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View Full Version : Softer edges for LOS visibility?



timg
January 30th, 2021, 18:37
My session moved to FGU just as they entered Scarwall (first big dungeon crawl in a while) from CoCT. The move to LOS was initially seen as positive but has since seen a lot of complaints around clarity on their maps. The fact that the LOS ends right on the edge of the wall means that they see just a black line/shape on their map with no concept of what is causing it. In the old days of using masking I would always put the mask line part way into the wall so they could look at a glance and see that the edge of the room was a wall or window or pillar quite easily.
While I appreciate the painstaking work people have done to match along the edges of every wall, it is leading to a lot of confused player questions of "what wall/door" and "is that a pillar?" etc.

I get that I can go through all the maps and undo others work to slide the LoS surfaces to where I want them, but I am sure that some others must be seeing similar things. It would be great if we could simply apply some "fuzziness" to the edges to allow some range of pixels to be shown on the other side of the wall. Undoing all the previous work will also take a while and goes against my whole reasoning around purchasing pre built content to let me focus on just running the game.

Is anyone else experiencing player pain here?
T

Zacchaeus
January 30th, 2021, 19:08
You can see 'through' an occluder to about 5% I believe of the width - or something like that. It will also depend on what the map image is. If the walls are drawn in thick black then it's difficult to distinguish perhaps and often the cartographer will have added a shadow to the wall - also in black most likely. Also will depend on the width of the wall.