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 .
×
Advertisement Create a free account

Foreground Map Layer

Score + 1033
1593543253
Kraynic
Pro
Sheet Author
My understanding is that all "additional layer" type suggestions are on hold until the lighting change is done.  The weather layer may have been marked that way before they had to roll back last years revamp of the legacy lighting system, but I don't remember for sure when that was done.
1593582290
Mike L. said: Curious as to why this is "Obstructed" if the "Weather layer" is on the development roadmap,  The developers had trouble with making new layers because of the way the entire VTT worked. Now the whole thing is re-written from the ground up and dynamic lighting is re-designed, they have the building blocks to go ahead with new layers, plus a lot of other things which were previously obstructed, apparently.
1595513235
Kenton
Roll20 Team
As mentioned in the post for A New Light - Updated Dynamic Lighting is nearing feature parity. Once we've reached that milestone, we'll begin the process of sunsetting the Legacy Dynamic Lighting feature set. That will remove the barrier preventing work on this feature, but I want to caution with five full pages of posts, achieving everything mentioned will not be a short process.
The weather layer has been in development for a while, will it come out later this year? And will you have it for free accounts?
1605045889

Edited 1605633470
Rafael R. said: The weather layer has been in development for a while, will it come out later this year? And will you have it for free accounts? Weather Layer won't be possible until sunsetting Legacy Dynamic Lighting is complete.  Probably not this year. D:  Maybe 2021. Of course it will be free.
1605391184
Is this still "Obstructed" now that UDL is "Feature parity"?
1605423844

Edited 1605423913
Craig Steinhoff said: Is this still "Obstructed" now that UDL is "Feature parity"? Only for the simple fact that sunsetting Legacy Dynamic Lighting is not yet complete.
1615052560
+1
1615874295
+1 1. GM Layer - Invisible 2. Token Layer - Above the grid; where play happens, combat happens, where things are moved often. 3. Foreground Map - Beneath the grid; where floors move, doors open, terrain changes, where things are moves sometimes . 4. Background Map - Self-explanatory, the battlemap, where things almost never move.
1615935864
Dave
Pro
A layer above the play layer could be useful, too. Dr. VB said: +1 1. GM Layer - Invisible 2. Token Layer - Above the grid; where play happens, combat happens, where things are moved often. 3. Foreground Map - Beneath the grid; where floors move, doors open, terrain changes, where things are moves sometimes . 4. Background Map - Self-explanatory, the battlemap, where things almost never move.
1617220174
+1 So instead of the current 4 layers, we need: GM Layer - visible  only to GM and is "above" everything else Weather layer - above the upper layer, usually transparent, used for weather effects Upper Layer - below the weather but above the tokens. Used for things like a transparent treetop layer or false map, etc Token Layer - where most of the action happens Grid Layer - where the grid floats, not modifiable as such other than the usual (none, square, v hex, or h hex). Lower Layer - not sure how I would use it, but I'm sure you more creative sorts could think of something Map Layer - where the battle mat lives Dynamic Lighting Layer - for light, line of sight, etc
1617226495
Lower layer could be used for burrowing monsters, or monsters submerged in water.
1617232938

Edited 1617232967
Or just for doors and tables and chairs and cups and treasure chests and whatnot.  Stuff that's part of the map, but that you might want to move or switch to a different side of a rollable token without accidentally grabbing the whole map and dragging it around in the middle of your game.
1617553975
I'd like for the ability to LOCK assets so when I'm moving things around, I'm not moving the whole dang map