
+1 extra layers!  Can we just name em' what we want?  Shift their level?  Drop one in between existing ones!  Wouldn't that be awesome!
Have suggested before 4th layer....objects and tokens on same one doesn't work also, uploading image to background so we don't have to paste texture over full map
Konrad J. said: If you could turn layers on/off it would be useful.  I just did a session with a great hall.  One end of the hall had a balcony.  It would have been nice to be able to toggle the balcony off and on when needed.  Some players were in the great hall and some were in the balcony with the BBG.  I had the balcony to the left of the great hall map so we could see both, but of course this screwed up LOS and distance measurements, etc.  I have never suggested it because I'm fairly certain it would reguire quite a lot of rework but I think the best option would be to give the GM free hands on how many layers there are (just add/remove buttons or similar) and the ability to toggle them on/off, whether they are transparent and whether players can see what's on that layer (GM layers) and change their position compared to other layers. There would always have to be 2 layers though: the layer players can interact with (now called token layer) and DL-layer (as long as DL is handled through the use of a layer).
Derek V. said: Honestly, if there was just a way to have user defined layers, with properties like "Visible to Players", "Below Grid", "Blocks Dynamic Lighting", etc. that would be ideal. This...and... Maetco said: Konrad J. said: If you could turn layers on/off it would be useful.  I just did a session with a great hall.  One end of the hall had a balcony.  It would have been nice to be able to toggle the balcony off and on when needed.  Some players were in the great hall and some were in the balcony with the BBG.  I had the balcony to the left of the great hall map so we could see both, but of course this screwed up LOS and distance measurements, etc.  I have never suggested it because I'm fairly certain it would reguire quite a lot of rework but I think the best option would be to give the GM free hands on how many layers there are (just add/remove buttons or similar) and the ability to toggle them on/off, whether they are transparent and whether players can see what's on that layer (GM layers) and change their position compared to other layers. There would always have to be 2 layers though: the layer players can interact with (now called token layer) and DL-layer (as long as DL is handled through the use of a layer) This... I've been playing around with this app in preps for having my game table supported by a projector that projects the map. Custom layers such as those mentioned in these posts are the types of things that would make me go from the currently free use to a full on mentor without a second thought.
+1 for ANY extra layers