Just to let everyone know, If you're working with a huge map do keep into consideration the FPS and space it takes up while making the multi layer maps. Not just from your computer but from your players who are using the web browser to access your server.
Dude this was an amazing tutorial, I've watched other videos but they would always have a fair amount of other add ons enabled at the same time. I love that you only had/showed the add on that was needed for this. Amazing work I'm hoping you have more because you did a great job explaining.
Thanks for the succinct and through tutorial! Trying to figure this out 2 hours before game time, and the other Levels and Wallheight tutorial I found was 50 minutes long! Ain't no GM on game day got the time for that! 7 minutes, and I can spend the next hour and a half finalizing this map! You rock!
Yesss, this video is exactly what I've been after. So, so many of the Foundry vids and tutorials I search for assume I'll have 10+ addons and (god forbid) even access to Patreon specific stuff. No bruh, I'd not like to make this a 3D levelled highrise; I just want my little inn to have two floors. Easy to follow explanations and fine editing makes it easy to just loop back 5 seconds. Wonderful stuff, subbed.
Okay so all the other stuff aside. Which was good btw. THANK YOU, THANK YOU, THANK YOU for realizing being able to see what you are doing by magnifying the areas you are using so it can actually be seen clearly. I have had a ton of trouble with previous tutorials, because they expected you to have microscopic vision to see what the hell they were doing.
@@DungeonMasterJosh This video and visual was what I needed to wrap my head around it. And will recommend your channel. Ever interested in P2e let me know.
This was a great tutorial! Thank you! I'm doing an Easter heist one-shot, and have a 3 level'd bank they'll be breaking into that I didn't want to drag tokens around on. Since it's a relatively simple design, I thought I'd use this tutorial on it to get practice on multi-lvl in and see what's involved.
This is a great tutorial! Not sure if it's mentioned already, but the best way to handle drawing tool items I've found is to remove the text, keep the line, but put the opacity to the lowest setting, and then make the doodle stealthed. This way, as the GM, I can still see where my doodles are, but the players don't.
pfft. That was funny, I didn't think anything of the example building until you suggested there was something special about it. Then I just stared at it really hard and it clicked when you showed the two levels overlapping. Ah, Barovia. Good work, good work.
Well, this is the first video I see from your channel and it is absolutely amazing, I'll go ahead now and see what else you've done, if all your videos are this well explained and paced, learning foundry will be not only easy but delightful.
you sir, are a gentleman, and a scholar. *builds an altar to feed the flames of sacrifice for the almighty algorithm gods* *tosses headache medicine in the flames* shouldn't be needin' those no more *dusts hands*
I have both Levels and Wall Height enabled but I don't have some of the options that you have. I don't have the option to add my roof, nor do I have the thing under drawing that lets me set the stairs to change player levels. Anyone know what I need to do to get these options?
So im having a weird problem where it’s placing all the layers as roofs, i have the Better Roofs module installed and i have the option selected to over write it but I can’t get it to work
Nice video. Thank you. How to have the fog of war works for each level? I mean I want that the explored tiles/floors be visible (in grey...), but not the unexplored floors. Because it happens to me that when I explored all a floor, even the other unexplored floors become all visible.
The levels mod has changed since this video you no longer have to option to turn your drawing into a hole, you can do stairs, Elevator, Stairs one down or Stairs one way up. Any chance you can do a new video on the updated module and find out how to do holes with it?
@@DungeonMasterJosh 😂. BTW does Dungeon Draft work for webm files? Like for animated maps? I'm trying to find something that will so I can use levels instead of changing scense
So love this new to foundry coming from roll 20 here’s my question working on it today I had put a light and sound source and when my players are on the second floor they still get sound and light on the second floor also how do I fix that
I have had nothing but problems with the whole fog / items being above or below for tiles, the fact that levels doesn't allow for more than the base level fog system is very frustraiting.
Hey there! Loved the video, I have a problem however, it's quite awkward to have a token being visible from downstairs. From upstairs looking at the other token it's great, but otherwise it's weird to have like, a floaty token that's the upstairs one around.. don't know what to do about it.
