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  #1    
Old March 28th, 2016 (5:22 PM). Edited July 6th, 2016 by Diegoisawesome.
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Awesome Map Editor

because we deserve something better than A-Map



So as you're all probably well aware, Advance-Map, the most prolific Pokémon game map editor available, is buggy, incorrect in its implementations, not open source, and not cross-platform. This project aims to change that by building a clone of Advance-Map in Qt using C++ that can run on a wide range of systems. Thanks to Qt's excellent cross-platform compatibility, each platform has a native app that works exactly as you'd expect any other app to work.

Features:


The idea is to replicate all of A-Map's features and fix or improve them first and foremost. After that will come new features and other cool stuff, like support for plugins. At the moment, AME can:
  • Load ROMs
  • Display maps
  • Display map connections
  • Display entities (previously called events)
  • Show entity data
  • Show wild Pokémon data
  • Show header information

Download:


No binaries have been released yet but you can download the source.
Source code: https://github.com/Diegoisawesome/AwesomeMapEditor

Credits:


Pokedude - Backend developer
Diegoisawesome - UI/backend developer
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  #2    
Old March 29th, 2016 (7:06 PM).
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This is great! I think the best part of this project is that it's aimed to be a clone of A-Map, so we'll all be familiar with the tool right from the start. (only here, the flaws are fixed!) I'll definitely stick around to watch this tool progress.
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  #3    
Old March 29th, 2016 (11:17 PM).
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Looks great! Glad to see another promising map editor out there, although at this point I think I'd be happy with anything that's not A-map.

Reposting my suggestion from the other map editor because it appears to have died:
Quote:
Here's an idea: let us assign a default movement permission value to tiles. So for example, whenever you place down some grass, the movement permission would always be C. When you place a tree, those tiles will always be 1. Would save a lot of time not having to add movement permissions whenever you edit a map and would basically eliminate movement permission errors.
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  #4    
Old March 30th, 2016 (1:25 AM).
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This is nice!
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  #5    
Old March 30th, 2016 (3:19 AM).
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Man i love everything u do, that xse tutorial, now this, i wonder what will be next. Keep the good work. Thanks for making it open source, i will for sure take a look.
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  #6    
Old March 30th, 2016 (3:42 AM).
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Are you looking for help with this?

The project looks really promising and actually looks like something I could possibly contribute to, so if you have anything you don't look forward to implementing or something I could help out, if you'd like.
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  #7    
Old March 30th, 2016 (5:45 AM).
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Quote:
Originally Posted by chrunch View Post
Looks great! Glad to see another promising map editor out there, although at this point I think I'd be happy with anything that's not A-map.

Reposting my suggestion from the other map editor because it appears to have died:
I agree with this, but one should also make it editable anyways because of movement permissions that are below/above 0xC (0x4, 0x8, 0x10, to just throw out the passible ones).
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  #8    
Old March 30th, 2016 (12:04 PM).
tzujm33 tzujm33 is offline
 
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I had some ideas for the other -sadly cancelled- editor which you may can implement.

1. A Filter/Search function for the wild Pokemon editor (most useful would be filtering by type and dex number, but also useful could be filter by bst and stage of evolution)

2. Another feature would be the possibility to view neighbouring maps in the map header when needed. This would be helpful to not always having to jump between maps to know if the borders were mapped correctly.

3. I would like to see the possibility to edit multible blocks at once in the block editor.

4. When enlarging a map in amap it always enlarges it to the rigth and bottom. It would be useful to have the possibility to decide in which of the 4 directions the map should be enlarged.


I really appreciate your effort, thx for spending your time working on this!
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  #9    
Old March 30th, 2016 (12:46 PM).
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I think this will kill A-Map. (Or at least I hope. I'd love to use something else.)

And that's a good thing. I'm less experienced than most but the more I use and find out about A-Map, the more flawed it seems to be.

Looking forward to experiencing more of your awesomeness, Diego. Good luck.
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  #10    
Old March 30th, 2016 (1:08 PM).
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It definitely looks like you're off to a good start.

