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Map Pins are here in Early Access beta for Pro and Elite subscribers!!

keithcurtis said: I'm not sure yet of what use this might be, but... If you make a handout of all of your page names, and drag the named pin to that page, you have a jumpable directory of all of the pages in your campaign. Ahhh Keith.  Well this is certainly very interesting and potentially very useful.  Perhaps the very start of something - and I'm also not exactly sure what the full use case might be but its something along the lines of having map pins linked across different maps and being able jump from map to map seamlessly! 
If this could be accessible to players, and they could click the various Pin locations,  it would work as a handy list of notable locations. Especially in situations where it's a very busy or large city of world map. keithcurtis said: I'm not sure yet of what use this might be, but... If you make a handout of all of your page names, and drag the named pin to that page, you have a jumpable directory of all of the pages in your campaign.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Coldin said: If this could be accessible to players, and they could click the various Pin locations,  it would work as a handy list of notable locations. Especially in situations where it's a very busy or large city of world map. Players cannot use or see the pin controls in handouts. This is probably a good thing.
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Edited 1763432366
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I have granted see and edit permissions to a referring handout to a player. The player can see the pin, but when they double click on the note preview, they get a message telling them "the GM has not granted them access to this pink's linked content". In this screenshot, the player had to open the handout manually.
Hi, The "pin to document header" is great! Could it be possible to have this functionality with PDF documents? The PDF text should have the appropriate "tags" (whatever a "tag" should be) for "pin anchors" to be found.
Had a play about with this with my players last night and have the following observations As a GM when clicking on the map pin and the tooltip text isn't fully displayed I can double click on the text which opens the handout to get the full text  As a player when clicking on the map pin and the tooltip text isn't fully displayed the player isn't able to double click to open the handout for full text If I give the players access (permissions) to the handout they can double click on the tooltip text to open the handout but then have full access to the handout which isn't feasible where the handout is a module. Is it possible to consider the following:- Take away the size limit of the tooltip text or  Restrict the tooltip to text so only is only displays text up to the next map pin in the handout so each map pin effectively acts as a break point for the previous one Hope that makes sense
1763478960
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
It should only display text up to the next instance of a header in the handout. Though this was inconsistent at launch time.
Probably one of the best beta provided in years I would say, congratulations! I love those Pins, they are extremely handy !  Nevertheless I have some hard time to get the headers working for older and formatted handouts.  It would be great if Pins could be made less error prone toward html formattet text in such handouts. Worst case I would have to rewrite such handouts to make them "pin compatible". My two cents to add to the whishlist: A scrollbar for longer text. More handy than opening the corresponding handout, which I have to close manually.  If a linked section includes more than one picture some sort of way to browse or swipe through the pictures Would be great if Pins could be made less error prone toward html formattet text 
keithcurtis said: It should only display text up to the next instance of a header in the handout. Though this was inconsistent at launch time. Hi Keith, Have you had any instances where the amount of text exceeds the tooltip box ? My players couldn't expand the box without giving them permission on the hand out which then exposed the whole handout to them
1763508877
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
FFR said: keithcurtis said: It should only display text up to the next instance of a header in the handout. Though this was inconsistent at launch time. Hi Keith, Have you had any instances where the amount of text exceeds the tooltip box ? My players couldn't expand the box without giving them permission on the hand out which then exposed the whole handout to them Oh yes. That's easy to do. For the few I've set up so far, I try to make player facing handouts contain player content only, or if I don't want them opening the handout, make sure that the stuff they need to see in the pin is short enough to display in its entirety. I'm advocating for a dual-link handout, with one link going to a section in the notes, and another going to a section in the GM notes. Or some similar solution. I don't think one solution is going to work for all when it comes to map pins. But we can try!
Hello pros!! We are LOVING the feedback and input thus far and are so excited. Its SO COOL seeing your pins out in the wild and in your games. Its also really nice to see some warm fuzzies - your good vibes are sending smiles across the team. Some of the biggest buckets of feedback we've gotten so far across the forums and our feedback forms are as follows: Pins : Sizing adjustments  Customization with colors, icons, and shapes Customization with images Ability to create a pin from scratch Pin-to-Pin navigation and other potential reactions. Support for Explorer mode Tooltip : See more content on the tooltip More control and consistency regarding info presented in the tooltip Improve content legibility  Images and GM notes in the 'custom' tooltip  Information Structure:  Player text is intermingled in the GM notes of a handout Players don't/shouldn't have access to long form handouts from which a tooltip is generated  We can't tackle everything at the same time ofc, but our devs are hard at work iteratively approaching your feedback so that we can get stuff out to you all!  A sidenote: if you create a pin from a header and then you change the text of that header, you will get the relink error.  Create pin from "Approaching the Inn" header in a handout  Change "Approaching the Inn" to "Approaching Sabor's Inn" in the handout.  Pin Tooltip Error  If you change the text, delete the old pin and drag a new one, its frankly the easiest way to handle that. 