Yeah, I've struggled with this as well. The best way I have found to work around this is adjusting the opacity of the upper level so you can see that they're on a balcony or something.
Thanks for the pleasant, coherent guide! Er, do you need to keep the foreground layer activated at all times? Did you send anything to the bottom layer? Are these all overhead tiles? Sorry, I'm very new to Foundry as well, hahah, so I'm scratching my head at a lot of this.
I typically use the background layer for the setting (grass or whatever is outside) but in the video I only had the building so I only used the tiles. So I didn't use a foreground or background image (you can though). If you need any more clarification or have any other question please let me know. Thanks!
Hello. Hopefully you still reply to messages. How do you know how to make the Foundry Scene size the same as the Dungeondraft one? I'm really struggling, I make a basic little house and then its absolutely gigantic on the Scene Page and I can't drag it in.
I used the levels mod in this. I'm working on an updated version as this was for V9 of foundry and some things are little different in V10. MultiLevel tokens mod is very useful and what I use a lot of right now. You might want to check that one out.
The only thing I can't seem to figure out is how you made the hole? I have the layers and stairs set but I can't make the people on the balcony see the people below I drew a squar set it to 0-80 (The roof) but nothing :(
I think I might know what it is, but I'm not 100%. When he made the map in Dungeondraft, his 2nd floor is "empty/transparent" where the 1st floor is, right? But at least for me, I've been using a map that has no "empt/transparency", instead it attempts to simulate the below having the same area again. Thus, it's opaque/the models can't be seen through. If that makes sense...?
How would you do a basement? Would 0-9 basement,10-19 ground 20-29 2nd floor work ? Also how did you make the image import with a clear view from the top? When I tried to do that it's a grey grid. ty
You can go into the negatives, so your basement can be -1 down to -10(Or how ever big you want the basement). For the second question, I'm not sure I understand the issue. Is it pulling in the surrounding area as a grey grid?
@@DungeonMasterJosh Thank you for the reply. I found out that PNG or WBP are the ones that I need to use for transparent holes in my building instead of black. I think I just have to start over on my map. I just recently started learning DD and Foundry VTT. I've learned that I have to basically develop each level or building and then put it together in found. Last night I could not get stairs or transition to work for the life of me. I imagine poor level design on my part. I'm starting over and I will see if that plan work. Appreciate your short to the point videos.
May I ask why is overlapping levels not recommended? I'm currently working on a multi leveled fort map, and I need my main and secondary walls to be visible from multiple levels.
For some reason when I make the hole, tokens on the top layer wont see anything but the ones on the lower side can see the ones on top and get smaller xD as if i did it upside down or whatever. I make sure the top layer is the overhead and all of that. I guess I am a big dummy
The first thing I would check is that the height (top) and height (Bottom) are set correctly. So on mine, the top is set to 19, and the bottom is set to 0
@@DungeonMasterJosh I think they are. Bottom one 0-9, top one 10-19. In fact if I move a token to the top side they will change their height to 10. Yet they will be visible from the bottom and change size 😂 thank you for looking into it :)
I did this and the walls on the second floor let players walk thru the elevation sets to 20 and the 2nd floor is 10-19. Other than manually setting player elevation to 19 is there a way to fix this? Also could you do a deep dive on Monk's Active tiles...most videos i've seen are very light and only kind of go over whatever the particular GM is making with it at the time.
Sorry for taking so long to reply, I was adding a new member to the party, if you know what I mean. To fix that I would first look at the stairs to verify that they are setting characters to the correct elevation when they walk through. Mine have a height (Top) of 9, and height (Bottom) of 0. Thanks for the video suggestion. I have been thinking about doing a video on that topic, there is just a lot to it.
Is it possible to take an existing map that has had lighting and walls set up and convert it to a level without having to do all that work again? Or use a level on top of a background scene map that is already in place?
You can adjust the wall height to the first level and stack levels on top of your existing map, if you are using it as the ground floor. For other floors, you could copy and paste the walls and lights to the new scene with the levels, then adjust the wall height as needed.