And I'll second Spherical Ice -- if you're looking for help I'd love to contribute.
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  #11    
Old March 30th, 2016 (1:15 PM).
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Looks good. Will offer any help I can. I'd be more than happy to test this across all major OS's since I have access to them already.
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  #12    
Old March 30th, 2016 (4:19 PM).
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I hope you will consider some of these features from the discontinued project:
  • Triple-layer hack
  • Dynamic Pokémon reading
  • World map editing
  • Expandable map names
  • Expandable flying positions
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  #13    
Old March 30th, 2016 (5:01 PM).
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This is awesome but I would love to see the ability to add more maps in a rom without replacing as A-map version of it wasn't completed and never worked when I tried it
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  #14    
Old March 30th, 2016 (5:24 PM).
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Stupid question; is this going to work in more SOs than Windows?
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  #15    
Old March 30th, 2016 (6:08 PM). Edited March 30th, 2016 by Diegoisawesome.
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Quote:
Originally Posted by PokéMew View Post
This is great! I think the best part of this project is that it's aimed to be a clone of A-Map, so we'll all be familiar with the tool right from the start. (only here, the flaws are fixed!) I'll definitely stick around to watch this tool progress.
Awesome!
Quote:
Originally Posted by chrunch View Post
Looks great! Glad to see another promising map editor out there, although at this point I think I'd be happy with anything that's not A-map.

Reposting my suggestion from the other map editor because it appears to have died:
Quote:
Here's an idea: let us assign a default movement permission value to tiles. So for example, whenever you place down some grass, the movement permission would always be C. When you place a tree, those tiles will always be 1. Would save a lot of time not having to add movement permissions whenever you edit a map and would basically eliminate movement permission errors.
I might give the option of default movement permission application, with the ability to toggle them on and off but I'm not sure how much I like that idea. I'm not a huge fan of assigning specific hacks to external configuration files since if you lose the config file at some point or something else happens, then all your configurations for that ROM have been lost. I'd like to find some way to include all the new data I'd need within the ROM itself but I have yet to see how I'd handle that.
Quote:
Originally Posted by thedarkdragon11 View Post
This is nice!
Thanks!
Quote:
Originally Posted by Yvtq8K3n View Post
Man i love everything u do, that xse tutorial, now this, i wonder what will be next. Keep the good work. Thanks for making it open source, i will for sure take a look.
Thank you!
Quote:
Originally Posted by Spherical Ice View Post
Are you looking for help with this?

The project looks really promising and actually looks like something I could possibly contribute to, so if you have anything you don't look forward to implementing or something I could help out, if you'd like.
Yeah, I'll definitely need some help with this. Right now the reimplementation into WPF is killing me as I'm missing some crucial components (such as a hex editor widget and a better NumberUpDown widget) so if there are any WPF experts I'd love to get some help with that section.
Quote:
Originally Posted by tzujm33 View Post
I had some ideas for the other -sadly cancelled- editor which you may can implement.

1. A Filter/Search function for the wild Pokemon editor (most useful would be filtering by type and dex number, but also useful could be filter by bst and stage of evolution) This could be implemented, but what usage case do you see this in? Maybe I just am not getting what exactly you mean.

2. Another feature would be the possibility to view neighbouring maps in the map header when needed. This would be helpful to not always having to jump between maps to know if the borders were mapped correctly. Definitely, but how about greyed out in the actual mapping view itself? :D

3. I would like to see the possibility to edit multible blocks at once in the block editor. Hmm...I don't quite see how useful that could be. Could you elaborate on possible uses?

4. When enlarging a map in amap it always enlarges it to the rigth and bottom. It would be useful to have the possibility to decide in which of the 4 directions the map should be enlarged. I'm thinking of making enlargement really intuitive, letting you actually drag out the boundaries of the map in whatever direction you desire in order to expand it.


I really appreciate your effort, thx for spending your time working on this!
Responses in bold.
Quote:
Originally Posted by Crizzle View Post
I think this will kill A-Map. (Or at least I hope. I'd love to use something else.)

And that's a good thing. I'm less experienced than most but the more I use and find out about A-Map, the more flawed it seems to be.

Looking forward to experiencing more of your awesomeness, Diego. Good luck.
Yeah, A-Map's got a lot of issues, and nobody can fix them as it's closed source. Hopefully this will fix that!
Quote:
Originally Posted by Lostelle View Post
It definitely looks like you're off to a good start.

