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Am i that predictable?

No, I'm just that experienced with how game development projects usually happen, given their circumstance of production. No really. I sound conceited or something, but that's my explanation.
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Things like different brush tools, tile picker, things you found missing in other editors, like the aforementioned triggerboxes and locations missing in other editors that actually made me start this project. Anything that comes to mind regarding 2d tilemaps and their uses.
Alright, I know exactly what you need... a "microwave frozen pizza" button!
In reality, there's really no way I can give you decent suggestions from how it's standing. Here's my options:
1. Conceive of an entirely novel tilemap editor myself and then explain why I designed it the way I did.
2. Guess what its like to use your tilemap editor and try desperately to make a good feature suggestion based on my guess.
3. Tell you how I would want a map editor to be like. That's a completely different story.
4. Wait for you to release the demo. (<-- that's the best option right there man

)
I have had one small idea: about a year ago, during the 3 days that I developed a complete Javascript/HTML5 platformer engine but dumped it (yeah completely deleted everything

) due to a profound hatred for Javascript/HTML5, I dealt with map composition in an interesting way. First of all, the game world could consist of many tilemaps with arbitrary tile parameters, world-relative position, depth-layer and tilemap dimensions (i.e. width and height in tiles). I had planned for parallax support too, but I never got to it. One cool thing was that this was designed to support dynamic management of the tilemaps, so that the game world could be continuous and very large. After providing a comprehensive access system to enable intuitive integration of gameplay into this powerful format of world composition -- in a way which simplified tasks such as implementing collisions etc. in an efficient way -- I started building a map editor that was directly integrated into the game engine. Unfortunately Javascript managed to piss me off enough to abandon my HTML5 game-programming experiment and even delete the files. I hated the experience, though I never thought it would be nice to share my work. Soorry.
In summary: Store tilemaps like bitmaps and just let the tilemaps have arbitrary attributes (comparable to position, dimension and scale). Then create utility to make it easy to handle various tilemaps of your format in any Flash game project. How do you like this idea? Note: scale actually refers to the uniform size of tiles in a tilemap... that's what I meant in part of my analogy to bitmaps... a grid arrangement, 2-D array, strided array or whatever term I just screwed up on choosing.
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Does that explain it well enough?

As your doctor, I'm very sorry to tell you, but you have a deficiency in basis-for-suggestions. Inherently, all of your children will be elephants and it may be necessary for you to wear spandex whenever you are in public.