Used with our game on Sunday and our table were all very keen to see these in use, but also wanted the appearance to be something we could customise to be map relevant (Ye Olde Village Notice Board, Skull on a Stick ... vibes of CMOT Dibbler coming on).  Scrollable windows a must.  I set up one of the areas with pins just moments before the game and so didn't give it a massive amount of thought, but the handout had several headers for various rooms entitled "Treasure".  Cool, thought I, and merrily dragged them out thinking the links would be unique and would make it so much easier for the players to see what the loot crates contained (and save me reading it at least 5 times!) - again, potential golden use of unique map pin in the form of a chest/ sack or similar (we don't use 2024 sheets so recent shop/container stuff not an option). Unfortunately the pins all reflect the last pin placed - it makes sense in hindsight, but just wanted to flag that headers like these need to be unique
Love the map pins! Small ask, can we have it so the pins can exist on the map layer as well as the token layer? This would allow them to be seen on maps in areas that are explored but "greyed out" as the group doesn't currently have sight on them. It would be a good way to mark areas of interest during exploration. Followup, and I might have just missed this, is there a way to put a map pin on the map without dragging a handout onto the map?
1763584664
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
DM Raven said: Followup, and I might have just missed this, is there a way to put a map pin on the map without dragging a handout onto the map? That was in the list of considered improvements above. In the meantime, the easiest way is to just drag one out and edit it to be a custom pin. Youcan copy and paste that unlinked pin as well.
Hi Keith - a fix for this issue was released earlier today along with some other bug fixes . Let us know in case you're still seeing it pop up for you! keithcurtis said: I have granted see and edit permissions to a referring handout to a player. The player can see the pin, but when they double click on the note preview, they get a message telling them "the GM has not granted them access to this pink's linked content". In this screenshot, the player had to open the handout manually.
Will we be able to add images to map pins that didn't originally have any? Like if I drag a pin for a tavern and have an image for the tavern keeper I would like to be able to load the image to it. Right now it seems I can't. Also it would be nice to have an editable text box for custom notes etc in the map pin
Can anyone tell me how to remove a pin maker from besides a header in a handout.  It doesn't show up in Edit mode, so I can't just delete it there. Many of my handouts are just for information, such as Character Creation, and don't need a pin or link or anything, but they seem to be showing up and scattered across the handout whenever it things I've used a Header format, I do use header formats for headers and to hightight parts of the text, they don't need pins cluttering up the handout.
Oenanthe - thanks for the feedback!  We received a some similar requests from others in the community, and are going to be working on giving GMs the ability to disable these this sprint! You'll likely see this update in December! Oenanthe said: Can anyone tell me how to remove a pin maker from besides a header in a handout.  It doesn't show up in Edit mode, so I can't just delete it there. Many of my handouts are just for information, such as Character Creation, and don't need a pin or link or anything, but they seem to be showing up and scattered across the handout whenever it things I've used a Header format, I do use header formats for headers and to hightight parts of the text, they don't need pins cluttering up the handout.
Curtis - could you tell us more (or give an example) about how you plan to use the "editable text box for custom notes"? We have a couple of enhancements in the works to help player flavor text, but I want to better understand if that will fully address your use case. Curtis V. said: Will we be able to add images to map pins that didn't originally have any? Like if I drag a pin for a tavern and have an image for the tavern keeper I would like to be able to load the image to it. Right now it seems I can't. Also it would be nice to have an editable text box for custom notes etc in the map pin
1763662934
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
If the custom text box could support Markdown, that would be a good first step, allowing for basic formatting, and clickable buttons. If images are contained in the markdown: [label](imageURL), they could appear in the custom image area. If images are in the handout, and the pin is linked instead of custom,and image within the previewed span, could likewise be lifted and placed in the custom image area of the pin.
You're a plus user it looks like from the tag after your user name. Did you get access to this tool already, or just commenting that it looks good and you'll have to wait to use it after it releases for that feature to be added? Because if you have access to it already, I am jelly. This looks like an amazing feature and I am eager to get to use it myself. DrHappyAngry said: I will need to wait until it supports changing the artwork for the map pin, since things look pretty beautiful the way I've got them setup using characters as the tokens. Related, but is there an estimate on when it will be fully released for the rest of us to play with?
