Some good points.
I found and attached the old UAF help file. It is somewhat outdated, but much of the info is still valid. Extract UAF_Help.rar into your EditorResources folder and you can call it up with the 'Help' button. Vista and later don't support .hlp format, but you can dowload the reader at http://support.microsoft.com/kb/917607
. The Keyboard Shortcuts don't all work exactly as described, but most do, and some work better. It has some other useful info as well.
The "W", "B", "E", "Z", "P", and "S" buttons have 'hover' text that appears when you hold the cursor over them, which is how I first discovered their functions. Using words rather than letters might be helpful, or perhaps just change "Mode" to "Map" and use it's drop-down menu.
The Mode menu is:
Place Global Starting Location
View as Area Map Ctrl+V (affects view in 3D window)
Topmost Window (always on top)
Configure Game Screen Res
Editor Options Ctrl+O
The Editor Options left side menu is:
Pass Through Walls
Place wall on both sides of map cell boundary
Place backdrop on all four sides of map cell
Enable Kwik Klik mode
Enable dynamic map cell information
Enable tiling of map data
The right side menu sets the editor resolution.
Aside from a few additions and Pass Through Walls being in the Editor Options submenu with some other useful things, it's pretty much identical to what Nol Drek asked for.
The "P" key doesn't set walls, but the "F" - front, "L" - left, and "R" - right keys do. And they can be used to set walls while using any view (event, zone, etc.). Alt+B toggles between single and double sided walls. In Wall view, pressing "H" or "V" while drawing with the mouse will restrict the walls drawn to horizontal or vertical.
Ctrl+E will set an event at the arrow location regardless of the view you're currently using.
The size and placement of the text field is set in config.txt. The size is variable, and the text field may be placed anywhere on the screen. If you or anyone else will build a WYSIWYG text editor, I'm all for it.
The backdrop symbology is different because DC can use 4 different backdrops per cell, as opposed to 1 in UA. The view can get ugly. Can you think of a better way to do it?
I'm not going to tell you what "Auto Darken Viewport" is. I don't know, and it doesn't sound like something I'd be inclined to use. Maybe Eric will tell us what it is, and whether or not it works.