And I'll second Spherical Ice -- if you're looking for help I'd love to contribute.
Knowledge of WPF would be most immediately useful to me right now but I'm sure you'll be able to help in the future if you're not too well versed.
Quote:
Originally Posted by Dark Zeta View Post
Looks good. Will offer any help I can. I'd be more than happy to test this across all major OS's since I have access to them already.
That won't be necessary yet as I haven't built the other OS UIs. Once that comes then I'd really appreciate the help with making their UIs.
Quote:
Originally Posted by thedarkdragon11 View Post
I hope you will consider some of these features from the discontinued project:
  • Triple-layer hack Definitely.
  • Dynamic Pokémon reading What do you mean by that?
  • World map editing Yes.
  • Expandable map names Yup.
  • Expandable flying positions Uh-huh.
Responses in bold.
Quote:
Originally Posted by pokefreak890 View Post
This is awesome but I would love to see the ability to add more maps in a rom without replacing as A-map version of it wasn't completed and never worked when I tried it
I'll add this in but I'd recommend against it in general; if you're smart about reusing maps, most people shouldn't have to ever insert entirely new ones.
Quote:
Originally Posted by Jaizu View Post
Stupid question; is this going to work in more SOs than Windows?
Yup! Right now Mac (MonoMac) and Linux (GTK#) are planned. Do you have any more OSs you can think of that should support this?
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  #16    
Old March 30th, 2016 (7:11 PM).
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Quote:
Originally Posted by diegoisawesome View Post
Awesome!

I might give the option of default movement permission application, with the ability to toggle them on and off but I'm not sure how much I like that idea. I'm not a huge fan of assigning specific hacks to external configuration files since if you lose the config file at some point or something else happens, then all your configurations for that ROM have been lost. I'd like to find some way to include all the new data I'd need within the ROM itself but I have yet to see how I'd handle that.

Thanks!

Thank you!

Yeah, I'll definitely need some help with this. Right now the reimplementation into WPF is killing me as I'm missing some crucial components (such as a hex editor widget and a better NumberUpDown widget) so if there are any WPF experts I'd love to get some help with that section.

Responses in bold.

Yeah, A-Map's got a lot of issues, and nobody can fix them as it's closed source. Hopefully this will fix that!

Knowledge of WPF would be most immediately useful to me right now but I'm sure you'll be able to help in the future if you're not too well versed.

That won't be necessary yet as I haven't built the other OS UIs. Once that comes then I'd really appreciate the help with making their UIs.

Responses in bold.

I'll add this in but I'd recommend against it in general; if you're smart about reusing maps, most people shouldn't have to ever insert entirely new ones.

Yup! Right now Mac (MonoMac) and Linux (GTK#) are planned. Do you have any more OSs you can think of that should support this?
What I mean about the Dynamic Pokémon Reading is that it will have the capability to automatically read expanded Pokémon data... Say for instance, used with 721 patches...

I think adding new maps would be great... Especially with hacks that has 3-4 regions... That can work well with the expanded map names and usage of the map name #s 0-57...
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  #17    
Old March 30th, 2016 (8:16 PM).
slawter666 slawter666 is offline
 
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It's great to see a drive for a new map editor, it will definitely be useful.

As a suggestion could we get a preview mode, where basically a 240x160 rectangle shows the map and the rest is blacked out, and using the arrow keys we can move that rectangle one tile at a time, akin to the overworld within the pokémon games. This will really help get a feeling for the scale of the maps as a map that can look an average size on a monitor can turn out massive ingame simply due to the different screen sizes.

Also someone mentioned editing multiple blocks at a time, this world be beneficial for those importing large tiles such as buildings, perhaps allowing the top layer of multiple blocks to be editted at the same time so the bottom generic scenery layer can be added. Just to speed things up.

Also will the implementation of the triple-layer hack be changed at all. I used it a year or so back with MEH and, while I'll need to recheck to be certain, it didn't seem to work if the bottom layer was on the first tileset (it would just appear black).

