Thank you for making a video on Levels. I took two stabs at it before (without reading any walk-throughs, of course) and came away frustrated. This was very helpful.
You rock, and excited to try this for a tavern. A quick question (I am sure you get many), how do you tackle balconies? I love the idea of elevation but worried a lot like the roof that the vision will create lots of black pockets on the map.
This mod has moved on a little, with some improvements, so things may not work exactly as in this video. Balconies - you can see it in this video - that walkway in the barn is basically a balcony. It can be twitchy, but anyone on a higher-level balcony should be able to see anyone moving around beneath it. It's a very cool mod.
Nice! Just the other day I was thinking about wanting to learn more about this module! Oh, also for an alternative for this that its meant to be used to move between maps ala monks. there is a add on called staircase that is also very easy to use.
'Stairways (Teleporter)' is the module (I had not come across it either), but it looks like a good one to look at. It is essentially a teleporter with start and end points. Thanks for the mention.
@@vh4355 I believe Stairways is a module that would allow you to move from one area to another, laying them physically side by side on your scene (or one scene to another), whereas this Level module allows you to have everything on top of one another, like in a real-life situation (or like most TTRPG games). It is more of a personal preference, as the Stairways module definitely avoids potential « messing-up » of everything being piled on as in the Level approach; but for my own taste, I prefer the Level take while being careful not to mess things up. ☺️
@@martzgm I did check out Stairways (Teleporter) and it does have some limitations. If the Stairways module you mentioned is something different, would you mind posting where it can be found? I have been a little disatisfied with Levels handling of stairs and while Monk's Active Triggers does work, it is a bit more involved.
Excellent tutorial as always, thanks for your awesome (and plentiful) contributions to the FoundryVTT community ClayGolem! 🙂 I have been using this Level module for quite some time (even before Mr. Ripper took it over), and it is really a life saver for me. Though I remember that original instructions called to offset levels by one, meaning that in the example you gave, the ground level would be "0 - 9", then the 1st floor would be "10 - 19", and so on. I believe that was to avoid potential confusion of elements being on two levels at the same time. Wonder why this has changed now?
Oooh. I guess Ripper fixed an issue with it, or maybe it's the Foundry V11 that sorted the issue? Whatever the issue was, I didn't see any sign of it in this simple example.
@@clay_golem Actually, looking at the updated interface of the Level panel, I see that Ripper had added that « place drawing as stairs » option, which is probably what was fixed as you mentioned Golem. In previous versions, as soon as you placed a drawing with Level turned on, it was assumed you wanted a stair element, and it was up to the user to modify that setting in that drawing element after the fact if you just wanted a « normal » drawing. So this is a better approach, as it is consistent with the way you place roofs as well. ☺️
I just recently started playing with levels again and I could have sworn that my players used to be able to see the entire roof if they were outside of the building, but it was over a year ago the last time I used levels. Now my players don't see the roof (or only the edge as in your video here) because of the walls blocking LOS. Am I crazy, was it always that way, and/or is there a way to do this now? If the roof isn't visible (or only the very edge is visible) when the players are not in the building, it kind of seems like a waste of time to bother with them.
Ah, it might be that. Levels has definitely moved on, so you're "out of date" which could give issues if you've been updating the Levels mod. But you're right to hold out until the other modules you need are ready in V12! But they're now available, or very close. One thing to consider: do you even need the roof? I've had a few buildings recently where it's just not added anything to the experience - the players can't see through the walls anyway.
Bit of video necromancy 😊. How do you install these maps. Id like to ise them as tiles on a module map for a player base. I'm abit lost but are these from Baileywiki?
The Level's mod comes with a couple of examples to play with - the ones in this video are indeed Baileywiki, packaged with the mod. For Curse of Strahd I used the Aonbarr maps, and they're all the same size so they sit nicely over one another. Aside from the "ground floor", the others are indeed brought in as Tiles, 1 on each "level".
If it helps, we built the Death House in this video: th-cam.com/video/SETAbKXKorc/w-d-xo.htmlsi=MpSmZf6ALgCE_1ne Not detailed on Levels, but there's a bit of a re-cap, and using the Aonbarr maps as Tiles.
@@clay_golem ah packaged with levels, thanks. The goal I have is to alter the battle map of the base with structures the PCs build, such as housing, fuel stills and defences.
@Kirche00 Oh nice. So you can place them ready, but hide them, and reveal them as they get built? Can they choose where to build them, or is that sort of fixed?
@@clay_golem upto them what they build and where they get placed. I plan to add them when they are built and removed / replace of they get destroyed. So the battle map will be a 'living document'. That's the theory anyway :)
Just going to say, if I was one of your players you'd defo need to put the roof as a walkable layer, my characters don't leave home without 50ft of rope and a grapple hook...
Haha. One of THOSE groups, right? Obviously you could make the roof an actual level here. Alternatively, you can manually set a token's height to 20 and they'd be able to be "on" the roof.
I am wondering if you can make a video where you can explain how to create multi-levels on one background image, please? Unfortunately, this video was not helpful to me.
I've been converting the Curse of Strahd campaign away from Levels and instead using a single background image. Check this video, that may have the answers you seek: th-cam.com/video/kdK0tk-X348/w-d-xo.html If not, let me know a few more details on what you're trying to do and I'm sure we can help :)
Thank you for making a video on Levels. I took two stabs at it before (without reading any walk-throughs, of course) and came away frustrated. This was very helpful.
I gave an upvote, just for the teasing us Americans about 1st floor. Also a good tutorial!
Perfect Tutorial, I was testing this module with my first multilevel map und didn't understand how to do the stairs, THANK YOU!!! 💞
No worries. Glad it was useful for you.
