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Map Pins are now in Open Beta and available to EVERYONE, no subscription required!!

Yeah the original release HAD to be from the handout, but the newer release has multiple ways of doing the pin first (or just a standalone pin with no linked handout) Rick A. said: I never even considered creating the pin first. My usual method is to create a draft of the handout in a text editor, then create a handout and paste in text from my text editor, format it to suite and if necessary add graphics. Then I drag the handout (or header within the handout) to the map and set any pin customization.
If we can't edit the default text placed in pins, then allow us to have at least 700 characters to use under "custom". 300 is not nearly enough. 
HI daniel - Thanks for giving us such a detailed breakdown of what you like and dislike about pins during our beta period! 1. Tabs: We are really excited about tabbed notes and gm notes so that gms can see more information on their pins. Tabbing allows us to give you all scroll bars ; we did not want to stack scrollbars atop one another, as the click areas and the information areas would both be severely compacted. While tabs are better for more information rather than less, we can consider how pins behave for smaller bits of information! I encourage you to try out the tabs in your game and use arrow keys or the tab key to move between tabs quickly and tell us how it feels for you.  2. The pop up size: If you have lots of notes in one tab and not a lot in the other, this can result in some empty space on the tooltip because we wanted to keep the size of the tooltip stable between tabs. Keeping the size stable means that you don't have to move your mouse around to click the tab button again, and it means that there is no on screen movement or visual jolting. However, the tradeoff is that there might be 'white space' on tabs that don't have a lot of information. We are open to suggestions but feel confident about the decision that we made.  3. Skipping 3 for now because its related to 4, 5 and 61  4. Creating a pin flow: Great suggestions! I wonder what would make the most sense for the most people... A. opening the edit modal right off the bat, B. opening a smaller edit modal with a title and 'create handout' option, or something else. Thoughts? 5. Thanks for the suggestion! We have some changes coming to the edit modal to make way for some upcoming customization options, so our edit modal is still a work in progress. 61: This is an interesting suggestion! I can look into this as we make changes to the edit modal but no promises! 62: We agree, we want to fix her! Reworking the text editor is a big (big big) chonky (very chonky!) undertaking. Daniel S. said: Nice to see some improvements. A couple of thoughts, giving this a try. ........
Hello all! Popping in here to share that Mod Script (API) support for Map Pins is now available to Pro and Elite users ( documentation here ). A big thanks to TheAaron for all the hard work on this!
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Edited 1768511677
Kurt J.
Pro
API Scripter
Lavi said: Hello all! Popping in here to share that Mod Script (API) support for Map Pins is now available to Pro and Elite users ( documentation here ). A big thanks to TheAaron for all the hard work on this! Hi Lavi... Don't know if I'm seeing a cached version of the documentation page, but I can't find anything there on map pins :) I might just need to wait for updates to propagate though. Edit : Still not seeing the docs for the pin object type, but I was able to figure out how to access them. Turns out ScriptCards can already be used to edit them without changes! :)
Kurt - could you give it another try? I re-published the updates as a precaution to ensure they're available to all, so wanted to affirm that worked! Kurt J. said: Lavi said: Hello all! Popping in here to share that Mod Script (API) support for Map Pins is now available to Pro and Elite users ( documentation here ). A big thanks to TheAaron for all the hard work on this! Hi Lavi... Don't know if I'm seeing a cached version of the documentation page, but I can't find anything there on map pins :) I might just need to wait for updates to propagate though. Edit : Still not seeing the docs for the pin object type, but I was able to figure out how to access them. Turns out ScriptCards can already be used to edit them without changes! :)
1768521078
Kurt J.
Pro
API Scripter
Lavi said: Kurt - could you give it another try? I re-published the updates as a precaution to ensure they're available to all, so wanted to affirm that worked! Kurt J. said: Lavi said: Hello all! Popping in here to share that Mod Script (API) support for Map Pins is now available to Pro and Elite users ( documentation here ). A big thanks to TheAaron for all the hard work on this! Hi Lavi... Don't know if I'm seeing a cached version of the documentation page, but I can't find anything there on map pins :) I might just need to wait for updates to propagate though. Edit : Still not seeing the docs for the pin object type, but I was able to figure out how to access them. Turns out ScriptCards can already be used to edit them without changes! :) I see them now :) Thanks.
1768523386
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I have a Map Pin script that should be merged soon, hopefully tomorrow. There's a beta version in the repo right now, but it turned out to balk when run on the full Production server.
