I’m basing my suggestions on practical uses, because I had my own tilemap editor, 20 years ago (made for 2 games, like https://youtu.be/49w1T0tqIjg). While it was DOS-based (thus a very sucky UI) and was nowhere near as featured (no objects layer), there are things that I can’t find in this editor, so here are my suggestions:
-copy/paste through all layers, I’m sure it has already been suggested (or it’s there and I couldn’t find it). Even object layers actually, because when working on large maps, it’s common to insert room & shift the rest of the map around.
Another way of inserting room would be commands to shift (in my editor it was shift+arrows, I think) all layers within the selection.
I understand that it wouldn’t be easy to make paste work through all layers because it triggers the stamp tool (which is mono-layer), but a simple way would be that paste pastes the content straight in the current selection (even cropping it). So you’d select, “copy all layers”, select again, and “paste”.
-full-screen editing. A basic form would be F11 to temporarily hide the gutters, leaving the side panels (tiles, etc).
A better form would be real full-screen, with right-click invoking tile selection, fullscreen as well.
That’s how my editor worked, and finding tiles in a screen filled of them was very quick. Scrolling the map was done by hitting the screen’s edges, that was quick too. But here middle-click panning works fine.
This said, maybe I should start working with multiple monitors.
Some more suggestions:
-middle-click panning working in the tileset window as well (right now it seems not to be doing anything but selecting, unless I missed something)
-a quicker way to delete or select without changing tools. Like, the common ctrl+click to start a selection. And Del to delete the tile under the cursor if there is no selection, or better, one of the extra 2 mouse buttons.
Talking about selection, it feels a bit weird that it snaps the coordinates in rounding mode instead of truncation. It feels more intuitive to hit the tile you start from, but often you’re a little above the tile’s center and it’s the next one that you select. I can understand this making more sense in isometric mode, though.
-as I suggested here http://forum.mapeditor.org/t/trying-to-understand-automapping/1259/2, a way to make automapping a lot easier (or even usable for me) would be to first save a temp copy of all layers before applying it, and allowing the rules to access it through something like “OriginalInput_LayerName / OriginalInputNot_LayerName”.
As explained in the thread, feedback in the processing is a nice feature but also a problem, when checking surrounding tiles that just have been changed by the previous rule step, and could then have been turned into a lot of different tiles.
That same copy could also be used to restore the original map in areas outside the selection, as right now automapping applies to the whole map, which can be destructive in zones where you’ve already applied it & have refined the results manually.
Also, it would be even better if “Input_” & “Output”_ without any layer name appended, would apply to the selected layer.
-a quick optimization that would (only within the selection, & disregarding hidden layers) remove any tile that’s masked by a fully opaque tile in a layer above it. The reason it’s better done at design time than by code when loading the map, is that if you have dynamic zones in the map, tiles under opaque ones may end up being revealed.
-the fact that all layers have the same size doesn’t make them very suitable for parallaxes. Parallax layers as their own map is ok, but it’s a bit hard for layers that are close to the front one and their content is related to it. I have no real solution here, though, as it would require introducing new concepts. And parallax layers don’t necessarily share the same tilesets anyway.