Script: https://github.com/BaldarSilveraxe/Dungeon-Connect Market Link: Market Link V: 0.2 Reduced some duplicate code and JSLint clean ups. V: 0.3 Testing "nudge rotation" for branch add. V: 0.4 Updated menu with icons. V: 0.5 Added nudge rotation to all tools it can be apllied to. V: 0.6 - 0.7 Clean up v: 0.8 improved fill (using Aaron's handy dandy deferredCreateObj.) (Pack was sent over to the market, will be releasing a beta of the script with sample tiles tomorrow, but wanted to get the “instructions” and “help" content posted today.) Quickstart: 1) While on the GM Layer click "Add Segment." Invalid walls will be shown as a red line. Once the line is valid (45 degree angle and not intersecting another line) the walls with lighting will be added. 2) You can add a point to a line, effectively splitting it... and each new segment can be moved and the walls will update. 3) Branch points can be added 4) You get the idea... delete, merge, connect... etc. 5) Filling the map.... You have to close in an area and place the "paint can." Deletion of the "paint can" tiggers the fill action (there is a cancel button.) Doors and "secret doors" are also supported. So... its really that simple. Will be looking for feedback from anyone besides, Vince, Aaron, Gabe, Russ, Alan, and Wes... I hear enough from them already. Recommended Setup and Use: Initial Setup Create a new campaign. Install the two scripts. Chat pane should prompt you with a menu button. Tips: Only lines that are a multiple of 45 degrees will render. invalid lines will show as a red line. Nodes too close to another post to render will be tinted "red." Doors are on the object layer and overlay the wall gaps. You can move and place them from the GM layer by grabbing the "Feature" icon ("F".) Secret doors work just like normal doors, they are just hard to see (kind of the point.) As the GM you can see their location by the "feature" icon and an aura. Just select and toggle them on the objects layer like a normal door.