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Map support for secret doors/rooms

Farling

Well-known member
It would be nice to have better map support so that when we reveal a room we can show the walls as blank, rather than showing where the secret doors are shown on the revealed map.
 
Not really. It becomes quite apparent to the players when revealing a room a section of the wall is carefully left unseen.

+1 ti the idea of being able to have masks, or multiple layers of a map. Also, would like to see a square brush to remove the fog. the circular brush and the rectangle reveal tool are nice, but in complicated areas, square would help.
 
It would be nice to have better map support so that when we reveal a room we can show the walls as blank, rather than showing where the secret doors are shown on the revealed map.

So you would have a solid wall on the map, then you could place a secret door icon on the wall, once it is found, to show that there is a passageway?

I could use something like that as well as many more icons/stamps/overlays.

As for the reveal mask, I would also like to be able to draw a polygon to reveal large, or complex areas.
 
One option is to have two pictures, one with the wall in place and one with the secret door in place. I can easily do this in Photoshop but I understand not everyone has Photoshop. However, there is an equivalent program that is free called GIMPshop. You can find it at http://www.gimpshop.com/. It would be a bit cumbersome because you would need to duplicate the pins and fog to the second picture, but it's a work around.
 
One option is to have two pictures, one with the wall in place and one with the secret door in place. I can easily do this in Photoshop but I understand not everyone has Photoshop. However, there is an equivalent program that is free called GIMPshop. You can find it at http://www.gimpshop.com/. It would be a bit cumbersome because you would need to duplicate the pins and fog to the second picture, but it's a work around.

Yes it's a tedious work-around, thus I'm waiting for the proper solution :-)
 
Yes it's a tedious work-around, thus I'm waiting for the proper solution :-)

I'm running into this as well, but I think I have a solution locked down for my own use.

Load map into RW.
Put pins linked to their rooms for my own navigation.
Use a map that has ZERO secret rooms indicators (examples would be the map packs for Mummy's Mask, where there's a GM version and a Player version). Worst case, you can find one online usually via google search, or spend some time in paint and clear out the big S on the map or paint over the door with a wall via copy/paste.
Put a GM only pin on the map (all mine are not revealed, so that's easy) that says SECRET ROOM or TRAP or whatever in the description for that room (so you see it links to B9, but the description says in all caps "SECRET ROOM").

That way, you're much better off. It's not RW that's throwing us, it's our map sources.
 
+1 for implementing a variety of pin icons. I'm more interested in different color round, square and alphanumeric but secret door S's and trap X's would be good too.

I'd also like pins that can always show their description text. And pins that show description text without showing the pins.

I can't recall if we can make pins maintain size relative to the map but that would be essential for overlays like secret doors or to obscure existing map content.
 
I'd also like pins that can always show their description text. And pins that show description text without showing the pins.
This is what I need. I have a large house with dozen's of pins but no "quick/easy" way to see what the pin is at a glance. I have to hover over the pin and then it will give a tool tip with info. But I really need to see that small bit of text always at a glance while running the game.
 
+1 for implementing a variety of pin icons. I'm more interested in different color round, square and alphanumeric but secret door S's and trap X's would be good too.

I'd also like pins that can always show their description text. And pins that show description text without showing the pins.

I can't recall if we can make pins maintain size relative to the map but that would be essential for overlays like secret doors or to obscure existing map content.

Okay, could totally get behind this.

Instead of 50 pins, and hover, there could be 50 pins with A1-A50 right over their head.

THAT would be awesome.
 
I use Campaign Cartographer for my maps, so I'm not asking for RW to do anything like that. However, for the Smart Map to be of use, RW needs to have some more tools.

Something that would be useful would be the ability to overlay one image on top of another, both with separate reveal states. This would solve the problem of secret doors, traps, etc.

For Example:

Map A is the primary exploration map of a dungeon. It has the walls, floors, and major fixtures. This would be the primary map for the player view and would use the normal reveal tools (adding in squares and polygon brushes).

Map B is the DM map, that has the secret doors, traps, notes, etc. In CC you can separate this data by layers.

RW would then allow you to import Map B and lay it over Map A. The DM would be able to see the complete map, players would only see Map A as it is revealed. The DM could then make Map B available to players to see, and as he or she reveals parts of that map (secret doors, etc), they would show up in the player view.

This method would also allow for various templates for spell effects to be used. The "background" would be set to transparent and the effect could be overlaid on top of Map A. This way RW does not have to add a number of new tools and images. It just needs to support multiple images.

I'm not saying this would be easier to code than adding new stuff. Heck it might be twice and hard and way over budget. Just throwing out a suggestion that keeps the map-building separate from the revealing.

But at the very least, more pin options, please.
 
....... However, for the Smart Map to be of use, RW needs to have some more tools.

Something that would be useful would be the ability to overlay one image on top of another, both with separate reveal states. This would solve the problem of secret doors, traps, etc.

But at the very least, more pin options, please.

Ah, ok, thanks for Clarifying Hubrice... and that would be helpful to overlay one on another ... even to change the transparency would add to that....
++1
 
+1 for me. If you had the pins with a small bit of text (like a room number) above them as well as the hover feature to give more description, it would be great. Clicking the pin or the room number to go to and associated map or snippet would be very useful too (this may be in there already but I just haven't used it so I'm not sure)
 
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