ID:132720
 
We have single tile, fill, and select. These do not help if we have a large non squared space we want to fill in with a tile. Using find/replace could cause an issue as it would replace tiles you didn't want replaced. Flood would just fill in that space much like flood works in paint programs.
This would only save you 30 seconds of work, if that.
In response to SuperAntx
Not always, I have had to spend several minutes changing larger areas.
In response to SuperAntx
I could say the same thing about the icon editor. It doesn't need flood, as that command is only for lazy artists.

In reality, there's no reason not to implement it, and it can save much more than 30 seconds. In fact, it'd be useful if the map editor had a bunch more features, such as line, circle, flood fill, and more.

It's not at all high priority by any means, but it is still plenty useful.
In response to Loduwijk
With an icon editor you're dealing with strict shapes and colors, all in a flat grid. On a map you're dealing with many object types with other objects stacked on top of them, some layered over others. It's too complicated for a flood tool.

Before there will even be a flood tool the map editor will have to be at a point where you can toggle which layer, object type, or object instance you want to edit. All this just to add something we can already do quite quickly, and more efficiently by hand.

While I do see the possibility for lines and ovals, I don't see a flood tool coming any time soon.
In response to SuperAntx
A flood tool is incredibly useful, what are you talking about? We can't do things more efficiently by hand. There are some gigantic areas with complicated edges that I spend a long time filling out by hand, and it's really tedious.

It doesn't even seem like it would be that difficult to implement. The flood tool could just easily only apply to turfs, and disregard layers. Even that much would be incredibly useful.
In response to SuperAntx
Would like to say you can already select whether or not it shows (and you can select) areas, turfs, objs, or mobs. It's in the Layers menu at the top.
In response to Garthor
I meant the map editor doesn't have a way to select turf/grass or turf/dirt. You can only select /turf.
In response to SuperAntx
It should take that combination and fill based on that combination, then.
Or, alternatively, it could have a pop-up asking either which objects to consider for filling, or which objects to consider for avoiding, or both. That is, it could, say, fill up grass and water, but it stops when it encounters rocks, or it just fills up all grass and water areas it comes in contact with, or whatever.