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Over the past month, we've gained 9 new DM's, GM's and map makers, including a few renown content creators! I don't want to call anyone out without permission, but I'm honored that you're with us.

Releases

June has seen the release of two new battlemaps (Warehouse and Open Field), the initial Patron release of the HellScape - Military asset pack, as well as the 1.1 update to said pack to fill out a few lingering items that didn't make the initial launch. Finally, that same post marked the v1.3 update of HellScape - Scrapers, which greatly expanded the types of modern and near-future commercial buildings you'll be able to create.

Furthermore, our Voting Members have voted for military-focused assets this month. Work continues on all fronts, but with this month's theme, I've been taking on one of the biggest tasks that effects all of HellScape; how to deal with very large objects like vehicles, which are planned to be released as tiles, not as objects included in a Dungeondraft pack.

Military Vehicles

Given FoundryVTT's new rooftop abilities, my intent is to build out interiors for vehicles, when possible. For this reason, vehicles will be scaled to best fit the size of a token.

Exactly what should appear over tokens, is still being worked out. In the example above, the tail should be above the token, but I'd like DM's to have the option to keep the aircraft and its surroundings visible while inside. (Who wants to miss out on the view?)

What's Next

I suspect military assets will be the focus of next month as well, but I'm also preparing to (finally) release The Wastes, the pack that ties everything together. The Wastes includes patterns, terrain, walls and objects for battlemaps set on the surface.

Looking Forward

The long term goal of HellScape is to provide ready-made battlemaps pre-packaged for FoundryVTT to go along with Dungeondraft assets. These maps won't just have lights and walls. They'll include hand-crafted soundscapes too.

Animated maps and animated tokens are also on my radar, because some objects simply beg to have a touch of motion. For example, if you use HellScape - Airship, you'll probably want the tile attached below. Just drag and drop it onto the static versions inside your VTT.

More free icons should be coming soon, as well as some fancy Patron only icons styled to more closely match Foundry's included set.

Finally, I'm developing a super-secret experimental asset type I'm calling Dynamic Entry Tiles. When life closes a door, use explosives to make a new one. Stay tuned for that!

Comments

Michael Chester

You might want to check out the Levels module if you want more flexibility on what shows up over tokens. You could have the tail show up over tokens at lower elevations, but still be able to have tokens walk on top of it.