Anyway, thank you for endeavouring to do such a project, I'm sure many will use it once completed.
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  #18    
Old March 31st, 2016 (8:34 AM).
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There are two features from ~Pokedude's cancelled project that would be sick to have here: Undo/Redo function and this one: http://www.pokecommunity.com/showpost.php?p=9174219&postcount=51

Nice to hear that after the cancelled project you have your own one :p
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  #19    
Old March 31st, 2016 (4:52 PM).
_JackHood _JackHood is offline
 
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Does this tool support Gen 4-6 Pokemon, because I have those Pokemon in an Emerald Rom Hack that I'm making. However, I am using advance map, which does not support gen 4-6 Pokemon. I have been looking for a long time for a map editor tool like advance map that supports gen 4-6 Pokemon. Please let me know as soon as possible if this tool does support gen 4-6 on gba, or may in the future. Thank you.
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  #20    
Old March 31st, 2016 (8:10 PM).
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Diegoisawesome Diegoisawesome is offline
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Quote:
Originally Posted by thedarkdragon11 View Post
What I mean about the Dynamic Pokémon Reading is that it will have the capability to automatically read expanded Pokémon data... Say for instance, used with 721 patches...

I think adding new maps would be great... Especially with hacks that has 3-4 regions... That can work well with the expanded map names and usage of the map name #s 0-57...
Oh yeah, that's a feature that will naturally come about from the implementation. And I see your point about the map names.
Quote:
Originally Posted by slawter666 View Post
It's great to see a drive for a new map editor, it will definitely be useful.

As a suggestion could we get a preview mode, where basically a 240x160 rectangle shows the map and the rest is blacked out, and using the arrow keys we can move that rectangle one tile at a time, akin to the overworld within the pokémon games. This will really help get a feeling for the scale of the maps as a map that can look an average size on a monitor can turn out massive ingame simply due to the different screen sizes.

Also someone mentioned editing multiple blocks at a time, this world be beneficial for those importing large tiles such as buildings, perhaps allowing the top layer of multiple blocks to be editted at the same time so the bottom generic scenery layer can be added. Just to speed things up.

Also will the implementation of the triple-layer hack be changed at all. I used it a year or so back with MEH and, while I'll need to recheck to be certain, it didn't seem to work if the bottom layer was on the first tileset (it would just appear black).

Anyway, thank you for endeavouring to do such a project, I'm sure many will use it once completed.
The preview mode idea is interesting... I might see about doing that, not sure how it would work in the editor though considering WPF is a fickle beast. And thanks, I now see the usage case for editing multiple blocks at a time, I'll definitely add that. The triple layer tile implementation will be my own by default but will support Shiny Quagsire's method too if you choose it.
Quote:
Originally Posted by BLAx501! View Post
There are two features from ~Pokedude's cancelled project that would be sick to have here: Undo/Redo function and this one: http://www.pokecommunity.com/showpost.php?p=9174219&postcount=51

Nice to hear that after the cancelled project you have your own one :p
Undo/Redo is definitely a huge priority (and something sorely lacking from A-Map), and the second feature is already partially implemented/planned to be implemented.
Quote:
Originally Posted by _JackHood View Post
Does this tool support Gen 4-6 Pokemon, because I have those Pokemon in an Emerald Rom Hack that I'm making. However, I am using advance map, which does not support gen 4-6 Pokemon. I have been looking for a long time for a map editor tool like advance map that supports gen 4-6 Pokemon. Please let me know as soon as possible if this tool does support gen 4-6 on gba, or may in the future. Thank you.
Yeah, that will just happen naturally based on the way I read the data.
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  #21    
Old April 1st, 2016 (3:37 AM).
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Extremely amazing! Could you implement a new day and night system which has the following feature: the lamppost, the windows and the doors will light up at night?
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  #22    
Old April 1st, 2016 (7:01 AM).
tzujm33 tzujm33 is offline
 
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Quote:
Originally Posted by diegoisawesome View Post
I had some ideas for the other -sadly cancelled- editor which you may can implement.

1. A Filter/Search function for the wild Pokemon editor (most useful would be filtering by type and dex number, but also useful could be filter by bst and stage of evolution)
This could be implemented, but what usage case do you see this in? Maybe I just am not getting what exactly you mean.

