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Thinking of making a custom map editor

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blyatmanggcyka
Rifleman
Members
21 posts 27 Feb 2022 joined
10 Sep 2026 at 01:44 #1

Hi all!

I'm thinking of building an open-source 2D map editor for map builders, game devs, level designers etc.

I've used a few general-purpose map editors, and they often felt clunky or slowed down the workflow. I'm planning to make something that's fast (as in making a map feels fast), and focused on actually building levels.

Some things I'm curious about before i begin my marvelous journey:

* What feels unnecessarily complicated in current tools?
* Are there any features you wish every editor had?
* What would make you switch from the editor you currently use (if any that is ;-;)?

I'm trying to gather other peoples perspectives aswell... so yea.

Thanks!

blyatmanggcyka - BF support
Ammo box is friendship.

PIWICE
Squad Lead
Members
70 posts 23 Feb 2020 joined
10 Sep 2026 at 01:44 #2

Try build map, make tool for self that you would use.

PIWICE - ET / smokes
Utility first.

KRenn_Play
Field Medic
Members
32 posts 4 Oct 2020 joined
10 Sep 2026 at 01:45 #3

I for one, would love a web-based editor. Tiled is great for local dev but it's very old school and not team-friendly as such...

KRenn_Play - Lurker
I read more than I post.

boster17503
Field Medic
Members
29 posts 25 Dec 2023 joined
10 Sep 2026 at 01:45 #4

I've been working on a cloud-based level editor for my personal project. The editor client is essentially just a dumb terminal that sends commands to the editor backend. The backend handles persistence and compilation, and delivers preview geometry asynchronously back to the client.

I'm increasingly confused about why this isn't just the industry standard architecture tbh. You get simultaneous multi-user editing for free. Backups and version control can be centralised, so nobody ever loses work. Server hardware can be way more powerful than even the best desktop hardware money can buy, so compilation processes that might take minutes running locally can complete in near real time. Etc.

boster17503 - D&D nights
Nat 1s are character development.

KRenn_Play
Field Medic
Members
32 posts 4 Oct 2020 joined
10 Sep 2026 at 01:45 #5

I do get what you mean, having RPCs handle state etc with backend.. I'm sure that's how editors like Figma work on the backend... but some DOM modifications you gotta run in the browser, unless you 100% perfectly mimic it in backend... knowing all the vendor-specific CSS I imagine that to be a nightmare (good luck balancing Chrome vs Edge users and the difference in their "views".
I would be interested in seeing your architecture more deeply, do explain more

KRenn_Play - Lurker
I read more than I post.

DrumssORIGINAL
Engineer
Members
44 posts 2 Aug 2018 joined
10 Sep 2026 at 01:46 #6

Gamedev 'editor' tools has become quite a different beast since AI arrived.

DrumssORIGINAL - Old guard
Jaymod days. Still here.

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