1768584843
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I have posted a new script, available in One Click. You can see the full documentation here . You can see a video demo here PinTool is a Roll20 API script designed to streamline how Game Masters create, manage, and organize map pins. It provides fast, bulk operations for placing, editing, and converting pins while maintaining tight integration with handouts. With PinTool, you can automatically generate map pins from structured handouts, convert legacy note tokens into modern pins, and modify large groups of pins with a single command. The script supports placement logic, header-based linking, GM/player visibility controls, and advanced note-handling behavior.  
Keith - thank you for your work on this! We are so excited, and think it'll really enhance Pro/Elite GMs experience in creating, managing and organizing pins.  What a stellar example of what our community could do! keithcurtis said: I have posted a new script, available in One Click. You can see the full documentation here . You can see a video demo here PinTool is a Roll20 API script designed to streamline how Game Masters create, manage, and organize map pins. It provides fast, bulk operations for placing, editing, and converting pins while maintaining tight integration with handouts. With PinTool, you can automatically generate map pins from structured handouts, convert legacy note tokens into modern pins, and modify large groups of pins with a single command. The script supports placement logic, header-based linking, GM/player visibility controls, and advanced note-handling behavior.  
1768591313
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Thanks for making new toys to play with!
tnx for the pins to make it available, it will help me more now for the srd .
Legendary Keith, ty
Has anyone mentioned having the ability to change the color of the pins? That would be a nice customizable feature. The reason I ask is that I am using a black-and-white map, and the pins seem lost on it.
1768605225
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Alain D. said: Has anyone mentioned having the ability to change the color of the pins? That would be a nice customizable feature. The reason I ask is that I am using a black-and-white map, and the pins seem lost on it. Hi Alain! Lavi talked about that on the previous page: Lavi  said: About Open Beta  We’re still in beta, so your feedback is welcome and encouraged! Tell us how else we can make Map Pins work for you, and we’ll continue chipping away behind the scenes as we work toward public launch. Some of the things we have in progress now are:  Multi-selection  Bulk Pin Editing More customization options (icons, colors, shapes, and text) Mod Script (API) support… in QA now!
1768649783
Elemental Flame
Pro
Marketplace Creator
Firstly, I love map pins, you've done a spectacular job. I got excited and created about a hundred of them for my ongoing campaigns before it was even out of beta. The current implementation is great, kudos! That said, I miss the previous iteration from beta where the size was static. The image was in a separate box from the text and the text box had a maximum size with no scroll bar. How it works now is way more flexible and an improvement but would it be possible to add an option to display it the same as it was in beta? For pins where you limited your text I think the previous method looked sharper with the image in its own box.
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Edited 1768685432
Daniel S.
Pro
Marketplace Creator
Sheet Author
Compendium Curator
Aikepah said: Daniel I would suggest, if you're always having handouts linked to the pins, to just create the handout first with all the content, and then drag the pins out from the handout directly. It's a much quicker/streamlined way of setting up pins. For example if I have a keyed dungeon already setup in a handout I can just open it up and drag the pins for each of the rooms out to the map in like 15 seconds for the entire map. I think some of your suggestions are fine, but probably the preferred way would be to do things from the handout first rather than pin first. I get that that's an option. It just would be really nice to have the option to just drag the pins and do something quickly. I would rather have a workflow where there are lots of small pins with not a ton of information, than have to create and sort potentially dozens or even hundreds of handouts over the course of a campaign. There's also something cognitively enjoyable and smooth about dragging a pin onto the map, typing in the details, and being done with it, than having to create a bunch of handouts separately, and then try to remember where they go on the map, drag them out there, etc. It's doable, but I would enjoy the process and remember things a lot better if I could start with the map pin method from scratch.  I think WorldAnvil is a really nice software reference on adding a pin to the map and quickly editing it. Clicking on "edit" switches to another window, which could just create an automatic handout or something in Roll20. Pins can be grouped and referenced later by color, type, etc. There's a lot of inspiration over there. I just really would love to populate map information from scratch via pins. 
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Edited 1768685490
Daniel S.
