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Heya everyone!! I am really happy to announce that a lot happened regarding the a day at FoundryVTT map modules! But first: A big thank you to Tim from the community for the amazing animated logo you can see in the Video and to Hassels Audio for the amazing music once again! (And the amazing help at home to be able to realize this post / video in the first place :))

LEVELS integration:

I’m very happy to share that, thanks to your amazing support, the a day at team has grown a bit! I’ve brought the talented freelancer "ShadowPlays" on board to help with some exciting foundry updates for Thorough GMs! This is something I certainly couldn't have realized without Shadow, so a huge thank you to Shadow at this point!!Shadow is currently working on integrating the LEVELS module by the Ripper93 into the a day at Foundry modules! Since many of my maps are created with verticality in mind, the LEVELS integration just makes soo much sense!You can find more information about the LEVELS Module and many other, super handy, FoundryVTT modules on the Ripper93's Website here: https://theripper93.com/Shadow already have been super busy in the last few weeks incorporating LEVELS into the existing modules (and helping me tackle the backlog of maps) but before we roll all of those out - some still need a bit of testing and finetuning and we wanted to start small, so you can give us your feedback on how this all works out for you and if there are things we should keep in mind for future releases. Here's an example from the "wrong side of town" pack:

So for now we are starting with the:

#11 - post-apocalyptic settlement (although the levels module isn't really making such a difference here, but since this was part of the missing backlog it made sense to tackle that one)

#20 - Wrong side of town

If you have already downloaded #20 you can now just update it in your FoundryVTT Add-on Module Overview. That also applies for former Thorough GMs that still have the modules installed (or saved the download link XD) Thorough GMs can find the download link for the #11 module in their "#0_FoundryVTT_Map_Modules" Folder on the cloud.Of course Shadow is working on adding levels to more existing map modules and will add the levels integration to new maps that get published!Next up on the list of modules what will get published with Levels sooner than later is the #17 - Mall map module (there is still a stubborn bug that needs some fixing) and the #19 - Military Base map module after that.I will update you through the cloud update posts (and Discord Channel) when more modules have been updated. Or you can regularly hit the update button in Foundry to see if they have been updated.Future map packs will come as vanilla variants first with the Content pack publication as usual and will get an update with the LEVELS Module with some delay to give Shadow a bit of time to incorporate everything.

Also new: The "#0 a day at" module!

This super cool module Shadow worked out as well is also now available for Thorough GMs! It's made so you:

Can better navigate through map variants inside the LEVELS version (see example below)

Get information about updates and news for a day at FoundryVTT content

Have access to tokens and props inside FoundryVTT to fine tune your maps

Here's an example how you can double click on the tiles to the left (with "token controls" active) to change from the day to the night version or vice versa in the "wrong side of town" set. In other modules you will also be able to change from modern to abandoned versions when those are part of the content pack:

The tokens and props can come especially in handy if you want to individualize your maps for the encounters you had in mind. Including so far:

Cars (over 800 in total, especially meant to put them on the maps without cars so you have more freedom to put them where you want and to move them during your sessions)

Aircrafts (like airplanes & helicopter)

Boats

Blood Splatter

General Overlays

Flora (Plants & Trees)

Fauna (animals like rats and birds)

Stairs (In case you want to spontaneously want to create ways up or down ...)

Clutter (like metal sheets, roof equipment, graffiti, street equipment, boxes, gas masks, trash piles, ...)

Weapons (machine guns, knives, spiked baseball bats, sea mines, torpedoes, ... )

Shadows

envionmental effects (so far only smoke, more planned)

modular roofs

container

All in a grid sized, 100ppi webp format so they can be used conveniently inside Foundry. You can find them in the tile browser here: modules/a-day-at-0/images/tokens once you have activated the module.Thorough GMs can now find the download link in the #0_FoundryVTT_Map_Modules folder on the cloud. Or download it automatically as part of the dependency with one of the updated modules with levels integrated.

Free FoundryVTT Map module:

I am also very happy to announce that from now on you can use a curated selection of my free maps in FoundryVTT as well!

You can see a bit of a preview in the video at the start of this post.It includes 38 different (mostly multi-layered) maps resulting in over 130 scenes o.OIncluding maps from the following content packs:

a day at the bunker

a day at the airport

a day at the skyscraper

a day at the suburbs

a day at the mall

a day at the secret research facility

a day at the military base

a day at the wrong side of town

a day in the [nuclear] submarine

a day at the hospital

a day at the prison

a day at the space station

Readily equipped with walls, windows, doors, door sounds and regions for weather suppression (when applicable). The Free Module is available for easy installation in the Foundry module installer -(Go to "Add on Modules" > "Install Module" > search for "a day at" and you will find it there :)You can also access the free module via Link to include in Foundry here: https://github.com/a-day-at/free-maps/releases/latest/download/module.json [You can find a little explanation on how to install it as attachment to this post]

Plans for the future:

With your feedback in mind Shadow will finish up the backlog of vanilla Foundry modules to LEVELS modules bit by bit.

We are also working on updating the modules to FoundryVTT Version 13, but since there have been some major changes in V13 that we would like to include in the updates we will still need some time to implement those and this is not the main priority right now. BUT if you already are on V13:the modules as they are now work nonetheless - they just have no specific V13 features integrated.

I also want to Integrate more content on the #0 - "a day at" module so you have more options to fine tune your maps inside Foundry so they better fit your personal preferences. If you have wishes what could come in handy for you please just say so and I'll try to incorporate it!

I hope this will be an amazing addition to all of you who use FoundryVTT! If you have questions / problems or anything don't hesitate to reach out! The easiest way to do that is by joining the a day at Discord Server and write there, but of course you can also comment on a post or DM me. Greetings from Ana.FAQ: What is the "a day at" module and why is it a dependency?The #0 "a day at" module is included for a variety of reasons.First of all, the maps with Levels integration also come with tokens that allow you to change the variant of the map (for example modern/ abandoned variants) with just a double click on that tile. So that the information (images) for those don't have to be included in every module they get the information from the #0 module. So in order for them to work the #0 module has to be activated.Secondly - this module allows to "store" some convenient things that you might need for a few of your adventures. That includes tokens - like car and helicopter tokens or overlays for blood splatter or dirt - that help you change the mood of your scene quite quickly. Lastly it helps communicate with you since it integrates pop-ups that will announce updates, changes to installed modules or announces the latest available modules from a day at. It also opens up for more possibilities and additions that we might integrate in the future..Do I have to use the modules with levels integration?No. You can also use them as vanilla maps without levels. To keep things neat, both the vanilla and levels variants of the maps are included in one module, but the "Levels" dependency is optional, so you don't have to activate it..Can I include the floorplans as fog of war image like they are in the vanilla versions? Sadly this is a feature that Levels has not implemented (yet at least). But it is possible to create individual fog of war instances for the different levels, like shown from Baileywiki here: https://youtu.be/KLGgbhUx28Y?si=urnz7A_m8XKO7jlj

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Comments

Rin Vindor

Heck yeah! This is awesome!

Angela Maps (SAGames)

That looks great! I really need to look into doing levels by default on my mods :)

a day at

Thanks! And yes! Absolutely should you give it a go :)