Quick question that I think I already know the answer to: If I'm using a premade map that has both levels on the same map, I can't use this technique can I? Like I can't line up two versions of the full maps on top of each other, with out it being a big mess, right?
I don't know of a good way to do this with a premade map. You could use a teleporter (Like monks active tile) to teleport the tokens when they step on the stairs, that's the easiest way I know to handle premade maps.
@@DungeonMasterJosh I looked around a bit and I ended up using the module Multilevel Tokens by grandseiken. It does exactly what levels does here in your video only it doesn't require stacking anything so it works on premade maps where the levels are spread out over the map. It basically teleports tokens to a different spot on the map but ALSO, and this is the best part, allows you to clone the tokens on lower levels so that you can still see the other players moving around lower levels. It might be worth making a video about it for DMs who have opted to use maps made by mapmakers! :D I like the quality of your videos over some of the others I have watched.
hey dude! I'm following your tutorial and i get stucked in the drawing process. Simply couse i didn't get the draw stairs tool. Did i miss something in the config?
Some of the UI stuff has changed and I'm working on an update to that. I did just put out a simplified version here th-cam.com/video/qhD6-r-JZVg/w-d-xo.html
@@DungeonMasterJosh Thank you josh. I've seen the other video and that's much much easier. I have another question about the multi level sistem: does it work with the wall high mod? I'm fairly new to foundry so sorry if you find odd and stupid my question.
@@danieleceschia2713 your questions are not stupid and I don't mind. Unfortunately though, I haven't tried using it with the wall high mod so I'm not sure.
youde think proper floor level funtonality would be something vtt's would want to get implemented asap, but for some reason it seems its still up to people to mod their own solutions like this. its frankly a bit rediculous and shows a lack of motivation to innovate when competition doesn't force them to.
Honestly Foundry was hyped up this great tool. The fact that it costs anything and cant do this from first download is pretty bad. In fact foundry feels like a very poorly built program
I somewhat agree, but it's the cheapest tool and with mods you can do more with it than some of the competitors. Foundry is just VERY dependent on the community and mods. I'm curious to see WotC's VTT. All the current ones leave a lot of room for improvement. With that said, Foundry is still my favorite as of right now.
Just to let everyone know, If you're working with a huge map do keep into consideration the FPS and space it takes up while making the multi layer maps. Not just from your computer but from your players who are using the web browser to access your server.
That's a good point and definitely something to keep in mind.
Dude this was an amazing tutorial, I've watched other videos but they would always have a fair amount of other add ons enabled at the same time. I love that you only had/showed the add on that was needed for this. Amazing work I'm hoping you have more because you did a great job explaining.
Thanks for this comment, it means a lot.
Tutorials with a bunch of unrelated add-ons is a pet peeve of mine, so I try to avoid doing that.
Thanks for the succinct and through tutorial! Trying to figure this out 2 hours before game time, and the other Levels and Wallheight tutorial I found was 50 minutes long! Ain't no GM on game day got the time for that! 7 minutes, and I can spend the next hour and a half finalizing this map! You rock!
Yesss, this video is exactly what I've been after. So, so many of the Foundry vids and tutorials I search for assume I'll have 10+ addons and (god forbid) even access to Patreon specific stuff. No bruh, I'd not like to make this a 3D levelled highrise; I just want my little inn to have two floors.
Easy to follow explanations and fine editing makes it easy to just loop back 5 seconds.
Wonderful stuff, subbed.
This was insanely helpful, and all of that in just 7 minutes. Cheers!
Okay so all the other stuff aside. Which was good btw. THANK YOU, THANK YOU, THANK YOU for realizing being able to see what you are doing by magnifying the areas you are using so it can actually be seen clearly. I have had a ton of trouble with previous tutorials, because they expected you to have microscopic vision to see what the hell they were doing.
Thank you! I appreciate your message. I try to make my videos with the viewer in mind. I'm still tying to get improve but I'm happy this helped.
@@DungeonMasterJosh This video and visual was what I needed to wrap my head around it. And will recommend your channel. Ever interested in P2e let me know.
