TDM 2.03 has a few changes that might be interesting to map authors. If you'd like to get started with these and perhaps create a small test map or two, we're in the middle of our public 2.03 Beta Test, and you're welcome to post a map there for others to test. When posting, please be clear about what you'd like folks to try or look at. (It's highly likely that mappers have access to the Beta Test Forum already, but in case you don't, contact Springheel for permission.)
If you have a chance to work with one or more of these features, feedback is welcome. We'll be glad to mildly tweak anything that isn't working as expected.
In no particular order ...
New Female Character
We have a brand-new character, AI->Commoners, Unarmed->atdm:ai_townsfolk_female. She uses a new set of female vocals from a new voice actor.
Mappers are allowed to alter the way savegames work. They will be allowed to disable quicksaves or even all kinds of saves, and trigger a save from within a mission. In addition, saves will also be limitable, and the stat screen will hold the information on how often a player saved.
Here's Obsttorte's Wiki article about this feature.
Rather than the sometimes chaotic behavior we've seen in the past, 2.03 provides a coordinated search behavior where one or two AI will actively search an area and other AI will guard the perimeter, posting themselves at doors, treasured items, or somewhere nearby.
AI will post themselves at visportals leading out of the area (which includes visportaled doors), and special "guard points". You can create a guard point by dropping a new entity into your map: Paths->path_guard_point. Place it where you want an AI to stand (i.e. in front of a treasure item or vault) and set the "angle" spawnarg to the direction you want the AI to face when he's standing there. However, guard points inside the search area will be ignored (as will visportals and doors), in the name of keeping the search area uncluttered so the primary searchers can do their job.
Menus Show Current Mission
The name of the current mission will now be shown on the Menu screens. This is taken from the "Title:" line in darkmod.txt, so make sure it's present.
If you're working on a campaign, please provide the following in darkmod.txt:
Title: Campaign Name
Mission 1 Title: First Mission Name
Mission 2 Title: Second Mission Name
Mission 3 Title: Third Mission Name
Here is SteveL's Wiki article about the World Particles System covering this feature.
There's now a new console command that displays entity counts by class, to help people work out where they exceed the limit.
Set this to "1" on your fog lights to stop your caulk sky from getting fogged.