I mostly just wanted to be able to copy and paste character descriptions into a map pin of a characters image that players can see, right now I don't see that option. Or if I could add the image to a different handout like I mentioned before and then add the text there. Nothing complex but I just thought it might be useful.
No I don't have access to it yet.  The screenshot I posted is from the hacky way I've been doing things using character tokens like map pins, that's why they all have custom artwork which is not supported yet by the real map pins.  I was just saying it looked good so far, but this is what I have already so will have to wait till the map pins can accomplish the same thing.  My players kept asking for map pins for a long time, so this was just my workaround to make it happen with what I could at the time. Yuuo said: You're a plus user it looks like from the tag after your user name. Did you get access to this tool already, or just commenting that it looks good and you'll have to wait to use it after it releases for that feature to be added? Because if you have access to it already, I am jelly. This looks like an amazing feature and I am eager to get to use it myself. DrHappyAngry said: I will need to wait until it supports changing the artwork for the map pin, since things look pretty beautiful the way I've got them setup using characters as the tokens. Related, but is there an estimate on when it will be fully released for the rest of us to play with?
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Edited 1763693551
Sarah T.
Roll20 Team
Curtis V. said: I mostly just wanted to be able to copy and paste character descriptions into a map pin of a characters image that players can see, right now I don't see that option. Or if I could add the image to a different handout like I mentioned before and then add the text there. Nothing complex but I just thought it might be useful. Curtis, super curious about whether you could paste your character description into the 'Description & Notes' section of your current pinned handout with the character image.  Would that solve for what you're aiming at, or am I missing a piece?  (Is it a header pin, is that why?  Or is it a pre-made handout you can't alter?)
I may have missed it but it's a pre made character image I am dragging onto the screen, I looked through the options and don't remember seeing anything that would let me add text that isn't only for the gm. For some added context I am running 2014 Crooked moon and trying to drag character images from wickermoore village onto the map. Maybe I have to make handouts for each character and link the image to those for the time being?
Ah, understood! Give it a try to hit the 'Edit' button on the Wickermoor image handout you want to change.  You can then type the notes you want to be player-visible here, into the 'Description and Notes' area: Once you hit Save, they should show up to players in your pin tooltip like this: Let us know if it's still not working :)
That's what i needed for the text box question thank you
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Edited 1763785355
You know what...  I *JUST* now figured out how to make these headers. I will second the part about it being nice to be able to have a scroll for long text in the pop-ups.  And it would be nice if a single pin could be linked to both player content and DM content.  That way, you could have the room description in player content and the DM info in the DM pop-up.  As it stands, I'll have to have 2 pins if I want one for DM info. Not a big deal for home made stuff..  But using these with a pre-made, store purchased module...  It doesn't have all the room descriptions in player handouts.  It's all treated as one big DM handout.  So, either I need to mod the original handout, or I need to make a 2nd hand-out for the players.  Doable, but just a PITA. Oh, and doubt that this is the right spot...  But speaking of the hand-outs for the pins...  It would be nice if the "toolbar" portion of the hand-out (when in edit mode) was "frozen" at the top so I didn't have to scroll up to go select the header or apply formatting or what-not.  Will result in lots of scrolling. This example is below.  Yes, this is just an example, so no real info in it.  But, as you add more areas, you have to scroll back up to the top to add in your headers and then scroll back down to do the next area, etc.  So, if the purple buttons could be "frozen" and the scrolled section started just below them, that would be spiffy.  Would really help in prepping the pins. Turns out you CAN  shorten it by grabbing the hamburger icon at the bottom (you may have to scroll down a bunch to find it) and dragging it up.
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Note:  This issue I mentioned *sometimes* happens.  It happened on a custom map, using a home made handout.  It isn't happening on the module's map using a module's hand-out, even when I am adding in custom PC note pins on the module's handout.  Odd. keithcurtis said: It should only display text up to the next instance of a header in the handout. Though this was inconsistent at launch time. Unfortunately, should and does are different things...  I just tested this.  Unless I'm doing something seriously wrong...  But, the pop-up is showing the next header.  It isn't stopping at the next header.  See images below.
Interesting.  Ze'Rahan would you be able to DM me game link and handout name where you are seeing the problem?
