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

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Edited 1772141794
Lavi
Roll20 Team
Hi everyone. We’re so happy to share that Map Pins are officially out of beta as of today, with a flurry of newly added capabilities. Some of the highest requested features part of today’s release include multi-select and bulk-edit capabilities, enhanced tooltip display with embedded image and rich text support, pin creation defaults, improved readability on zoom, and an increase to the character limit for notes in custom tooltips. See here for full feature documentation. I’m cross-posting the relevant details of today’s updates from our Change Log : Multi-select pins, regardless of the layer, by holding down Shift + drag to help organize and manipulate your game faster Map Pins can now also be placed above or below darkness (right-click context menu) Added bulk-edit capabilities to pins: copy, delete, toggle hidden/visible (via mini-menu), or place above/below darkness (right click context menu). Introduced new campaign settings (VTT Settings > Graphics > Graphics Display) to help readability when zoomed out and reduce clutter when zoomed in: - New "maintain size (while zooming)" checkbox helps with readability - Nameplates can also be set to auto-hide while zoom out (alongside existing show-on-hover and always-show settings) Increased character limit from 300 to 750 characters on custom text / tooltip for Player and GM notes Pin tooltips can display embedded images from linked handouts Pin tooltips can display rich text formatting (italics, superscript/subscript, alignment, indents) from linked handouts Default pin styling: new pins automatically use the same settings as your last customized pin (reset to original on page refresh/new session) 'Use blockquote as player flavor text' toggle in Map Pin's Edit modal has been extended to Pins created from full Handouts (not just pins created from within Handout headers) Resolved the following bugs: - "Copy a header link" on Handouts previously didn't scroll to the associated header within the Handout - Animated images inside a pin tooltip failed to update when switching pins - Icons incorrectly appear as black boxes when copying and pasting a Heading from a Handout A forthcoming release will expose new features (Customization fields, Above Darkness toggle, etc.) to the API.  Moving out of beta means the Map Pins core feature is complete, but that doesn’t mean that development stops forever. The vast majority of requests, suggestions, and bugs have been resolved, and while a few community requests remain on our backlog,  we’re confident that most GMs should have everything they need to run their campaigns. That said, community volume directly influences our roadmap and prioritization, so if you have new ideas or didn’t see something you were hoping for included in this feature, the best way to rally community support is on our Suggestions and Ideas forum .   Thank you so much, once again, for your feedback throughout this process! 
Roll20 already lets us assign background music to a map, which is great for setting tone. But during play, scenes change constantly. Combat starts, a villain appears, tension spikes, or the party makes an unexpected choice. When that happens, we need to change the music quickly. Right now, that means opening the Jukebox, finding the track, stopping the current one, starting the new one, and adjusting volume if needed. It’s not terrible, but it absolutely breaks pacing in dramatic moments. It would be incredibly useful if we could place map-based audio triggers: small pins or GM-only buttons on the map that are tied to specific Jukebox tracks or playlists. The idea would be: Place a visible or invisible “audio pin” on the map. Assign a specific track or playlist to it. Choose simple behavior options like: Play immediately Fade into this track Stop other tracks first Loop or one-shot These would be GM-only and function similarly to other map-layer tools. Use cases: Exploration music is playing. Combat begins. One click triggers the combat theme. A villain reveal happens. One click shifts to that character’s theme. Multi-phase boss fights. At a certain point, the GM clicks a different pinned track and the tone escalates. Entering a cursed cathedral or haunted forest triggers unique ambience instantly. This wouldn’t require reinventing the audio system, just giving us faster, map-integrated control over tracks we’re already using. For GMs who care about pacing and immersion, this would be a significant quality-of-life improvement. It keeps us focused on the scene instead of digging through the Jukebox during a dramatic moment.
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Edited 1772157852
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Cleric4ctual! You might want to check out Nick Olivo's latest video . The technique he demonstrates of pin-based macros could easily be used to do the sort of things you are talking about. Also, the Jukebox Plus script has a lot of the controls you are talking about for creating sound environments. All of its commands can be deconstructed by up-arrowing back through chat and then placing in a macro.