@@jackeldridge4225 Thanks. I've considered things like P2e and I might give it a try at some point.
This was a great tutorial! Thank you! I'm doing an Easter heist one-shot, and have a 3 level'd bank they'll be breaking into that I didn't want to drag tokens around on. Since it's a relatively simple design, I thought I'd use this tutorial on it to get practice on multi-lvl in and see what's involved.
This is a great tutorial!
Not sure if it's mentioned already, but the best way to handle drawing tool items I've found is to remove the text, keep the line, but put the opacity to the lowest setting, and then make the doodle stealthed. This way, as the GM, I can still see where my doodles are, but the players don't.
Wow you've made that so easy to follow and get my first multilevel working.
Thanks so much for this video!
pfft. That was funny, I didn't think anything of the example building until you suggested there was something special about it. Then I just stared at it really hard and it clicked when you showed the two levels overlapping. Ah, Barovia. Good work, good work.
This is an amazing walkthrough. Thank you for showing off what's possible!
Thank you!
Well, this is the first video I see from your channel and it is absolutely amazing, I'll go ahead now and see what else you've done, if all your videos are this well explained and paced, learning foundry will be not only easy but delightful.
Glad you enjoyed it. Good luck with your Foundry journey. If I don't have something Axium has a lot of great videos on Foundry
I liked this, explained so well in such a short time. Good stuff!
Thank you! I try to keep it short and sweet
The Martikov's are really nice people :D
😂 they are
you sir, are a gentleman, and a scholar.
*builds an altar to feed the flames of sacrifice for the almighty algorithm gods*
*tosses headache medicine in the flames*
shouldn't be needin' those no more
*dusts hands*
Oh hey that's the blue water inn, the map I wanted to make levels for
I have both Levels and Wall Height enabled but I don't have some of the options that you have. I don't have the option to add my roof, nor do I have the thing under drawing that lets me set the stairs to change player levels. Anyone know what I need to do to get these options?
Thank you! Very well put together and to the point!
Thanks! That's how I try to do it
Yes you did and it caught me off guard
So im having a weird problem where it’s placing all the layers as roofs, i have the Better Roofs module installed and i have the option selected to over write it but I can’t get it to work
Nice video. Thank you.
How to have the fog of war works for each level?
I mean I want that the explored tiles/floors be visible (in grey...), but not the unexplored floors.
Because it happens to me that when I explored all a floor, even the other unexplored floors become all visible.
Thanks for this! very well explained!
Thanks Erik, I appreciate the message. Let me know if there are any other videos you'd like to see.
Awesome step by step!!!
Thanks!
The levels mod has changed since this video you no longer have to option to turn your drawing into a hole, you can do stairs, Elevator, Stairs one down or Stairs one way up. Any chance you can do a new video on the updated module and find out how to do holes with it?
Haven't found a solution yet... this annoys me so much
I just read that from version 10 onward this function was deleted. We won't be able to do this anymore I fear.
man, that map makes me want some wine for some reason
Unfortunately our last shipment never came and are almost out...
@@DungeonMasterJosh 😂. BTW does Dungeon Draft work for webm files? Like for animated maps? I'm trying to find something that will so I can use levels instead of changing scense
You can export as webm but I've never tried animated maps with it. Usually if I have an animation I just pull it in as a tile.
HOLY HELL! Thank you!
So love this new to foundry coming from roll 20 here’s my question working on it today I had put a light and sound source and when my players are on the second floor they still get sound and light on the second floor also how do I fix that
I have had nothing but problems with the whole fog / items being above or below for tiles, the fact that levels doesn't allow for more than the base level fog system is very frustraiting.
Hey there! Loved the video, I have a problem however, it's quite awkward to have a token being visible from downstairs. From upstairs looking at the other token it's great, but otherwise it's weird to have like, a floaty token that's the upstairs one around.. don't know what to do about it.
Yeah, I've struggled with this as well. The best way I have found to work around this is adjusting the opacity of the upper level so you can see that they're on a balcony or something.
