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Ideas to make map and boss attacks more interesting

1482563281

Edited 1482563324
so I've been on here a little while. and taken note of some the features provided.  there is a layering system for maps, tokens, hidden and dynamic light. but in these 'folders' as I will call them you can easily loose track of where images, tokens are placed with in them. so a thought came to mind. just an external pop up window that would have these folders aka maps, tokens ect. then you have the things that are in the folder. and you can place and move them around easier that way. so if you loose a token or image behind something your not left trying to fight over the other images or the like to dig it up. the next thing this could allow for better layering. and what might I mean by that? you could then make more complicated maps. if more custome folders could be allowed, to be toggled on and off. so you TECHNICALLY could have three levels on a building that you could toggle on and off. what I am basing this off of is like in ADOBE photoshop. you can make folders and layers and the like. this type of function would be amazing in the map making mode. Next. is a 'puppeting'. as an example. you might remember from your childhood back in halloween or the like. these paper monsters or the like hanging on doors. they had 'hinges'. where there were little metal tabs that allowed for movement.  okay so this is the idea for bigger monsters. you have the core/mother token and the token parts. as an example the chest, then two arms on either side, then the forearms and hands. you would have a locking 'pin' on the torso and a 'rubber band' like one that would connect the joints. this would keep parts from flying off or detaching. so you could show large movement of a character. (you can do this in after effects, this is a adobe program. this is where this idea came from since its a way of animation in there.) anyway it might add some more roleplay flavor to combat :) lastly if anyone has a paid account you might see the neato click and 'blam' like effects. these are neat and all but how about allowing these effects to be attacked to shapes so they can be triggered from a token instead of the mouse?(breath,bubbling ect effects) and set up little macros to trigger them as needed? the creation of just being able to also use macros to make 'buttons' to slide tokens from x to y, z might be useful for traps also. but then again I understand that all these ideas might be hard to do on a web based platform. anyway just some unique ideas that may or may have not been thought of.  (its late but I plan to revisit this and update this with demo images to explain this better. so if you dont under stand wait a day or two. I'll have some example images)
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