Directive 19: add Foundry VTT battlemap prompts (10 maps)

Adds 10 Foundry VTT-spec playable battlemaps (BR19-VTT-01 through 10).
Distinct from the blueprint maps and evidence exhibits — these are the
maps PCs place tokens on during play.

FORMAT SPEC researched against Foundry VTT documentation:
- 100 pixels per grid square (Foundry default)
- Image dimensions clean multiples of grid count (no partial squares)
- Aspect ratios chosen for clean grid divisions (4:3, 7:5, 16:9, 9:5, 3:2, 2:1, 7:4)
- No baked grid lines (Foundry draws its own)
- No baked labels or text (added in Foundry as scene notes)
- No baked dynamic lights for indoors (Foundry's lighting layer handles)

STYLE DIRECTION: top-down orthographic painted floor plan, not blueprint.
Photorealistic-adjacent texture with Blade Runner colour grading. Sodium
amber + cyan + magenta neon noir, wet reflective surfaces, deep shadow
corners, atmospheric haze baked in. Cinematic painterly finish.

MAPS:
- VTT-01 Voss Penthouse (32x24, 3200x2400) — Act I opening crime scene
- VTT-02 Volkov's Clinic (24x18, 2400x1800) — Halden's introduction
- VTT-03 Pham's Marina Safehouse (28x20, 2800x2000) — Wren walks past
- VTT-04 Saltgrove Warehouse 7 (36x20, 3600x2000) — memorial / ledger
- VTT-05 Parking Structure (32x18, 3200x1800) — Sera ambush
- VTT-06 Sandoval 88th Floor (36x24, 3600x2400) — fundraiser
- VTT-07 Sandoval Roof (24x18, 2400x1800) — broadcast relay
- VTT-08 The Terrace (32x16, 3200x1600) — the climax stage
- VTT-09 Lin Ai's Noodle Bar (16x12, 1600x1200) — small conversation
- VTT-10 City Morgue (28x16, 2800x1600) — forensic scene

Shared style suffix locks orthographic projection, banishes grid lines
labels and tokens, sets the cinematic Blade Runner colour grade.

Per-scene Foundry setup notes included: scene config, walls/lights/sound
layer recommendations per location, token sizing, the replicant-magenta
trick (faint dim magenta point light follows Wren through scenes — players
feel her without seeing her), and iteration tips for fighting Midjourney's
tendency to drift toward 3/4 isometric instead of true overhead.

File now 1191 lines, 60 total prompts:
  6 PCs + 8 NPCs + 12 location illustrations + 12 blueprint plans
  + 12 evidence exhibits + 10 Foundry VTT battlemaps
This commit is contained in:
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2026-05-22 11:27:41 +00:00
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---
## Usage Notes for the GM
## FOUNDRY VTT BATTLEMAPS *(top-down playable maps for the virtual tabletop)*
These are the maps the PCs will actually move tokens on. Different format and intent from the blueprint plans above — the blueprints are *documents the GM hands the players*, these are *the physical space the scene happens in.*
### Format spec
- **Grid:** Foundry VTT default of **100 pixels per grid square** (1 square = 5 feet = one Medium token).
- **Image dimensions:** must be a clean multiple of 100 in both directions, no partial squares at the edges. Standard sizes used below: 2400×1800 (24×18 grid), 2800×2000 (28×20), 3200×1800 (32×18), 3600×2000 (36×20).
- **Aspect ratio:** 4:3 (24×18, 32×24) for box rooms, 16:9 (32×18) for wider scenes, 7:5 (28×20) for the warehouse. Width should be a multiple of 16 and height a multiple of 9 where 16:9 is used.
- **Output format:** ask Midjourney to render at maximum dimensions, then post-crop and resize in any image editor (Photoshop, Affinity, Photopea) to the exact target dimensions. **A clean crop to the spec size matters more than the original Midjourney resolution.**
- **No baked-in grid lines** — Foundry draws its own. The prompts below ask for no grid overlay.
- **No baked-in labels or text** — names get added in Foundry as scene notes.