Thanks for the pleasant, coherent guide! Er, do you need to keep the foreground layer activated at all times? Did you send anything to the bottom layer? Are these all overhead tiles? Sorry, I'm very new to Foundry as well, hahah, so I'm scratching my head at a lot of this.
I typically use the background layer for the setting (grass or whatever is outside) but in the video I only had the building so I only used the tiles. So I didn't use a foreground or background image (you can though). If you need any more clarification or have any other question please let me know.
Thanks!
Thanks a TON! I love BaileyWiki, but his videos on this did not help me understand this nearly as well as yours. :D
That's awesome, I love to hear it!
Hello. Hopefully you still reply to messages. How do you know how to make the Foundry Scene size the same as the Dungeondraft one? I'm really struggling, I make a basic little house and then its absolutely gigantic on the Scene Page and I can't drag it in.
Oh, the Blue Water inn.
It is indeed!
yes, you got your outro done before i left.
Haha, that's the goal
Great tutoriel, thks
if the roof is placed that way and not as a level itself. can tokens still get on the roof?
some reason my roof dont work i downloaded the links u put in the description but the better roofs don't work idk why
i like the setup of the stairs but didnt see the mod for it referenced? what would that be?
I used the levels mod in this. I'm working on an updated version as this was for V9 of foundry and some things are little different in V10.
MultiLevel tokens mod is very useful and what I use a lot of right now. You might want to check that one out.
i looked back at it because of the different ui in the newest version i missed the button thx
Here is an updated version for V11 of this video: th-cam.com/video/nJphS_iH8Tk/w-d-xo.html
The link moves you to the same video :/
Thanks for letting me know. Not sure how that got messed up but it's fixed now.
Are holes still a thing? I didn't see that tool available
The only thing I can't seem to figure out is how you made the hole? I have the layers and stairs set but I can't make the people on the balcony see the people below I drew a squar set it to 0-80 (The roof) but nothing :(
I think I might know what it is, but I'm not 100%. When he made the map in Dungeondraft, his 2nd floor is "empty/transparent" where the 1st floor is, right? But at least for me, I've been using a map that has no "empt/transparency", instead it attempts to simulate the below having the same area again. Thus, it's opaque/the models can't be seen through. If that makes sense...?
How would you do a basement? Would 0-9 basement,10-19 ground 20-29 2nd floor work
? Also how did you make the image import with a clear view from the top? When I tried to do that it's a grey grid. ty
You can go into the negatives, so your basement can be -1 down to -10(Or how ever big you want the basement).
For the second question, I'm not sure I understand the issue. Is it pulling in the surrounding area as a grey grid?
@@DungeonMasterJosh Thank you for the reply. I found out that PNG or WBP are the ones that I need to use for transparent holes in my building instead of black. I think I just have to start over on my map. I just recently started learning DD and Foundry VTT. I've learned that I have to basically develop each level or building and then put it together in found. Last night I could not get stairs or transition to work for the life of me. I imagine poor level design on my part. I'm starting over and I will see if that plan work. Appreciate your short to the point videos.
Feel free to reach out if you have any questions. I always like helping new people to DND or foundry.
Can you do this now in native Foundry V10 using overlay tokens and setting height
Yeah, pretty much. There isn't a great way to do things like stairs natively but with v10 you can do this without mods.
May I ask why is overlapping levels not recommended? I'm currently working on a multi leveled fort map, and I need my main and secondary walls to be visible from multiple levels.
If you're players are in different levels of the house, is there a way to see them at the same time, or do you have to switch levels?
was hoping to use this for an upcoming session but it requires a version that I apparently don't have
I think they have updated it for V10 which is in testing at the moment.
For some reason when I make the hole, tokens on the top layer wont see anything but the ones on the lower side can see the ones on top and get smaller xD as if i did it upside down or whatever. I make sure the top layer is the overhead and all of that. I guess I am a big dummy
The first thing I would check is that the height (top) and height (Bottom) are set correctly. So on mine, the top is set to 19, and the bottom is set to 0
@@DungeonMasterJosh I think they are. Bottom one 0-9, top one 10-19. In fact if I move a token to the top side they will change their height to 10. Yet they will be visible from the bottom and change size 😂 thank you for looking into it :)
What I was saying is that the hole itself (on mine) is set from 19 (top) to 0 (bottom)
I did this and the walls on the second floor let players walk thru the elevation sets to 20 and the 2nd floor is 10-19. Other than manually setting player elevation to 19 is there a way to fix this? Also could you do a deep dive on Monk's Active tiles...most videos i've seen are very light and only kind of go over whatever the particular GM is making with it at the time.
