Fix Multilevel Maps in Foundry V11 - Levels Guide

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you want to create a multi-level map and Foundry that feels good for your players when they bounce between the different floors of the building or a spaceship or whatever and that's what we're going to talk about how to do in this video first thing you're going to need is the levels mod and the Wall height mod though I believe if you go to install the levels mod it'll just automatically throw the Wall height mod in there with it because it is required all right so once you have those mods the next thing that you will need to make your map is going to be the map you can get your map a couple different ways if you're running a pre-written module and you just want to take their map you can load it into like Photoshop or some other software and you can edit out like the background and like holes things like that but that's not my favorite method I'd rather use something like dungeon draft or other map making software that lets you what make the map how you want dungeon draft for example you can stack all of the buildings on top of each other and you can sort them by the different levels and you can turn off the background and you can crop the image to specific sizes when you want to export it and you can decide what format you want to export it at I like doing webp for my tiles yeah the other is the grid PPI uh make sure you remember what you set that to when you export your map I've done other videos and I might make some more going into the details of making the maps that's not what the focus is for this video this video the focus is on how to put them all into your world so let's jump on The Foundry and uh let's make it happen well the last video got messed up so we're back with a new shirt and ready to jump into Foundry first thing that we're gonna do we gotta create a new scene uh we're gonna call this one fort and first thing I'm going to do is pull in my background which I have titled background here is the background uh you may notice that some of these are not lined up properly there's really easy fix when I exported it I said remember what your PPI was set to um and mine was set to 150 so I will set that to 150. when it comes to testing I'm gonna put on global illumination and we're going to hit save changes all right so then we're going to want to come over here and set up our elevation edit levels add new one um do I want to start with the lowest or start with the highest here we'll start with the lowest I'll say seller which will be negative ten to zero then we want our first floor or our ground floor would be from zero to ten and then we want our second floor to be from 10 to 20. all right and starting at our first floor let me turn off edit and select this one so now this is only looking at level zero through ten and what's cool is now when I import tiles so I'll come over here and select a tile to bring in it is only going to bring in or excuse me it's when it brings in the tile it's going to automatically set it to zero to ten and I think this is first main yep so I did leave this little pillar on both of them so that that makes it very easy for me to line that one up appropriately and then a lot of things are just going to be lined up off of that so I'm going to speed this up for your benefit but I'm just pulling each of the pieces in and with that first level selected it's pulling them all in at the correct height from 0 to 10 and I just double check that with each of them then I click over to the second level pull in all of those I also pull in a little roof for the stable which I mess up but I will fix in a little bit and then when I get to the roof you'll notice I close out of that because the roof should be from 20 to Infinity which is what I start setting in just a second there we go I pulled the roof in and then you'll see I set the bottom to 20 and leave the top at Infinity all right so now that we've got all of this stuff pulled in let's go ahead and add all of the walls and stairs and so this is going to happen in fast forward for all of you but when I have this Cellar layer or level selected the walls will automatically be set to negative 10 up to zero which is exactly what we want man I wish I could actually edit walls this fast can I go even faster all right once you have all the walls in you'll go over to the drawing tool and let's go ahead and add our stairs let's throw some stairs right here and if you click into it you will notice that it says from zero to nine it will take it up to 10 it'll go about a foot I don't know why I said about it will go a foot higher than the top of the stairs from this little overview you'll see it does say 0 to 10 which is what we want so I will quickly add the rest of the first floor stairs and all of those stairs go up from the seller will have these stairs go up and these stairs go up it will make the stairs from the level you're on going up I don't need to do anything on this level so if I pull in a token for the stairs going down to The Cellar I just dropped them on the lower floor but when I walk here it will pull my person down to the lower floor and then back up same deal going up to the Upper Floor and then back down to the lower floor so when you put the stairs at the bottom they automatically connect to the top of the stairs so all the stairs on the second floor I don't actually have to add any stairs because they all just go down to the first floor the next thing that you may want to do are is to add like balconies and things like that so on the second floor I might want to add this up here as a overhead token so that you can see it from Below the reason being is on the bottom floor this is just a solid wall so I didn't add anything on the lower floor and so you just see dark out squares where is what we would like them to see is this right here and so we will make all of these we will make all of these overhead tokens you can see this is just how far below that you can see they're 10 feet up so we can leave them 10. I believe we can leave them blank as well so let's just double check that yeah you can leave it blank as well and so no matter how high up it is you'll always be able to see it or no matter how low we are so this we could go negative 60. we can't see the other one we can see this