- **No lighting baked-in for indoor scenes** — Foundry's dynamic lighting layer handles candle, lamp, and torch effects. Render ambient base lighting only.
### Style direction
Top-down orthographic floor plan view, **painted rather than illustrated**. Photorealistic-adjacent texture rendering with neon noir colour grading. Wet floor reflections, sodium amber and cyan rim lighting on architectural details, magenta accent where replicants have been present. **Blade Runner aesthetic translated into a playable surface** — high-contrast lighting baked into the floor and walls themselves, deep shadow in the corners, atmospheric haze. Asphalt-grime detail, rain-slick puddles, scattered debris where relevant. Cinematic colour grade.
### Shared style suffix *(append to every Foundry battlemap prompt below)*
```
top-down orthographic battlemap view direct overhead perspective no camera
tilt, photorealistic painted floor plan style for virtual tabletop play,
Blade Runner Los Angeles 2037 aesthetic, sodium amber neon noir colour
grading with cyan and magenta accent lights, high contrast deep shadows in
corners, atmospheric haze rendered in the air, wet reflective surfaces
where appropriate, asphalt and concrete texture detail, scattered urban
debris where appropriate, painterly cinematic finish, no grid lines, no
labels, no text, no characters or tokens, no UI elements, clean ambient
base lighting only no dramatic spot lights, edges of the map flush to the
frame no border or frame, slightly desaturated, gritty cyberpunk noir
--style raw --v 7 --stylize 250
```
### Map index
| ID | Location | Grid | Aspect | Pixels | Notes |
|----|----------|------|--------|--------|-------|
| BR19-VTT-01 | Voss Penthouse (Bradbury 41) | 32×24 | 4:3 | 3200×2400 | High-leverage Act I scene |
| BR19-VTT-02 | Dr Volkov's Clinic, Chinatown | 24×18 | 4:3 | 2400×1800 | Halden's introduction |
| BR19-VTT-03 | Pham's Marina Safehouse | 28×20 | 7:5 | 2800×2000 | Wren walks past PCs |
| BR19-VTT-04 | Saltgrove Warehouse 7 | 36×20 | 9:5 | 3600×2000 | Memorial / ledger find |
| BR19-VTT-05 | Parking Structure — Sera Ambush | 32×18 | 16:9 | 3200×1800 | Combat scene |
| BR19-VTT-06 | Sandoval Tower 88th Floor | 36×24 | 3:2 | 3600×2400 | Fundraiser interior |
| BR19-VTT-07 | Sandoval Tower Roof | 24×18 | 4:3 | 2400×1800 | Sera's broadcast point |
| BR19-VTT-08 | The Terrace (88th South Face) | 32×16 | 2:1 | 3200×1600 | The climax stage |
| BR19-VTT-09 | Lin Ai's Noodle Bar | 16×12 | 4:3 | 1600×1200 | Small conversation room |
| BR19-VTT-10 | City Morgue Sub-Basement | 28×16 | 7:4 | 2800×1600 | Long corridor of slabs |
---
### BR19-VTT-01 — Voss Penthouse · Bradbury Tower Floor 41
*Grid: 32×24 (3200×2400px) · 4:3 · Act One opening crime scene*
```
Top-down overhead battlemap of a restored 1920s art-deco penthouse interior on
the 41st floor of the Bradbury Tower Los Angeles 2037, six connected rooms
filling the frame edge to edge, entry corridor at the bottom with two dead
bodyguards in dark suits face down on dark hardwood the only colour the small
puddle of blood beneath each one, large open-plan living room with copper-veined
black marble floor reflecting amber light from unseen lamps and cyan light from
the floor-to-ceiling glass walls on three sides showing the rainy LA cityscape
far below, modern kitchen on one side with white tile and a single muddy boot
print on one tile picked out in slightly warmer light, master bedroom with a
dark grey rug and a wet footprint on the marble, master bathroom with classic
clawfoot bathtub and a figure in a dark navy suit submerged fully clothed face
visible just below the waterline, fogged mirror with shaving cream letters
reading DIR019, panic room door visible at the rear deadbolted and untouched,
no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 4:3 --no grid lines, no labels, no text overlays, no top-down isometric,
no UI, no border, no characters, no tokens
```
### BR19-VTT-02 — Dr Volkov's Clinic · Chinatown
*Grid: 24×18 (2400×1800px) · 4:3 · Act Two opener · Halden's introduction*
```
Top-down overhead battlemap of a black-market cutter clinic ground floor beneath
a noodle restaurant in Chinatown Los Angeles 2037, three connected rooms, heavy
steel reinforced front door at the left side of the frame, front reception room
with a desk and two metal chairs and a single fountain pen lying on the desk
surface, doorway with curtain to inner procedure room with a metal procedure
