Skip to content

Scenes And Maps

errorsallthethings edited this page Jun 29, 2026 · 3 revisions

Scenes are the main play spaces in Local VTT. A scene usually represents one battle map, location, encounter, region, or prepared table setup.

Each scene can have its own map, grid, fog of war, tokens, drawings, templates, effects, and visibility settings.

[insert image]

What A Scene Is

A scene is an individual map or tabletop setup inside a campaign.

A scene can include:

  • A static image, animated GIF, or video map.
  • Square, hex, or gridless settings.
  • Measurement settings.
  • Fog of war.
  • Tokens.
  • Drawings and annotations.
  • Area templates.
  • Weather and animated effects.
  • Layer visibility settings.
  • Player View visibility state.

Scenes are stored as separate scene files inside the campaign folder.

Create A Scene

To create a scene:

  1. Open a campaign.
  2. Go to the scene list.
  3. Choose New Scene.
  4. Give the scene a name.
  5. Select the scene to open it.

A new scene can start empty, or you can import a map after creating it.

[insert image]

Rename A Scene

Use clear scene names so you can find maps quickly during play.

Good names might include:

  • Goblin Cave Entrance
  • Ruined Watchtower
  • City Market
  • Boss Arena
  • Travel Map
  • Session 12 Ambush

If you run long campaigns, consider naming scenes by location, chapter, or session.

Import A Map

Local VTT supports several map types:

  • Static image maps.
  • Animated GIF maps.
  • MP4 video maps.
  • WebM video maps.

To import a map:

  1. Select a scene.
  2. Open the map controls or Map layer.
  3. Choose Import Map.
  4. Select the map file.
  5. Wait for Local VTT to copy the file into the campaign folder.

Imported maps are copied into the campaign's assets/maps/ folder. This keeps the campaign portable.

[insert image]

Replace A Map

Use the Map layer's replace action when you want to swap a scene's map asset without rebuilding the scene from scratch.

Map replacement keeps the existing scene setup, including fog, tokens, drawings, effects, grid settings, and Player View setup. If the replacement map has different dimensions than the current map, Local VTT shows a confirmation before applying the change.

This is useful when you export a corrected map, switch from a static map to a video version, or replace a placeholder map with final artwork.

Scene Thumbnails

When you import a map, Local VTT creates a small thumbnail for the scene list.

Scene thumbnails help you identify maps quickly without opening each scene.

For video maps, Local VTT attempts to capture a thumbnail from the first frame when the video can be decoded.

Use Regenerate Thumbnails from the Campaign panel if scene or token previews are missing, stale, or need to be rebuilt.

[insert image]

Static Image Maps

Static image maps are the most common map type.

They are useful for:

  • Battle maps.
  • Dungeon rooms.
  • Regional maps.
  • City maps.
  • Hand-drawn or exported map images.

After importing a static image map, configure the map fit, grid, and measurement settings.

Animated GIF Maps

Animated GIF maps can be used for simple animated scenes.

They are useful for:

  • Flickering torches.
  • Moving water.
  • Simple ambient effects.
  • Lightweight animated battle maps.

Large GIFs can be heavier than expected, so test performance before using them in a live session.

Video Maps

Local VTT supports MP4 and WebM video maps.

Video maps render muted and looped in both GM View and Player View.

Video map controls may include:

  • Play and pause.
  • Mute and unmute.
  • Playback diagnostics.
  • Map display controls.

Use video maps when you want ambient animated environments, moving effects, or premium animated battle maps.

[insert image]

Map Fit Modes

Map fit controls determine how the map sits inside the scene.

Common fit modes include:

  • Manual: Position and scale the map yourself.
  • Fit Contain: Fit the whole map inside the available scene area.
  • Fit Cover: Fill the scene area, allowing some cropping if needed.
  • Actual Size: Use the map's native pixel size.

Use Fit Contain when you want to see the full map.

Use Fit Cover when filling the display matters more than showing every edge.

