Polygon regions
Free-form areas at a chosen elevation. The bread-and-butter — towers, balconies, pits, raised platforms.
The 2.5D height system turns a flat top-down map into something that reads with depth. You draw where the ground rises and falls — towers, balconies, pits, ramps — and as players pan the camera, the basemap subtly shifts to sell the illusion. Tall things look like they’re slightly above the table; depressions read as holes in the floor.
It’s deliberately subtle and visual-only. Tokens, the grid, walls, lights, and rulers all stay at their true positions — distances measure correctly and clicks land where you’d expect.
Only GMs can author and edit height shapes. Every player in the room sees the parallax effect by default — but each player can disable it on their own device for performance, without affecting anyone else.
Polygon regions
Free-form areas at a chosen elevation. The bread-and-butter — towers, balconies, pits, raised platforms.
Rectangles & circles
Quick variants of polygon for axis-aligned platforms or round wells. Same data, different gesture.
Ramps
A linear gradient from one height to another. Stairs, slopes, ravines.
Brush
Freehand paint for irregular contours. Carve depressions, raise mounds, edit existing regions by overpainting.
Heights run from −1 to +1:
| Value | Meaning |
|---|---|
| +1 | Maximum elevation. Foreground; pans strongly opposite to the camera (looks “in front”). |
| +0.5 | Half elevation — a moderate platform. |
| 0 | Ground level. No parallax, no displacement — the basemap looks normal here. |
| −0.5 | Half depression. A shallow pit / wading pool. |
| −1 | Maximum depression. A deep hole; the basemap pans with the camera here, like it’s set into the ground. |
Most regions sit between +0.3 and +0.7 — strong enough to read, gentle enough to stay cinematic. Cliffs and big drops can use full ±1.
If you want shadows or real elevation-aware vision, you’re past the scope of this feature — but the height field is data the engine can read, and future features may build on it.
Drawing regions
Polygon, rectangle, and circle — the three ways to lay down a height region.
Drawing ramps
Ramps — linear gradients between two heights.
Brush painting
Brush — freehand contours, carving depressions, editing what’s already there.
Parallax & preview
Parallax controls + 3D preview — strength, height curve, per-device toggle, the 3D inspection modal, troubleshooting.