one and so that's just how that works now once we have those I'm not making these to where you can see them when where you're below them because they have a little roof where there's these uh ballista deals I believe I can hold shift click all of them and do this all at once perfect so now if we go back over here to the view this is what it should be when you walk up to the gate the roof will disappear and you can see the gate I didn't add the walls to the tower but there would be a door here when you walk in the door the overhead one disappears cool a couple slight issues you'll notice we have a roof but the roof is hidden from fog of War here let me actually pull this in from a player's View all right so this is my player's View um and a quick kind of issue with some things is you can't see the roof so half the time roofs are pointless I am confused what I'm not seeing this roof right here should be visible um that's why that roof Works cool cool cool but you can't see the other roof and it's just kind of one of those things I've played with some of the different settings and it just doesn't seem to work very well another issue really quick that I will just uh point out and a quick way to fix it is if a a cheeky player bumps themselves up above all of the the elevation of all of the things and then they drop them back down roof looks good but the problem is that as soon as they walk underneath you'll notice that there's all of these rooms that they have not seen and they can't see if there's people in them but they can see the full layout of the building and that is not what they should be seeing a very easy way to fix that is just to turn off the fog exploration reset fog of war and now they can try and be as cheeky as they want but they're only going to see what they should be seeing but the stairs work we can go down into the cellar I forgot to add the doors and we have a fully functional base so now I want to talk a little bit about balconies and issues with balconies there are instances where it works just fine so for example what we have going on over here these are set as balconies if I were to drop another token on there player can run around see the token they disappear when they walk under this because that is technically a balcony and this functions exactly how you would expect it to the issue runs into when the walls for the balcony are different than the walls for below for example this is a balcony here so you would ideally like to be able to have one of the tokens down here seeing a token up on that balcony so what you would have to do is Select this and say C1 below and maybe you know we'll actually add a you know you can only see it from 10 feet below and we're gonna hit save so this fella can see the token from up above when he walks under it disappears and we can see down below you may notice there's kind of an issue in that and I'll pull this over to the players view there we go um he can see into these bedrooms that he should not be able to see and it is blocking some of the balcony over here to the right and part of the balcony on the left and if I bump him up to 10 feet to be on that level you'll see what I'm talking about now we can no longer see into the bedrooms and we can see the balcony over here so if if this dude was on the balcony right here and we drop him back down there he cannot see him so players View he can see that there is something there by the the plus 10 feet and he can hover over and see that there's a token there but he can't really see him and he should be able to and then again we can he can see into the bedrooms which he shouldn't because the walls and the lighting I have not found a fix for this I will make an update to this video when I do but balconies don't really work in this instance even if I were to go over to so Bailey Wiki has a has a demo showing off some of the features of this and still running into some of the same issues from this view again we can do some of the same cheesy Stuff go up to 40 feet back down to zero you'll notice that you can still see through all the walls which that's just kind of how that works you got to turn the foggle four off and then what he does with his balcony is he makes it where it never disappears so it looks like I'm on the balcony really I'm underneath it that's just a visual thing and if I were to go over to the stairs it bumps me up top and now I'm actually on top of this this I call it balcony but you know this ledge if I pull another person in you can see that somebody there is underneath you can still see them and from this other person's perspective you can see him popping up on top very easy to see if you don't have balconies specifically like this and there are some ways to kind of play with it and get around it but if you don't have balconies like this if you have balconies like in the other example or if you have balconies kind of like this where there's walkways where people could be on the walkways or people might be up on these towers uh then it works just fine so this is my guide on how to use the levels mod and create a very smooth functional multi-level buildings for most buildings it's going to be perfectly fine please let me know in the comments if anyone knows how to fix the balcony issues I have spent a lot of time trying to figure out a solution to it which I have not been able to I think that they just need to update it and then it will be fixed but uh but I will keep everyone posted for when I find a solution or when a fix is created for that I hope this video helped you if it did give it a like and I will see you next time
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Channel: DungeonMaster Josh
Views: 13,405
Rating: undefined out of 5
Keywords: DND, D&D, dungeons and dragons, Dungeon Master, Game Master, D&D5e, dnd5e, 5th Edition, TTRPG, dnd 5e, maps, vtt maps, foundry vtt, foundry map, foundry vtt tutorial, foundry vtt modules, dungeon master tips, foundry vtt modules d&d, dungeon master advice, foundry vtt features, foundry vtt dnd 5e, foundry dnd 5e, foundryvtt, foundry, foundry vtt how to, foundryvtt best modules, foundry vtt combat, foundry virtual tabletop, d&d 5e, foundry vtt review
Id: nJphS_iH8Tk
Channel Id: undefined
Length: 14min 7sec (847 seconds)
Published: Sat Jun 17 2023
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