table at its centre and a body lying on the table with throat opened bleeding
onto the floor below, an autoclave still steaming in the corner, supply cabinets
along one wall with surgical kit visible, back storage room with refrigeration
unit and a scalpel point-first on the tile floor, rear exit door to alley at
the right side of the frame, fluorescent strip lighting overhead one tube
flickering slightly visible as uneven illumination, antiseptic-pale palette with
one cyan accent from a buzzing overhead tube and one warm amber accent from a
floor lamp at reception, wet blood on the tile rendered as dark reflective
puddles, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 4:3 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-03 — Elias Pham's Safehouse · San Pedro Marina
*Grid: 28×20 (2800×2000px) · 7:5 · Wren walks past PCs*
```
Top-down overhead battlemap of a retrofitted three-storey boathouse interior on
a derelict marina at San Pedro Los Angeles 2037, plan view showing the entire
first floor where the action takes place, weathered wooden plank floor with two-
by-four bare construction visible, kitchen area centre with a small table and
two chairs and a man slumped forward at the table dead with a handwritten
confession document on the table in front of him, sofa and bunk against the
opposite wall, ladder up to a second-floor workshop visible at one corner, a
trap door down to the ground-floor boat slip at the other corner with dark
water hatching visible below, a single small open window at the rear of the
frame opening onto the bay with marina water below indicated, salt-stained
glass on the exterior windows, sodium amber spill from a single marina lamp
outside one window with cool blue from the moonlight on bay water through the
back window, scattered fishing gear, sea damp atmosphere, no characters or
tokens placed,
[shared Foundry battlemap style suffix]
--ar 7:5 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-04 — Saltgrove Industrial Estate · Warehouse 7
*Grid: 36×20 (3600×2000px) · 9:5 · Memorial site*
```
Top-down overhead battlemap of an abandoned corrugated-steel warehouse interior
on the salt flats north of Los Angeles 2037, large rectangular space 180 feet
by 100 feet, dusty concrete floor with cracks and the white residue of
windblown salt at the edges, two rows of vertical steel support columns running
the length, central area with a single wooden roof beam visible above casting
a shadow with three small photograph rectangles nailed to it visible in plan
view directly below as small rectangles on the floor, back-room area at the
rear right with a large dark patch of acid-burn discolouration on the concrete
the shape of a long oval, a blue tarp on the floor at the centre with a ledger
page partially visible, two large sliding industrial cargo doors at the
opposite ends of the warehouse marked by the change in floor texture where
they would open, single side door, hard daylight rendered as a single column
of bright white light through a broken roof panel visible as a bright patch
on the floor centre, otherwise interior in deep shadow, salt-cracked atmosphere
no rain at this elevation, sparse, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 9:5 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-05 — Parking Structure · Sera's Ambush
*Grid: 32×18 (3200×1800px) · 16:9 · Combat scene*
```
Top-down overhead battlemap of one level of a multi-storey downtown Los Angeles
parking structure 2037, third level, rectangular layout with concrete support
columns in a regular grid, wet concrete floor with reflective puddles catching
ambient amber light, parked cars visible from above as rectangles of various
makes and colours along the perimeter parking bays leaving the central aisle
clear, one large oil stain rendered as a continent-shaped dark patch on the
floor, a single ramp up at one corner and ramp down at the opposite corner,
pedestrian elevator core and stairwell as a small enclosed structure on one
edge, a single fluorescent strip running down the central aisle ceiling rendered
as uneven illumination one tube clearly dimmer, scattered urban debris and
litter, oil slicks, a discarded soda cup, no rain at this level since enclosed
but humidity haze, sodium amber and cyan rim lighting on the column edges,
