Roger A. said: ... The one way wall could be a simple line with arrows coming out of one side. If you select it you get the option to change its length, rotate it or move it to where you need it. They'd have to also fix the Dynamic Lighting so that it properly sees path rotations. Atm, if you rotate a path on the dynamic lighting layer (only possible through API), the Dynamic Lighting doesn't take that the path rotation into account when it calculates the lighting and visibility masks. The way Dungeon Mapper works is it deletes the linked dynamic lighting path and remakes it, which is kind of ridiculous overhead compared to an API call to resolve a path's rotation to its vertices. We don't have access to the _path JSON for editing, so it's impossible to do via API script. The variable opacity wall, could have arrows hitting the wall, but also have a bubble in the middle to set the percentage of light that gets through. It would scale like the one way wall and probably most other special objects. ... How about an object that actually radiates darkness? These two could be very similar solutions, or possibly even the same solution. If I linked variable opacity paths to a token, with an API script I could set it up so the token "radiates darkness" (actually blocks light). An added bonus, because those paths are independent of the token's layer, you could keep the token on the GM layer and players would just see the darkness. My current solution for something similar to this is to store the linked path _ID's on the GM Notes of the token, and then process their movement on the update:graphic event. This would require an option to allow a variable opacity wall to ignore the Restrict Movement setting, otherwise the darkness would also be walls. The map wide light could be a sun (moon for dim light?), and could ignore all light blocking lines, there would also be a corresponding item that would let you draw a polygon that ignores the sunlight (or moonlight). OP is old, so it was before this was in effect. Unfortunately though, you can only do "bright" map-wide lighting, which sucks for night maps. There should really be a drop-down or option-box for bright/dim map-wide lighting. maybe something that removes/adds certain types of light tags on the tokens? Pass through this doorway and your torch goes out.... I believe this is possible through the TokenCollision Script. I haven't looked into it much, but with some coding you should be able to change the light settings of a token when it collides with a GM Layer path (marking the grid locations that would trigger the "event"). How about linked objects that let you see something somewhere else on the map as if it was right in front of your character? You just pull them out of the menu and move them where you need them. Already possible without the use of an API. Just make a token in the area you want that player to see, set its light-source, and make it controllable by that player. You could also combine it with an API script to lock that token's movement so they can see the area, but not explore. You could also have items like doors, that would be tied to objects on the token layer so you can rotate the door out of the way and the door still blocks light, just not in the doorway it occupied before. Rotating the door back does exactly what you would expect. Also already possible with an API script; DungeonMapper does it, and I'm working on something similar. Only problem is the aforementioned not calculating path rotations for dynamic lighting, so you have to delete the path and remake one (it's a PITA). Here's a screenshot of what happens if you don't make a new Dynamic Lighting Layer path and just do a rotation with the API (the path is the red box): In summary, +1 to 1-way walls, variable opacity walls, and map-wide dim lighting. Everything else is already possible.