Improvements I'd like to see to the map editor include things that are probably unreasonable, but much more user-friendly:
1. More layers. Some of my maps really could use more than 8 layers. Anyone who would want to make a "3D" map design that would include isometric-looking landscapes would also most likely appreciate multiple layers beyond 8. Check out the game
Towns, which you can download a free demo of at
www.townsgame.com, for an example of how many layers are better for more flexible design than a few.
2. Object stamps. A drag and drop box that allows me to merge tiles into an object (think trees, roofs, etc.) and use that box as a stamp for the map. I know this has been requested many times over the years by multiple people, but I think it goes to show how much the engine needs it.
3. By pixel setting. This is probably the most unreasonable request, but it, unfortunately, gives the engine the most flexibility for map layout. Instead of dropping objects by tile, you could set them down at the pixel of your choice. It would save time and hassle (and tileset space) for authors who want to create jagged tree lines, coasts, or sidewalks (or put objects half on lawns, half on sidewalks), without having to create a brand new tile (or set of tiles) for the discrepancy from the norm.
4. Zone by tile. Just like attaching default walls to specific tiles, it would be nice to have the option to attach default zones to specific tiles. I doubt I personally would ever use it--I never use default walls, either--but I'm sure there are efficient people out there who would love the option of not having to define new zones every time they lay down a lava block somewhere.
5. Embedded global variables to objects. This is something that would require much discussion and would probably end up being the most unclear to designers, but essentially the idea is that specific objects on the map could be marked with global variables, and the number of that variable would change if the object were to change (or vice versa). So, let's say you've laid six treasure boxes on a map, but you want to create a map event out of the order in which those boxes are opened (think Indiana Jones), then the global for that box would count by one every time a new one is opened. Then, if that box = 4, some secret door opens on the other side of the room (also assigned a global) and the player can enter. Or, more simply, if a tree tile global is marked 0, then the tile keeps its default form, but if it changes to 1, 2, 3, etc., then it takes on the form of whatever that number defines. As you can see, it would take a lot of discussion to fine-tune and really make sense of it, but it could also allow for flexibility beyond what simple tag and invisible npc tracking can handle if utilized sensibly. The way I'd want to use it is that if I were to trigger an automap script that called a specific number for a tree tile or stamp (we'll say 3 for argument), then every instance of that tile or stamp would change to the image assigned to that global value 3. Hopefully that's clearer.
That should do well to add to the other suggestions already made.
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