Friday, March 13, 2015

Opacities and Map Layers In Tiled

A little more, just for some quick ideas, using the opacity feature in Tiled to give hints to your players about what's to come, as well as laying out your map.


Per norm, we have our opening scene, that quaint little fort next to the sea. A shipping vessel docked. There is a pretty good supply of lumber here, and the foothills suggest some possible ore mining. But what ho! What is that little hole to the middle north? Let's explore!


Ok, normally I don't do a layer just for a single icon or design element, but this is one of those times that it might be a good idea. This allows your players to definitely focus on a point of entry. Here, the top layers are reduce in opacity to about 50%. We can see there is something happening down below - which if as the official map maker or DM/GM, you can also add a fog layer over the lower map and delete as you go.


Reducing the opacity of the top layers to about 10%. Our players are now immediately immersed in the cave system below; but you can still show a hint of the coastline if you wish - mostly for your players to understand large BOOM's may make sea walls come rushing in...eeps!


Or, take away the top layers totally by reducing them to 0% opacity. Let those players guess how thick the walls are. Mwah ha ha ha haaaaaaaa. - 'Sure! You can light that powderkeg to clear some of that ice and rocks from that area [evil grin]'


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