Use Manual when you need precise placement or custom scaling.

Use Actual Size when the map's pixel dimensions matter for calibration.

Map Grid Dimensions

Many digital battle maps are designed around a known number of grid cells.

For example, a map might be:

  • 30 squares wide by 20 squares tall.
  • 44 squares wide by 25 squares tall.
  • 60 squares wide by 40 squares tall.

If you know the map's grid dimensions, enter them in the grid or calibration controls. Local VTT can use those dimensions to align the scene grid with the map.

[insert image]

Map Calibration

Use the Map Calibration Assistant when the visible grid does not line up with the imported map.

Map calibration can help when:

  • The map has a printed grid.
  • The grid is slightly offset.
  • The map image includes borders.
  • The map was cropped or exported with extra margins.
  • You know the grid dimensions but need better alignment.

For deeper instructions, see Maps, Grid, And Calibration.

[insert image]

Organize Scenes With Folders

Scene folders help keep large campaigns manageable.

Use folders for:

  • Current session scenes.
  • Prepared encounters.
  • Town maps.
  • Dungeon levels.
  • Random encounters.
  • Archived scenes.
  • Test scenes.

Scene folders can be renamed, colored, collapsed, reordered, duplicated, and deleted.

Deleting a folder does not delete its scenes. Scenes from a deleted folder move back to Unfiled Scenes.

[insert image]

Duplicate A Scene

Scene duplication is useful when you want to create a variation of an existing setup.

You might duplicate a scene to:

  • Create a before-and-after version.
  • Preserve a clean original map.
  • Build alternate enemy placements.
  • Prepare different fog states.
  • Make a test copy before major edits.

After duplicating a scene, rename the copy so it is easy to identify.

Reorder Scenes

Scenes and folders can be reordered so your session flow is easier to manage.

Useful ordering patterns include:

  • Put tonight's scenes at the top.
  • Keep active scenes above archived scenes.
  • Group scenes by location.
  • Sort dungeon rooms in exploration order.
  • Keep test scenes in a separate folder.

Delete A Scene

Deleting a scene removes it from the campaign.

Before deleting a scene, confirm that you no longer need:

  • Its map setup.
  • Token placements.
  • Fog shapes.
  • Drawings.
  • Templates.
  • Effects.
  • Turn-order-related scene state.

If the deleted scene is currently shown in Player View, Local VTT keeps Player View open and shows a waiting screen instead of exposing GM content or closing unexpectedly.

Save Scene Changes

Scene changes are tracked separately from campaign changes.

Examples of scene changes include:

  • Importing, replacing, or changing a map.
  • Adjusting map position or fit.
  • Changing grid settings.
  • Drawing fog of war.
  • Adding or moving tokens.
  • Adding drawings, templates, weather, or effects.
  • Changing layer visibility.

Save the scene after making important changes.

GM View And Player View Scene Behavior

The GM can open and edit scenes privately before showing them to players.

Opening a scene in GM View is useful for:

  • Preparing fog of war.
  • Placing hidden tokens.
  • Adjusting map calibration.
  • Checking effects.
  • Reviewing scene setup.

When ready, send the scene to Player View.

This lets the GM control when players see a new map or reveal.

Scene Preparation Checklist

Before using a scene during play, check:

  • The map is imported or replaced and visible.
  • The map fit looks correct.
  • The grid lines up with the map.
  • Measurement settings are correct.
  • Player View shows the intended content.
  • Fog of war is configured.
  • Tokens are placed and visibility is correct.
  • Effects, drawings, and templates are visible or hidden as intended.
  • The scene has been saved.

Good Scene Habits

For smoother sessions:

  • Keep scene names descriptive.
  • Use folders for session prep.
  • Duplicate important scenes before experimenting.
  • Save after major edits.
  • Test animated or video maps before the session.
  • Check Player View before players arrive.
  • Keep archived or unused scenes out of the active session folder.

Related Pages

Clone this wiki locally