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Sub-Layers or Layer System Overhaul.

Score + 5
1767048731

Edited 1767155526
The lack of Sub-Layers. So currently from what I can see, the current layer system really doesn't work with maps that have more than one layer. Good examples are like how there is no way of making more lighting layers for lighting walls or needing to double the map size because of added floor layers. They all seem to be on the same level which causes some problems like towers not being able to see pass walls they are on or houses needing an extra map of the same house but only the second floor which needs makes the map size twice as big. Here an example of one of my custom maps. As you can see, my walls are "on the same level" as my towers. However due to not having any sub-layers there is no way of making them not overlap. So it seems that my walls are the same height as my towers. This is also a problem for the other layers as well. Fix: Really this could go for the other layers as well. I would love to see a sub-layer list system added as currently the only the options is to have an object/wall be up down of another wall/object and really that doesn't work for lighting walls since they are "on the same level". If we had a sub-layering system then things like this would be fix. Each layer will be like a zone, with it own Tokens/Dm Area/Map/Lighting/Foreground. So for example (Using my map here as the reference): Layer1 - (Map) Ground, Tents + Stuff / (Lighting) Main walls + Tower based walls / (Tokens) Player on the ground Layer2 - (Map) Tower floors + Tower items / (Lighting) One way walls / rails / (Tokens) Guards / (Foreground) The roof of the tower so player in the tower can see what inside And much like how the foreground works, you can send your tokens up or down a layer to which those tokens will only interact with items of that layer. This may also solve the issue of foreground items not allowing player tokens to be on top of them, like roofs or crows nest on boats. Please let this get attention as I really do think that this would make DM's and Map makers life's 10x better in the long run. It would:  1. Make the idea of layers as a whole more easier to understand and work with.  2. Make simple maps like this one (Mine) not need an extra map for extra towers/floors layers which can cause the overall "map" size to double. 3. The current layer system imo is old and outdated, as their is no way of knowing where an object is on the map's layer hierarchy. This will at least give way to having an object listing to show where the objects are on their layer hierarchy.  Here a reference for what the sub-layer system can look like (Image from Inkarnate, love their layering system)
Here is a Bare minimum of what it could look like and function.   Layer 1 (Ground, Tree stump, Bottom floor of house) Layer 2 (Second Floor, Top of tree, Second floor roof) Layer 3 (Roof) So if the player was be on layer 1, that all they will be able to see, the ground floor and base of the tree. If they were on Layer 2, they would be able to see Layer 2 rooms and layer 1 ground, but not Layer 3. However they would only be affected by any walls or objects on Layer 2, and so on.  So in this example, in layer 1 the base of the tree and the walls of the house would have no seeing wall around them. Normally if you tried to make the player "go up a layer/level/height" you will still be affect by the walls of layer 1. Here the walls will stay on layer 1 and only the walls on layer 2 will affect the player. However unless there is suppose to be ground on layer two, the player will still see anything on Layer 1, so any tokens or ground. Or if my example was too minimalist here a better example:  
If you a map maker, we need you to up vote this, imagine the possibilities of having layers and what you could do.