Sorry for taking so long to reply, I was adding a new member to the party, if you know what I mean.
To fix that I would first look at the stairs to verify that they are setting characters to the correct elevation when they walk through. Mine have a height (Top) of 9, and height (Bottom) of 0.
Thanks for the video suggestion. I have been thinking about doing a video on that topic, there is just a lot to it.
Is it possible to take an existing map that has had lighting and walls set up and convert it to a level without having to do all that work again? Or use a level on top of a background scene map that is already in place?
You can adjust the wall height to the first level and stack levels on top of your existing map, if you are using it as the ground floor. For other floors, you could copy and paste the walls and lights to the new scene with the levels, then adjust the wall height as needed.
Quick question that I think I already know the answer to: If I'm using a premade map that has both levels on the same map, I can't use this technique can I? Like I can't line up two versions of the full maps on top of each other, with out it being a big mess, right?
I don't know of a good way to do this with a premade map. You could use a teleporter (Like monks active tile) to teleport the tokens when they step on the stairs, that's the easiest way I know to handle premade maps.
@@DungeonMasterJosh I looked around a bit and I ended up using the module Multilevel Tokens by grandseiken. It does exactly what levels does here in your video only it doesn't require stacking anything so it works on premade maps where the levels are spread out over the map. It basically teleports tokens to a different spot on the map but ALSO, and this is the best part, allows you to clone the tokens on lower levels so that you can still see the other players moving around lower levels. It might be worth making a video about it for DMs who have opted to use maps made by mapmakers! :D I like the quality of your videos over some of the others I have watched.
@@KaraZypher I haven't heard of that one. I'll definitely check it out. Thanks for letting me know!
hey dude! I'm following your tutorial and i get stucked in the drawing process. Simply couse i didn't get the draw stairs tool. Did i miss something in the config?
Some of the UI stuff has changed and I'm working on an update to that. I did just put out a simplified version here th-cam.com/video/qhD6-r-JZVg/w-d-xo.html
@@DungeonMasterJosh Thank you josh. I've seen the other video and that's much much easier. I have another question about the multi level sistem: does it work with the wall high mod? I'm fairly new to foundry so sorry if you find odd and stupid my question.
@@danieleceschia2713 your questions are not stupid and I don't mind. Unfortunately though, I haven't tried using it with the wall high mod so I'm not sure.
Is that a tavern or a barracks?
It's a tavern/inn, but it's from a specific adventure module.
@@DungeonMasterJosh Bluewater Inn from CoS?
That is correct!!! Well, I feel better about it now that someone was able to identify it haha
@@DungeonMasterJosh It looks great. Tell Urwin I said hi!
Haha. I appreciate it!
What a coincidence, I'm also doing bluewater inn
youde think proper floor level funtonality would be something vtt's would want to get implemented asap, but for some reason it seems its still up to people to mod their own solutions like this. its frankly a bit rediculous and shows a lack of motivation to innovate when competition doesn't force them to.
That's totally the Valakki Tavern/Inn
It is indeed 😁
Aw yis. I did the thing >:D
The Bluewater Inn
how do I get that function of floors? my foundry doesn't have it
This made me randy
I'm not sure what that means lol
Honestly Foundry was hyped up this great tool. The fact that it costs anything and cant do this from first download is pretty bad. In fact foundry feels like a very poorly built program
I somewhat agree, but it's the cheapest tool and with mods you can do more with it than some of the competitors. Foundry is just VERY dependent on the community and mods. I'm curious to see WotC's VTT. All the current ones leave a lot of room for improvement. With that said, Foundry is still my favorite as of right now.
absolutely awful. Just use multilevel tokens mod