Ah, okay. I might've been tired and misunderstood your wording. I've been overstressed with a move, so I do not trust my brain right now. Thanks for clearing that up! DrHappyAngry said: No I don't have access to it yet.  The screenshot I posted is from the hacky way I've been doing things using character tokens like map pins, that's why they all have custom artwork which is not supported yet by the real map pins.  I was just saying it looked good so far, but this is what I have already so will have to wait till the map pins can accomplish the same thing.  My players kept asking for map pins for a long time, so this was just my workaround to make it happen with what I could at the time. Yuuo said: You're a plus user it looks like from the tag after your user name. Did you get access to this tool already, or just commenting that it looks good and you'll have to wait to use it after it releases for that feature to be added? Because if you have access to it already, I am jelly. This looks like an amazing feature and I am eager to get to use it myself. DrHappyAngry said: I will need to wait until it supports changing the artwork for the map pin, since things look pretty beautiful the way I've got them setup using characters as the tokens. Related, but is there an estimate on when it will be fully released for the rest of us to play with?
Why not allow the map pins to be interacted with via reactions?
Before the beta, did anyone test this with Demiplane sheets? Does it work with them?
1764218617
Gauss
Forum Champion
Dr DM said: Before the beta, did anyone test this with Demiplane sheets? Does it work with them? This is a VTT-Handout linked feature, not a Character Sheet feature, so Demiplane sheets won't be relevant. 
Gauss said: Dr DM said: Before the beta, did anyone test this with Demiplane sheets? Does it work with them? This is a VTT-Handout linked feature, not a Character Sheet feature, so Demiplane sheets won't be relevant.  Really? Because a lot of handouts for Demiplane sheets are Demiplane hosted.
1764274332
Gauss
Forum Champion
Dr DM said: Gauss said: Dr DM said: Before the beta, did anyone test this with Demiplane sheets? Does it work with them? This is a VTT-Handout linked feature, not a Character Sheet feature, so Demiplane sheets won't be relevant.  Really? Because a lot of handouts for Demiplane sheets are Demiplane hosted. Specifically, you asked about Demiplane sheets, not "Demiplane handouts". But, so that we are clear about what we are discussing, can you provide a screenshot of the handouts in Roll20 that are "Demiplane handouts"? 
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Edited 1764358883
Hi all, First off. Love that these are being implemented. And I like a lot of the suggestions. I've been trying them on my Heavily Homebrewed Traveller-Hack campaign for starmaps. 2 suggestions: 1) Can the map pins be made much subtler in appearance. They are very obtrusive and get in the way of the map and the artwork a little too much. As others said, a resize may do this. But I think a "translucent" appearance or opacity function on the pin may be useful so we can make it subtler to look at. Ideally, I'd like it so a "hex" or "square" could be filled with a pin that appears on hover and otherwise is nearly invisible. 2) lightweight tooltip appears on hover, more details on click 3) "False Pin Names", so I could have a name for a pin like "Ocean World", but it could be changed to it's true name (e.g. Omicron Persei-8) with a click or two, rather than having to rename the pin or handout. Here's what I've been working on. You can see how cluttered it makes the map (I may remove map labels from the map itself now this feature is here). Really looking forward to implementing this on my individual star system maps.
Gauss said: Specifically, you asked about Demiplane sheets, not "Demiplane handouts". But, so that we are clear about what we are discussing, can you provide a screenshot of the handouts in Roll20 that are "Demiplane handouts"?  Wow, this was a hard request as it takes forever to load, and then it made me log into Demiplane AGAIN!
1) Can the map pins be made much subtler in appearance. They are very obtrusive... I just came here to gives thumbs up to any suggestions about making the pins less obstrusive. This is the same thing all over again as with the door and window icons. I wonder who in Roll20 team love these oversized, obstrusive icons that make these otherwise very cool features almost unusable? I have a map of literally hundreds of places of interests where these pins would be an awesome addition (think something like the Night City map in Cyberpunk 2077 game). Some of those pins has to be pretty close to each others. The main map page is now 75x60, but it would have to be something like 750x600 in size for these rigid pins to be small enough in comparison.
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Brian C.
Pro
Marketplace Creator
Compendium Curator
I feel like letting us use a token as the map pin would solve a lot of this. If the solar system token is a map pin, then it contributes to the art instead of getting in the way. Maybe a token marker could show that it is linked. TheCrispyBit said: Hi all, First off. Love that these are being implemented. And I like a lot of the suggestions. I've been trying them on my Heavily Homebrewed Traveller-Hack campaign for starmaps. 2 suggestions: 1) Can the map pins be made much subtler in appearance. They are very obtrusive and get in the way of the map and the artwork a little too much. As others said, a resize may do this. But I think a "translucent" appearance or opacity function on the pin may be useful so we can make it subtler to look at. Ideally, I'd like it so a "hex" or "square" could be filled with a pin that appears on hover and otherwise is nearly invisible. 2) lightweight tooltip appears on hover, more details on click 3) "False Pin Names", so I could have a name for a pin like "Ocean World", but it could be changed to it's true name (e.g. Omicron Persei-8) with a click or two, rather than having to rename the pin or handout. Here's what I've been working on. You can see how cluttered it makes the map (I may remove map labels from the map itself now this feature is here). Really looking forward to implementing this on my individual star system maps.