Pro
Marketplace Creator
Sheet Author
Compendium Curator
Fran said: HI daniel - Thanks for giving us such a detailed breakdown of what you like and dislike about pins during our beta period! 1. Tabs: We are really excited about tabbed notes and gm notes so that gms can see more information on their pins. Tabbing allows us to give you all scroll bars ; we did not want to stack scrollbars atop one another, as the click areas and the information areas would both be severely compacted. While tabs are better for more information rather than less, we can consider how pins behave for smaller bits of information! I encourage you to try out the tabs in your game and use arrow keys or the tab key to move between tabs quickly and tell us how it feels for you.  2. The pop up size: If you have lots of notes in one tab and not a lot in the other, this can result in some empty space on the tooltip because we wanted to keep the size of the tooltip stable between tabs. Keeping the size stable means that you don't have to move your mouse around to click the tab button again, and it means that there is no on screen movement or visual jolting. However, the tradeoff is that there might be 'white space' on tabs that don't have a lot of information. We are open to suggestions but feel confident about the decision that we made.  3. Skipping 3 for now because its related to 4, 5 and 61  4. Creating a pin flow: Great suggestions! I wonder what would make the most sense for the most people... A. opening the edit modal right off the bat, B. opening a smaller edit modal with a title and 'create handout' option, or something else. Thoughts? 5. Thanks for the suggestion! We have some changes coming to the edit modal to make way for some upcoming customization options, so our edit modal is still a work in progress. 61: This is an interesting suggestion! I can look into this as we make changes to the edit modal but no promises! 62: We agree, we want to fix her! Reworking the text editor is a big (big big) chonky (very chonky!) undertaking. Daniel S. said: Nice to see some improvements. A couple of thoughts, giving this a try. ........ Thank you for the response! Great to hear the input is being considered. 1 and 2.: I think I understand the reasoning for the changes that you made. Having the extra space to keep the size stable makes sense. And yes, the separate tabs allows for more space. But I think my preferred use case is likely not unique among players, and anything that reduces extra clicks and switching around really smoothes out the use of Roll20.  Perhaps there could be a way to include both options. Like a checkbox or setting somewhere that could be toggled on and off per pin, or per campaign or something. 1. Honestly, a separate formatting option for GM notes is just in general so incredibly useful. Similar to how, there is a a "quote" formatting option in the text editor. It would be great to have them in-line, or within the same section as the rest of the handout, but only visible to the GM. Perhaps a grander underdaking. Gm note:  Then I could just have something here to quickly read, independently for each room, section, pin, etc. And then move on with the text after that. I have been defaulting to using italic text as a bullet point or having italic text mean a GM note. I just really loved what you did with the little dotted line border around GM information. It was very visually distinct and I thought a very good feature. Perhaps for now, can continue with this italics and GM INFO: little list header within a handout, and drag out from the handout from the sidebar for now. 4. Why not both? Open the pin edit menu by default, and another button somewhere you could click to then create a handout out of it quickly. Another option perhaps, which would also be great for doors, though I'm not sure of the technical ramifications of this, would be to be able to select an existing pin or door when on the pin or door tool, by single left clicking on it. Without having to switch back to the selection tool to do so. Then you could still place a bunch of pins around the map quickly if you wanted to, and come back and click to edit them right away. 5. Good to know! It seemed like it, as the resizing feature is alone in it's own tab. But the UI in Roll20 in general is a bit leaning on the bulky and oversized, not compact enough side of things, where you have to scroll a lot extra to get to what you need. It works, but it could definitely be smoother. Thank you again for the response!
Hello There! The team's hard at work on customization and multi-select enhancements, but sharing a couple of incremental updates we made over the last week: Added a "Show Title in tooltip" option for Map Pins, enabling users to remove seeing Handout Titles from Map Pins on board Added a "show" toggle to Custom GM Notes in Map Pins' edit menu Updated Map Pin z-ordering to ensure token bars and nameplates do not interfere with the visibility of the Pin's tooltip Fixes a bug that prevented (visible-to-player) Map Pins from appearing to players when Dynamic Lighting was turned "off" until a refresh
1769032955
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Lavi said: Hello There! The team's hard at work on customization and multi-select enhancements, but sharing a couple of incremental updates we made over the last week: Added a "Show Title in tooltip" option for Map Pins, enabling users to remove seeing Handout Titles from Map Pins on board Added a "show" toggle to Custom GM Notes in Map Pins' edit menu Updated Map Pin z-ordering to ensure token bars and nameplates do not interfere with the visibility of the Pin's tooltip Fixes a bug that prevented (visible-to-player) Map Pins from appearing to players when Dynamic Lighting was turned "off" until a refresh As soon as those first two are exposed to the API, I will put controls into PinTool for them.
Really enjoying Pins so far! My campaign is very exploration themed, so it is really helping to fill out the overmap and giving the players references for the various locations. Hoping we get more customization options eventually, such as different colors and/or symbol options.  One other idea my players suggested was having a tab that they as players could use to make notes about the pinned location, without affecting the information input by the GM. So a Players Notes tab, a Visible to Players tab, and a GM tab.