This topic sort of bridges the gap between "Suggestions" and "Bug Reports" because I can't guarantee all of the existing problems I'd like to suggest improvements for are actually intended application behaviors. I assume most or all of these are just Roll20 quirks because they have persisted for the fairly long time I've been using Roll20 and occur on more than 1 browser (Chrome, Firefox, Waterfox), across multiple versions of those as well. If any of these issues and annoyances have a solution already, let me know. I might just be missing something Clicking a map tile brings up token actions. Double clicking the tile brings up the token information box. This is not ideal. There's no way I'm aware of to define a tile as part of the background terrain (as opposed to background objects), which allows it possibly end up in front of objects. God forbid you accidentally select your grouped background tiles and choose "To Front". (I guess that's a bad example because you can just select the same group and hit "To Back", but generally map tile Z-axis ordering can be a pain because you can't precisely order stuff; you can only throw it to the front or back.) If there was a way to distinguish things like tiled grass textures from the buildings, roads, and other background objects, it'd make things easier. Tiling a large map area is tedious. I do not know of any ways to, for example, fill a 40x40 square grid with 4x4 square grass tiles without doing it manually or copying/pasting sections. On that note, copying and pasting is imprecise. (Tile placement in general is imprecise. If I drag a tile from the browser on the right to the map, a ghosted instance of the tile appears on my cursor as I drag. However, when I release, the tile is not dropped where the ghosted image was.) Copying works fine, actually, but pasting seems to drop whatever you copied onto the location of your last click. This is fine, except it totally ignores grid snapping. If I copy a group of tiles and paste them, I inevitably have to click and slightly drag each of them to get them to pixel-perfect match to the grid. If you fill a map area with tiles, it renders box selecting groups of things useless. So, for example, if I fill my map with grass tiles, anything placed on the map layer in the future can't be group selected because clicking-and-dragging simply grabs whatever grass tile I'm hovering over as I start. I suppose I can place things on a different layer and then move them to the map when they're placed, but perhaps there is a better way. I am unsure if you can deselect a selected tile/object (without clicking another tile or object) once the workable map area is full. Clicking into the gray Out-of-bounds area around the map does not deselect things. I am uncertain of what the "Is Drawing" option does. This is just a general fact and not necessarily relevant here. Does dropping/pasting stuff in the out-of-bounds gray area around the map make that thing hang around forever, unreachable? For example, if I select 6 tiles worth of things, click near the border of the map, and then paste, several squares worth of stuff will render completely out of bounds. Is the client smart enough to remove that thing from memory? EDIT 1: Grouping, for example, all of your background terrain tiles makes the client hang for several seconds when you select that group. I have more things to mention, but that's all I can come up with right now.