You rock, and excited to try this for a tavern. A quick question (I am sure you get many), how do you tackle balconies?
I love the idea of elevation but worried a lot like the roof that the vision will create lots of black pockets on the map.
This mod has moved on a little, with some improvements, so things may not work exactly as in this video.
Balconies - you can see it in this video - that walkway in the barn is basically a balcony. It can be twitchy, but anyone on a higher-level balcony should be able to see anyone moving around beneath it. It's a very cool mod.
Nice! Just the other day I was thinking about wanting to learn more about this module! Oh, also for an alternative for this that its meant to be used to move between maps ala monks. there is a add on called staircase that is also very easy to use.
Not come across Staircase yet. Will look it up :)
'Stairways (Teleporter)' is the module (I had not come across it either), but it looks like a good one to look at. It is essentially a teleporter with start and end points. Thanks for the mention.
@@vh4355 I believe Stairways is a module that would allow you to move from one area to another, laying them physically side by side on your scene (or one scene to another), whereas this Level module allows you to have everything on top of one another, like in a real-life situation (or like most TTRPG games). It is more of a personal preference, as the Stairways module definitely avoids potential « messing-up » of everything being piled on as in the Level approach; but for my own taste, I prefer the Level take while being careful not to mess things up. ☺️
@@martzgm I think it's worth looking a Stairways, and then comparing both to see which we (you) like more for your own games.
@@martzgm I did check out Stairways (Teleporter) and it does have some limitations. If the Stairways module you mentioned is something different, would you mind posting where it can be found? I have been a little disatisfied with Levels handling of stairs and while Monk's Active Triggers does work, it is a bit more involved.
Excellent tutorial as always, thanks for your awesome (and plentiful) contributions to the FoundryVTT community ClayGolem! 🙂
I have been using this Level module for quite some time (even before Mr. Ripper took it over), and it is really a life saver for me. Though I remember that original instructions called to offset levels by one, meaning that in the example you gave, the ground level would be "0 - 9", then the 1st floor would be "10 - 19", and so on. I believe that was to avoid potential confusion of elements being on two levels at the same time. Wonder why this has changed now?
Oooh. I guess Ripper fixed an issue with it, or maybe it's the Foundry V11 that sorted the issue? Whatever the issue was, I didn't see any sign of it in this simple example.
@@clay_golem Actually, looking at the updated interface of the Level panel, I see that Ripper had added that « place drawing as stairs » option, which is probably what was fixed as you mentioned Golem. In previous versions, as soon as you placed a drawing with Level turned on, it was assumed you wanted a stair element, and it was up to the user to modify that setting in that drawing element after the fact if you just wanted a « normal » drawing. So this is a better approach, as it is consistent with the way you place roofs as well. ☺️
I just recently started playing with levels again and I could have sworn that my players used to be able to see the entire roof if they were outside of the building, but it was over a year ago the last time I used levels. Now my players don't see the roof (or only the edge as in your video here) because of the walls blocking LOS. Am I crazy, was it always that way, and/or is there a way to do this now? If the roof isn't visible (or only the very edge is visible) when the players are not in the building, it kind of seems like a waste of time to bother with them.
@andresyuhnke You're not mad. I've been using it very recently in the Curse of Strahd series and the roof works just fine. What version are you on?
@@clay_golem I'm on v11 315...waiting for a couple automation modules to get updated before I move to v12.
Ah, it might be that. Levels has definitely moved on, so you're "out of date" which could give issues if you've been updating the Levels mod. But you're right to hold out until the other modules you need are ready in V12! But they're now available, or very close.
One thing to consider: do you even need the roof? I've had a few buildings recently where it's just not added anything to the experience - the players can't see through the walls anyway.
Bit of video necromancy 😊. How do you install these maps. Id like to ise them as tiles on a module map for a player base. I'm abit lost but are these from Baileywiki?
The Level's mod comes with a couple of examples to play with - the ones in this video are indeed Baileywiki, packaged with the mod.
For Curse of Strahd I used the Aonbarr maps, and they're all the same size so they sit nicely over one another. Aside from the "ground floor", the others are indeed brought in as Tiles, 1 on each "level".
If it helps, we built the Death House in this video: th-cam.com/video/SETAbKXKorc/w-d-xo.htmlsi=MpSmZf6ALgCE_1ne
Not detailed on Levels, but there's a bit of a re-cap, and using the Aonbarr maps as Tiles.
@@clay_golem ah packaged with levels, thanks.
The goal I have is to alter the battle map of the base with structures the PCs build, such as housing, fuel stills and defences.
@Kirche00 Oh nice. So you can place them ready, but hide them, and reveal them as they get built? Can they choose where to build them, or is that sort of fixed?
@@clay_golem upto them what they build and where they get placed. I plan to add them when they are built and removed / replace of they get destroyed. So the battle map will be a 'living document'. That's the theory anyway :)
Hi ClayGolem.
Just going to say, if I was one of your players you'd defo need to put the roof as a walkable layer, my characters don't leave home without 50ft of rope and a grapple hook...
Haha. One of THOSE groups, right?
Obviously you could make the roof an actual level here. Alternatively, you can manually set a token's height to 20 and they'd be able to be "on" the roof.
Thanks you !
Looks like you had an issue, but managed to solve it?
I am wondering if you can make a video where you can explain how to create multi-levels on one background image, please? Unfortunately, this video was not helpful to me.
I've been converting the Curse of Strahd campaign away from Levels and instead using a single background image. Check this video, that may have the answers you seek: th-cam.com/video/kdK0tk-X348/w-d-xo.html
If not, let me know a few more details on what you're trying to do and I'm sure we can help :)