deep shadow in the corners between cars, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 16:9 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-06 — Sandoval Tower · 88th Floor Fundraiser
*Grid: 36×24 (3600×2400px) · 3:2 · Act Three social-stealth scene*
```
Top-down overhead battlemap of the 88th floor observation level interior of
the Sandoval Tower Los Angeles 2037, large circular domed reception hall
rendered in plan view as a circle inscribed in the frame, polished black marble
floor reflecting warm amber chandelier light from above, twenty round white-
clothed dining tables arranged in concentric circles around the perimeter each
with eight chairs, a central open dance and reception area, a raised podium at
the rear with warm presentation lighting, a back-of-house green room labeled
nothing just a smaller rectangular room accessed by a service corridor at the
rear, four service corridors entering from the perimeter shown as narrow
hallways, a central elevator core as a square enclosure, exterior glass curtain
wall around the entire perimeter with terrace shelf visible just outside,
champagne flutes on every table as tiny gold dots, the LA night skyline implied
in the glass walls as deep cool blue with distant amber and magenta spinner
traffic streaks, kitchens and bar areas at the rear indicated as utility rooms,
gilded calm, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 3:2 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-07 — Sandoval Tower · Roof / Broadcast Relay
*Grid: 24×18 (2400×1800px) · 4:3 · Sera's broadcast point*
```
Top-down overhead battlemap of the flat industrial roof above the Sandoval
Tower observation dome Los Angeles 2037, large rectangular flat roof surface
of weathered metal and concrete, HVAC ductwork bank running along one edge
rendered as boxy industrial shapes, vent stacks visible as small circles, a
service ladder hatch as a small square opening at one corner, a small terminal
cabinet near the parapet edge with cables running into the HVAC bank, an open
laptop on the floor next to the cabinet with a hardline jack visible, the dome
of the 88th floor visible as a slight circular bulge at the centre of the
frame, parapet walls with safety railing around all four edges, hard horizontal
rain streaks visible as faint diagonal lines across the surface, distant
spinner traffic light streaks faintly visible on the wet metal reflecting
amber and cyan, exposed elevation atmosphere with cold high-altitude wash, no
characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 4:3 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-08 — The Terrace · 88th-Floor South Face
*Grid: 32×16 (3200×1600px) · 2:1 · The climax stage*
```
Top-down overhead battlemap of the south-face terrace on the 88th floor of the
Sandoval Tower Los Angeles 2037, long narrow curved stone terrace shelf six
feet wide and approximately 160 feet long running along the south face of the
glass dome, the dome's exterior glass curtain wall on one long edge with three
sets of double doors equally spaced, parapet wall along the opposite long edge
beyond which is the void of empty air with the city far below visible as a low
orange smear of sodium lighting through atmospheric haze, wet stone surface
with reflective puddles catching ambient amber and a faint magenta light from
distant spinner traffic streaks visible at the far edges of the frame, vertical
rain streaks across the entire surface rendered as faint thin lines, no
furniture, no signage, deep shadow at the dome glass and lighter ambient at
the parapet edge from the city glow below, the central section of the terrace
indicated by a slightly brighter ambient circle where the wind would drop in
the lee of the dome, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 2:1 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-09 — Lin Ai's Noodle Bar · The Bowl
*Grid: 16×12 (1600×1200px) · 4:3 · Conversation scene · small footprint*
```
Top-down overhead battlemap of a small three-table noodle bar interior beneath
a pedestrian overpass on Fairfax Avenue Los Angeles 2037, narrow rectangular
room with worn linoleum floor, three small square dining tables with two
chairs each arranged along the left wall, a long counter with five stools
along the opposite right wall, a small kitchen area visible at the rear with
a stove and steamer with curls of steam rendered as soft haze, a single
restroom door at the back, the front entrance to the street at the right
