Recently I polled the community to understand where Solar Forge falls short in map creation. It took me about a month to poll the data; after several weeks I’ve come up with a working prototype on what we think will be a massive improvement. Now that the new app is closer to release, I wanted to go over the functionality and improvements we have made to this replacement over Solar Forge.
Let's start with the basics: This isn’t Solar Forge, this is all-new from the ground up; and made for ease of use and convenience in the hopes it will foster some really great community generated content.

This is the basic layout of the application as you will be interacting with it. When opening the application or starting a new map, it will always start with a random star at world origin so you are aware of what's center and that a star is necessary. On the left-hand side is your galaxy generator. This part of the application is hooked directly into the game's galaxy_generator.uniform, so as to allow you to drag and drop any planet type into the map creation viewport without having to find a specific one via a drop-down menu. It also allows mods to add their own custom planet types easily and have them visually reflected in the application.
The right-hand panel contains node properties, transform options for viewing and your scenario information. Node properties are the settings for the individually selected planet/well/star. It will allow you to tinker with the individual settings of a single object. Transform is the section used to custom tailor the map making experience to your needs. This allows you to adjust phase lane thickness, planet/star size, orbital trails, the ability to toggle phase lane and planet ids and quite a bit more.
At the bottom are the Scenario and Map Info sections. Scenario is essentially a live feed for how many planets and stars are on your map, while also allowing you to designate the name and description. Map Info is simply a random map generator, with seed control for repeatability.

Now let's take a look at the viewport itself: We have made significant improvements to how maps are visualized and read while under construction. Starting in the upper left-hand corner we have some basic viewport controls for color-blindness, covering the big three. Under it, is a conveniently located button for random map generation that will use saved settings to generate maps. The top right-hand corner has the legend. Solar Forge suffered from a lack of easy readability. We are making every attempt to mitigate that here by not only using map images in the viewport, but also by providing a real-time legend for what's what: From planets to phase lanes and ownership. All readable at a glance.
On the bottom right is a basic atlas, so you know which direction is which when designing a map; and on the bottom left is a measuring tool to understand exactly how large the map you are making truly is. Given that something like a Novalith has X-range it's important to understand the distance between map objects.
At the top center of the viewport are your mode controls that allow you to specifically control what parts of a map you are building.
View is essentially a read only way of viewing a map. You can select individual objects in the viewport and tinker with their Node Properties, but you will not be allowed to move anything. It will keep the elements of your map fixed but selectable.
Planets is your orbital body placement mode - planets, gravity wells and stars. All placeable and moveable in this mode. Simply grab it from the left panel and drag it into the viewport.
Lanes is your phase lane creation and edit mode. While in this mode, simply click one object and drag to another to create a phase lane. The application will automatically detect when you are connecting stars/wormholes and create the appropriate lanes without any extra work on your part. This would also be what you would want to use to delete phase lanes (in planet mode they are unselectable entirely).

For viewport functionality we have made some additions that we hope will help to considerably cut down the time it takes to make some fun maps. On top of just being able to switch modes without always having to use the viewport buttons, you have the ability to easily visualize your selection of objects, copy/paste, mirror along an axis, and the really fun part: circular array or grid array duplication.