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Thoughts on bringing a large, classic map into Roll20?

Hi all, I could use some advice from the collective awesomeness of this community. I am going to be running a game using a 40-year-old, published espionage adventure in which the players infiltrate a James Bond-style complex (think labs, worker quarters, production facilities, etc.). The map is large—with a building interior of 70 x 70 squares—and quite complex in terms of doors, stairways, room features, and the like. I've brought the map into Roll20, aligned it, and started playing around with some dynamic lighting barriers. It looks like this so far (with a 5' grid in red to break down the original map's 10' squares): I'm unsure of the best way to proceed and have several questions… What's the best way to bring a print map like this one, with so much detail intended for the GM, into Roll20 so that players see a sanitized view? Should I trace over it in Roll20 and get rid of the map image underneath (or move it to the GM layer)? Should I try to recreate the map entirely using some third-party mapping or <gasp!> CAD software? I'm no artist, but I do have Photoshop and Illustrator, if those help. With a map this large, are there also special performance considerations? And what don't I know to even ask? LOL! At this point, I feel like any input would be helpful. Thanks in advance to anyone who can offer some suggestions. Cheers, -Eric
1589161648
GiGs
Pro
Sheet Author
API Scripter
You have two approaches I see (and could use a combo of both) First, recreate a version of the map that you want players to see - whether you create it in roll20, or external mapping software or photoshop or whatever, doesnt matter. Then add any extra details you want top appear as separate objects that you store in the GM layer, and move to the token or map layer when you want players to see them. Or, you could use dynamic lighting to hide parts of the map as the players explore. This also requires a fair bit of work, as you'll have to draw dynamic lighting walls all over the map, so that roll20 knows how to show and idea the map. The advantage is you dont need to edit the map at all, you can use it as is. Players will only see the bits of it their characters come into view of. If you go the second route, since you're a Pro user, there's a script you can use to make the dynamoc lighting easier:&nbsp; <a href="https://app.roll20.net/forum/post/7785026/script-walls-svg-path-importer-for-dynamic-lighting-now-with-advanced-fog-of-war-support" rel="nofollow">https://app.roll20.net/forum/post/7785026/script-walls-svg-path-importer-for-dynamic-lighting-now-with-advanced-fog-of-war-support</a> It looks complicated to use, but the instructions are very detailed and simple to follow.
It looks like you have already set up your DL walls so I would (and have) use GiG's second approach of using Fog of War. I would not use Advanced fog of war to keep your players from being able to stroll around and uncover more than they should. FOW will require you to unmask what you want to reveal by hand but Shift+left click and drag causes your reveal box to snap to grid.