Q:

Tools for creating 2d tile based maps

What are some tools I can use to create 2d tile based maps? 
Please provide the information below, and try to limit to one tool per answer.

Name
Link to website
General features
Export format
Anything else you deem noteworthy

A:

Tiled Map Editor
From the website:

General purpose tile map editor with XML-based map format
Supports orthogonal and isometric maps
Custom objects can be placed with pixel precision
Full undo/redo and copy/paste support
Add custom properties to tiles, layers, objects or the map
Automatically reloads tilesets when changed externally
Resize or offset your tile map later as needed
Efficient tile editing tools like stamp and fill brushes
Supports input/output plugins to open and save files in custom formats

A:

The Best of the Pack
Tiled Map Editor
http://www.mapeditor.org/
Mappy
http://tilemap.co.uk/mappy.php
TME - Tile Map Editor
http://tilemapeditor.com/
TileStudio
http://tilestudio.sourceforge.net/
tIDE (Tilemap Integrated Development Environment)
http://tide.codeplex.com/
Gleed2D
https://github.com/SteveDunn/Gleed2D/wiki
Tile2map
http://www.tile2map.com
Worth a Try / Alpha Versions
TaT Tile Map Editor
http://kotisivu.dnainternet.net/ttilli/tilemapeditor/main.htm
Simple Tile Map Editor
http://devlinslab.blogspot.com/2007/11/simple-tile-map-editor.html
Flan Map Editor
http://flixel.org/forums/index.php?topic=225.0
Tile Map Editor VB.Net
http://sourceforge.net/projects/tilemapeditor2d/
Abandoned / Unfinished
JEngine Tile Map Editor (no description, no screenshots)
http://jenginetilemapeditor.codeplex.com/

A:

Ogmo Editor
From the website:

Here's How It Works
After deciding to use Ogmo Editor for a game, the first step is to write up a "project file" for that game. A project file is just an XML file defining all the tilesets, objects, layers and settings for a project. Once you've got that done, you open it in the editor and you're good to go - you can start creating, editing, saving and re-opening levels. If you need to, you can add new tilesets and objects to your project along the way and all your old levels remain compatible, so you aren't required to define every asset you'll eventually use right away.
Getting Your Levels Into Your Game
Exported levels are just XML files, and the format is largely defined by you in the project file. Ogmo Editor was designed with Flash in mind, but most modern programming languages have robust XML support. If you're lost, check out the tutorials section - there might be an article on using Ogmo Editor with your language or library of choice.

