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Hey everyone! The wait is officially over.

As promised in the showcase video, here is the actual download for MapForge 0.3! I am so incredibly proud of this version. It fought me every step of the way, but we finally made it to the finish line.

Grab the ZIP file attached to the bottom of this post, follow the install instructions below, and go build some amazing maps! Thank you all so much for your patience, your feedback, and your support. You make this crazy journey worth it. <3

🛠️ MapForge 0.3 — What's New

Version 0.3 is the biggest update MapForge has ever seen. We have two headline features (Prefabs and Animated Objects), a rebuilt Shadows & Highlights studio, a real Scene Lighting mood studio, and a massive amount of polish across every single tool. Here is everything that changed:

Build Once, Place Forever — Prefabs

The biggest addition in 0.3. The Prefabs tab is now a real working library—no more "coming soon" card. Build a house, a cluttered table, a modular dungeon chunk, or a reusable street corner once, then drop it on any map as many times as you need. Each copy is independent; rotating or deleting one never drags the others along.

Capture as Prefab: Select tiles, walls, and floor paint on an existing map and turn that work into a reusable piece in one click. Walls come through with their art and thickness, and floor paint gets picked up automatically.

Adjust Bounds & Origin: A yellow handle rectangle lets you shape exactly where your prefab lives, and a blue origin marker sets where it places from (a doorway, a table edge, a corner).

Proper Chained Walls: Multi-point walls bake as one continuous wall body with real corner joins, so stone or brick patterns read as one wall instead of four separate strips.

Favorites, Search, Tags, Categories: A full working library, not just a list.

Missing Assets Handled Honestly: If a prefab depends on a pack you don't have, placement still works. Missing pieces get skipped, walls place as technical walls so the architecture is preserved, and a toast message tells you exactly what was left out.

Animated Objects

A new tab right next to Objects (Shift+O). Drop fire, running water, smoke, glowing runes, or any looping clip onto a map as easily as a static prop.

Import .webm or .mp4 straight from the tab. It features a drop zone, loop preview, and the destination is locked to Animated automatically.

Placed clips become native Foundry tiles, so they rotate, scale, move, delete, and undo like anything else.

Hover over a clip in the grid and the preview pane plays it on loop at full quality.

Real first-frame thumbnails in the library, so clips actually look like themselves instead of a wall of identical film icons.

Per-tile controls for Loop, Play on scene load, and Playback rate (0.25×–2×) live in the selection inspector. The rate saves per tile, so a slow campfire stays slow across reloads.

Animated tiles auto-pause when they scroll off-view and resume when you scroll back, keeping a scene full of motion highly responsive.

Quick-filter chips are available for fire, water, smoke, magic, ambient, or elemental tags.

Multi-select works: adjust several clips at once.

.mfpack files can now ship animated clips alongside standard static assets.

Objects Can Be Roofs

Chandeliers, canopies, treetops, cloud cover—any object can be placed as a roof directly! There is no more separate Roofs tab. A quick shadow-adjust window opens after placement so each roofed object can get its own lighting treatment. The placement shadow toggle has been moved to Shift+H to avoid conflicts with other modules.

Scene Lighting — A Real Mood Studio

Scene Lighting was completely rebuilt around visual mood cards instead of decorative day/night art.

Preview before applying, compare more looks on screen, and mix darkness, tint, style, and atmosphere together.

Features one-click darkness steps and a clear "No Tint" shortcut.

Preset changes are totally safe to try—nothing actually commits until you press Apply.

Shadows & Highlights Studio

Shadows & Highlights is now a proper studio: it features a live canvas-state card, an Active Effect inspector, a Scene Effects panel, and curated recipes for common shadow and light looks. Favorite your go-to recipes, reuse them with one click, and compare brushes with grouped families and real generated thumbnails.

Asset Import, Rebuilt

The Assets Import flow got completely honest.

Every pack now shows its real health state: Ready, Session only, Needs source, or Needs permission, with the right recovery action on the pack itself.

Large Dungeondraft packs stream during import instead of loading fully into memory.

Import failures now explain what actually went wrong.

Single Asset Import: Drop a PNG, WebP, JPG, JPEG, or SVG directly into a User Imports pack, with a preview, editable name, destination category, and tags.

User Imports is treated honestly as managed storage. It has a separate badge, a separate library section, and safe per-asset removal.

Pack failures (bad ZIP, missing manifest, wrong category, empty import) surface with specific recovery guidance instead of one generic error message.

Tools Got Better

Flatten Map: Much more reliable. One execution plan runs from preview through capture through cleanup, so what you see is what commits. Cleanup Recovery and Output Recovery cards let you return to a partial flatten and retry instead of losing context. Source-aware save (data / public / s3) is respected end-to-end. Hidden content no longer sneaks into the keep list.

Walls: Cleaner tab layout, clearer mode switching (technical vs visual, draw vs edit), and a fuller selection panel showing vision, light, sound, direction, door state, and wall-height values. Door and window splits preserve original wall behavior more reliably. Delete All Walls finishes cleanup in a single pass. Bulk deletes no longer leave orphan wall art behind.

Paths & Lines: Remembers your mode (Draw, Edit, Erase) when you switch away and come back. Overlapping path clicks cycle through the stack predictably. Selected control points take priority during edits. Older scenes recover lost path textures through more fallback routes. The ? hover help replaces giant walls of explanation text.

Floor Painting: Preloads the selected texture so the first click actually paints. The brush preview stays visible while dragging. Organic brushes blend much more naturally. Rectangle and polygon fills stay in place after reloads.

Lighting: The tab no longer crashes when you open it! Features faster inline adjustments for range, intensity, color, beam spread, wall blocking, and vision. A recent/stacked lights strip sits beside the selected light. Dense light clusters are much easier to sort through with stack cycling.

Polish & Fixes

Walls panel no longer crashes on open.

Lighting tab no longer crashes on open.

Object search no longer eats the first typed letter.

Roof Behavior toggles in Objects render correctly now.

Rotated prefab drops keep their object offsets intact.

Prefab placement no longer throws wall validation errors on mixed drops.

Flatten and Clear confirmation dialogs use the darker MapForge style instead of Foundry's default look.

Dozens of smaller UI tightenings across every tool: denser cards, cleaner sidebars, better collapse states, and less wasted vertical space.

Long explanations were moved behind ? hover help so the tools feel lighter without losing the guidance.AND A LOT MORE, BUT FUCK IT...

📥 How to Install

Since this is an early access release, you'll need to install it manually.

🚨 IMPORTANT: If you had a previous version installed, delete the old mapforge folder before extracting the new one!

Download the ZIP file attached to this post.

Find your Foundry VTT data folder:

Windows: %localappdata%/FoundryVTT/Data/modules

Mac: ~/Library/Application Support/FoundryVTT/Data/modules

Linux: ~/.local/share/FoundryVTT/Data/modules

Extract the ZIP contents directly into the modules folder.

You should end up with a folder called mapforge inside your modules directory.

Restart Foundry VTT (or refresh if it was already running).

Enable MapForge in your world's module settings.

Thanks for sticking with MapForge. 0.3 is the biggest update yet, and a lot of it - Prefabs especially - came directly from what you told me you wanted. Please keep telling me.

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