edge of the frame with the overpass column visible just outside as a circular
shadow, neon reflection on the wet pavement just outside the door rendered as
amber and cyan glow on the threshold, harsh fluorescent overhead light, the
table at the back corner subtly highlighted with slightly warmer light as the
habitual seat, intimate atmosphere, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 4:3 --no grid lines, no labels, no text, no characters, no tokens
```
### BR19-VTT-10 — City Morgue · Sub-Basement Two
*Grid: 28×16 (2800×1600px) · 7:4 · Forensic scene*
```
Top-down overhead battlemap of an LAPD city morgue interior sub-basement two
Los Angeles 2037, long rectangular cold storage room, polished concrete floor
flat fluorescent light from overhead strips, two rows of stainless-steel slab
drawers along the side walls numbered with small plates, two slabs pulled out
into the central aisle each with a draped white sheet over a body shape, a
wheeled forensic cart in the central aisle with a Voigt-Kampff briefcase unit
open on it, a clerk's desk at the far end with a CRT terminal and a swivel
chair, double swing doors at the entry visible at the near end of the frame,
exit corridor visible beyond the desk, cool clinical cyan-white palette with
one warm amber spill from the corridor visible at the rear, antiseptic
atmosphere, no characters or tokens placed,
[shared Foundry battlemap style suffix]
--ar 7:4 --no grid lines, no labels, no text, no characters, no tokens
```
---
### Foundry VTT Setup Notes
**Per-scene configuration in Foundry:**
1. **Upload the rendered map** to your `worlds/your-world/assets/maps/` folder.
2. **Create a Scene** in Foundry. Set the Background Image to your map file.
3. **Scene Dimensions:** Foundry will auto-detect from the image. Verify they match the grid count exactly (32×24 grid = 3200×2400px).
4. **Grid:** Square, 100 pixels, no offset. If your output is post-cropped slightly off, use the Grid Scaler module or adjust offset by hand.
5. **Walls layer:** Place walls along all internal partitions, doors as door-segments, windows as windows. This enables dynamic lighting and token vision.
6. **Lights layer:** Add point lights for each lamp / fluorescent / window visible in the map. Recommended for atmosphere:
- Voss penthouse: cool blue ambient through glass walls, warm amber from interior fixtures
- Volkov's clinic: a single cyan-flickering fluorescent above the procedure room
- Saltgrove warehouse: one hard white shaft through the broken roof
- Sandoval terrace: ambient amber from the city below, occasional magenta spinner pass
7. **Sound layer:** add an ambient track per scene. Recommended:
- Voss penthouse and Bradbury exteriors: rain on glass
- Volkov's clinic: autoclave hum + flickering fluorescent buzz
- Saltgrove warehouse: wind through corrugated steel, hard silence
- Sandoval fundraiser: string quartet polite chatter
- The terrace: heavy rain, wind, distant spinner pass
8. **Notes layer:** Place note pins on key features (the DIR-019 mirror, the kitchen bootprint, the body, the memorial beam) with one-line GM reminders.
**Token placement:**
- All grid squares assumed to be 5 feet
- A standard Medium token (200–400px square) fits one square
- For the Sandoval fundraiser, expect 6 PC tokens + Cortez + Wren + Halden + Sera + 6–8 named guest tokens at most — don't try to render 300 guest tokens, the painted dots on the map represent the crowd
**Lighting tip — replicant magenta:**
Add a faint magenta point light (radius 2 squares, dim) on a tile briefly when Wren passes through it. The players will feel her without seeing her. Same for Halden in the clinic scene (charcoal grey ambient with a single warm pen-light spot at the desk).
**Iteration guide:**
- Midjourney's top-down accuracy varies. Some prompts will need re-rolling 5–10 times to land orthographic projection.
- If a render comes back at a slight tilt (3/4 isometric), use `--style raw` + add `architectural plan view, no perspective, no foreshortening, pure overhead orthographic projection` at the end.
- For ambush / combat scenes, prioritise readability over atmosphere. The parking structure especially: players need to see cover positions clearly.
- **Print or display on the tablet** — these maps are designed to work both ways.
- **The blueprint maps are deliberately not playable battle grids** — they are scenery/orientation aids. Use the Acts screen of the GM app for the actual scene management.