Hi Thanks for the thought. Love that idea. Totally agree. Then I could even use a blank/transparent token as a pin. Brian C. said: I feel like letting us use a token as the map pin would solve a lot of this. If the solar system token is a map pin, then it contributes to the art instead of getting in the way. Maybe a token marker could show that it is linked. TheCrispyBit said: Hi all, First off. Love that these are being implemented. And I like a lot of the suggestions. I've been trying them on my Heavily Homebrewed Traveller-Hack campaign for starmaps. 2 suggestions: 1) Can the map pins be made much subtler in appearance. They are very obtrusive and get in the way of the map and the artwork a little too much. As others said, a resize may do this. But I think a "translucent" appearance or opacity function on the pin may be useful so we can make it subtler to look at. Ideally, I'd like it so a "hex" or "square" could be filled with a pin that appears on hover and otherwise is nearly invisible. 2) lightweight tooltip appears on hover, more details on click 3) "False Pin Names", so I could have a name for a pin like "Ocean World", but it could be changed to it's true name (e.g. Omicron Persei-8) with a click or two, rather than having to rename the pin or handout. Here's what I've been working on. You can see how cluttered it makes the map (I may remove map labels from the map itself now this feature is here). Really looking forward to implementing this on my individual star system maps.
Hi everyone- happy holiday weekend! Just checking in to say- Roger, pins are too obtrusive! We will work on that, excellent suggestion. 
I really like the idea of using a token for a map pin, which would allow control of size and opacity. If using a token isn't feasible for some reason, having multiple options for the pin's appearance my help, similar to the way door and window icons have selectable options (open/closed/hidden and open/closed/curtains). Some options could include different shapes and sizes.
Fran said: Hi everyone- happy holiday weekend! Just checking in to say- Roger, pins are too obtrusive! We will work on that, excellent suggestion.  Thanks, Fran! This your taking this into account is super appreciated.
Rick A. said: I really like the idea of using a token for a map pin, which would allow control of size and opacity. If using a token isn't feasible for some reason, having multiple options for the pin's appearance my help, similar to the way door and window icons have selectable options (open/closed/hidden and open/closed/curtains). Some options could include different shapes and sizes. This is the one.
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Edited 1764477567
So Transmogfy doesn't copy over pin. Wish it did. Should at the least, allow it if the handout is in the other game Edit: So thinking more on it, the current version of pin now "kinda sucks" (don't get me wrong, it is amazing) but for the purpose of this post and use case, it's still a bummer.  So I like to create multiple games as DM Only. These are modules and chapters of larger stories. Example: Dragons of Stormwreck Isle > Vecna: Nest of the Eldritch Eye > Lost Mine of Phandelver > Dragons of Icespire Peak  each is it's own chapter/arc in my official table. So I let to set each story seperate, in a clean state and then create my official game table for my players and simply transmog everything I need over. It keeps things organized and all that jazz. So if I was to prep all my maps with pins, it becomes useless, as it all disappears. So this becomes a feature that I can't utilize. I'd have to once again pin stuff and the whole purpose of creating those previous games is to set it once and forget it. So I still have to rely on my own tokens and use Supernotes and GM info to store info for my players. -------------- Thus, as cool as it is, it links to the handouts and you can create this pins from handout, I wish we can just create the pins w/o the requirement of the handouts. Or make it optional, where you can link a pin to a handout/section. [[Handout Name: Section2]] [[Handout Name: Section 3]].
1764607671
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ze'Rehan said: Note:  This issue I mentioned *sometimes* happens.  It happened on a custom map, using a home made handout.  It isn't happening on the module's map using a module's hand-out, even when I am adding in custom PC note pins on the module's handout.  Odd. keithcurtis said: It should only display text up to the next instance of a header in the handout. Though this was inconsistent at launch time. Unfortunately, should and does are different things...  I just tested this.  Unless I'm doing something seriously wrong...  But, the pop-up is showing the next header.  It isn't stopping at the next header.  See images below. Double check the header levels. Headers should truncate the content on a map pin preview only if they are at the same level or above. This allows subordinate headers to show. I.e. an H2 Pin should show any H3 or H4 content, but should cut off before showing the next H2 or H1 content.