Thread: TFT Map Maker
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Old 09-02-2018, 04:05 PM   #16
Shadekeep
 
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Join Date: Aug 2018
Location: Aerlith
Default Re: TFT Map Maker

Woo, go away for a weekend and the comments stack up! ^_^

I'm so glad folks are finding this useful, and I definitely plan to put more work into it. One thing that struck me is that it would be useful to have a "monochrome" mode, where you could build maps in pure black-and-white. I'd need to look into adding crosshatching and textures to the materials in order to differentiate them in that mode.

Now on to some of the questions, and sorry if I missed any. If I did, please ask again!

Quote:
Originally Posted by Chris Rice View Post
This looks very promising. Would it be possible to have icons or images for map features such as; mountains, castles, rivers etc.
Yes, I have latitude for adding symbol sets. Right now it's geared towards building dungeons, but I do want it to support large-scale overland maps as well.

Quote:
Originally Posted by fisherro View Post
I quickly found myself wanting the two missing “bulk” tiles. And then the rotations of the half-hex tiles. I wonder if it would be better to be able to separately select a rotation instead of having to have up to six copies of each type.
That's a really good idea. I probably could build in rotation instead of hardcoding six versions of everything. I'll put that on the research list as well, thanks!

Quote:
Originally Posted by GlennDoren View Post
What dev platform/framework are you using for this? Nice work, btw :)
Thank you. Right now it's purely in Javascript, with the HTML5 Canvas component doing all the graphical heavy lifting. I'm toying with putting it inside of a PHP framework. That would allow me to build it more intelligently, and would make it a doddle for folks to save their maps online with a simple account, since database integration in PHP is so easy.

Quote:
Originally Posted by GlennDoren View Post
I may have overlooked it, but I quickly found myself wishing for an erase/clear function (per hex, not the whole map)
It's mixed in with the hex brushes, which in hindsight isn't the most intuitive thing I could have done. It's the Eraser brush next to the Whole brush. It removes all the Components on the active Layer (Ground/Wall). There is no partial erase feature, so it's all-or-nothing right now.

Quote:
Originally Posted by larsdangly View Post
I agree that the coolest next step would be to add features like traps, etc. Perhaps a nice place to start would be to replicate all the mapping icons and functions from ITL, which I always really liked.
Another good suggestion, and I'll do some more research in my old ITL copy for the iconography.

Thanks again to everyone who has tried it out and posted feedback! I'd love to make this a truly useful tool for TFT GMs.

Last edited by Shadekeep; 09-02-2018 at 04:07 PM. Reason: typo
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