2. Another feature would be the possibility to view neighbouring maps in the map header when needed. This would be helpful to not always having to jump between maps to know if the borders were mapped correctly. Definitely, but how about greyed out in the actual mapping view itself? :D

3. I would like to see the possibility to edit multible blocks at once in the block editor.
Hmm...I don't quite see how useful that could be. Could you elaborate on possible uses?

4. When enlarging a map in amap it always enlarges it to the rigth and bottom. It would be useful to have the possibility to decide in which of the 4 directions the map should be enlarged.
I'm thinking of making enlargement really intuitive, letting you actually drag out the boundaries of the map in whatever direction you desire in order to expand it.

1. Well it would save scrolling time. If i for example want to put all 1 stage bug types of all gens into the viridian forest, i would have to scroll a bit to include the ones from the later gens. With a filter one could make the list way smaller and thus edit the wild pokemon faster


2. Yes greying out to not confuse the neighbour map with the current map would be neat!

4. Thats sounds better then what i imagined, would really like to to see that!
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  #23    
Old April 2nd, 2016 (12:44 AM).
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thedarkdragon11 thedarkdragon11 is offline
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Thanks for your response...

I hope I won't sound demanding but I would like to suggest some more features (of course, only if possible and if you want to):
  • Add new tileset without replacing others...
  • Town/Fly Map position editor (and preview)...
  • Easy-to-use tile animation editor...
  • Support for expanded ROM (and addresses)...
  • Properly showing expanded OWs and their palettes...
  • Separate Wild Pokémon data for specific time (will only work if Day and Night system is installed; the first time slot is the default; can use AM/PM for R/S/E)...
  • Dive support for FR/LG (will only work if the Dive routine is installed)...
  • Import/Export maps...
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  #24    
Old April 2nd, 2016 (9:00 PM).
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Diegoisawesome Diegoisawesome is offline
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Quote:
Originally Posted by jirachiwishmaker View Post
Extremely amazing! Could you implement a new day and night system which has the following feature: the lamppost, the windows and the doors will light up at night?
I'm trying to decide whether or not to include the same DN system I have in CrystalDust, as it's kind of a pain to use. I think I could find a better way to program it but I'm not sure.
Quote:
Originally Posted by tzujm33 View Post
1. Well it would save scrolling time. If i for example want to put all 1 stage bug types of all gens into the viridian forest, i would have to scroll a bit to include the ones from the later gens. With a filter one could make the list way smaller and thus edit the wild pokemon faster
Would being able to type in the name of the Pokémon suffice? Or do you think filtering by type would be of much more use?
Quote:
Originally Posted by thedarkdragon11 View Post
Thanks for your response...

I hope I won't sound demanding but I would like to suggest some more features (of course, only if possible and if you want to):
  • Add new tileset without replacing others... Yup!
  • Town/Fly Map position editor (and preview)... Yes!
  • Easy-to-use tile animation editor... Definitely, with previews on the map!
  • Support for expanded ROM (and addresses)... This will automatically happen just based on the way I'm programming it.
  • Properly showing expanded OWs and their palettes... Yes!
  • Separate Wild Pokémon data for specific time (will only work if Day and Night system is installed; the first time slot is the default; can use AM/PM for R/S/E)... Of course!
  • Dive support for FR/LG (will only work if the Dive routine is installed)... Hm, this one's interesting. I'd want to allow users to install the dive routines inside of AME too, but that's not completely within the scope of a map editor... however, maybe it could be included.
  • Import/Export maps... Yes!
Responses in bold.
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  #25    
Old April 2nd, 2016 (11:13 PM).
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Mueez Mueez is offline
Currently Working on "" POKEMON :MYSTERIES OF LEGENDS ""
 
Join Date: Jul 2013
Gender: Male
Nature: Calm
Posts: 43
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@diegoisawsome
This MAP editor looks great!
I'd like to suggest more features also
1. Like from A-map 1.95 ,There's a big block copy/paste thing. I'd like that to be implemented (Saves a lot time , especially in forests and caves)
2. You know about ShinyQuagsire's Map Editor of Happiness a.k.a MEH, There's a pretty nice connection editor. Like move maps according to your needs unlike A-map (That connection editor stunk). MEH's connection editor had Multiple maps opened up and you could move the maps according to your need.

Sorry for my bad english .
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