# 🗺️ TILED MAP EDITOR - Complete Workflow Guide **Date:** 15.12.2025 **Estimated Time:** 4-6 hours **Difficulty:** Medium (requires artistic touch) --- ## 📋 **OVERVIEW** This guide will take you through creating a professional 100x100 tile map using **Tiled Map Editor**. **What you'll create:** - Beautiful grass-covered base layer - Organic dirt paths winding through the map - Natural pond with lily pads and flowers - Trees, bushes, and decorative elements - Professional-quality exported JSON for Phaser --- ## 🎯 **PHASE 1: PREPARATION (30-45 min)** ### **Step 1.1: Install Tiled Map Editor** 1. Open browser to https://www.mapeditor.org/ 2. Download **Windows Installer** (latest stable version, v1.11.x) 3. Run installer → Accept defaults → Install 4. Launch Tiled for first time 5. Verify installation: `File → About Tiled` --- ### **Step 1.2: Create Tileset Image** **Option A: Use Existing Assets** (Quick - 10 min) - Check if you already have tileset in `assets/tilesets/` - If exists, skip to Step 1.3 **Option B: Create New Tileset** (30-40 min) **Tools needed:** - **Photoshop**, **GIMP**, **Paint.NET**, or **Aseprite** **Tileset Specifications:** - **Tile Size:** 48x48 pixels - **Grid:** No spacing, no margin - **Format:** PNG with transparency - **Recommended size:** 8x8 grid = 384x384px (64 tiles) **Tiles to create:** 1. **Grass Tiles (16 tiles):** - Base grass (#4a9d5f - rich green) - Grass variants (lighter/darker patches) - Transition tiles (grass to dirt) - Corner pieces 2. **Dirt/Path Tiles (12 tiles):** - Dirt base (#8b6f47 - brown) - Horizontal path - Vertical path - Corner pieces (NW, NE, SW, SE) - T-junctions - Cross-junction 3. **Water Tiles (8 tiles):** - Water center (#2a7fbc - blue) - Water edge pieces (8 directions) - Optionally: animated frames 4. **Decoration Tiles (28 tiles):** - Tree (round crown) - 2-4 tiles tall - Tree variations (3-4 types) - Flowers (red, yellow, pink, purple) - Bushes (small, medium) - Rocks (small, medium, large) - Lily pads - Lily pad with pink flower **Save as:** `assets/tilesets/smooth_tileset.png` --- ### **Step 1.3: Import Tileset into Tiled** 1. Launch **Tiled Map Editor** 2. **File → New → New Tileset** 3. Configure: - **Name:** `smooth_tileset` - **Type:** Based on Tileset Image - **Source:** Browse to `smooth_tileset.png` - **Tile width:** 48 - **Tile height:** 48 - **Margin:** 0 - **Spacing:** 0 4. Click **Save As** → `assets/tilesets/smooth_tileset.tsx` 5. Verify tiles appear in **Tilesets panel** --- ## 🎨 **PHASE 2: MAP CREATION (1-2 hours)** ### **Step 2.1: Create New Map** 1. **File → New → New Map** 2. Configure: - **Orientation:** Orthogonal (not isometric!) - **Tile layer format:** CSV (for simplicity) - **Tile render order:** Right Down - **Map size:** - Width: **100 tiles** - Height: **100 tiles** - **Tile size:** - Width: **48 px** - Height: **48 px** 3. Click **Save As** → `assets/maps/world.tmx` **Map is now 4800x4800 pixels total!** --- ### **Step 2.2: Add Tileset to Map** 1. Right-click in **Tilesets panel** 2. **Add Tileset → Browse** → Select `smooth_tileset.tsx` 3. Tileset now appears in panel --- ## 🌱 **PHASE 3: LAYER PAINTING (2-3 hours)** ### **Step 3.1: Base Grass Layer (15 min)** 1. **Layer → Add Layer → Tile Layer** 2. Name: **`Ground`** 3. Select **grass base tile** from tileset 4. **Edit → Fill With Stamp (Bucket Tool)** or press **B** 5. Click anywhere on map → Entire map fills with grass! **Add grass variations:** 1. Select **grass variant tile** 2. Use **Stamp Brush (B)** to paint random patches 3. Create natural variation (10-20% of map) 4. **Tip:** Use large brush for organic look --- ### **Step 3.2: Dirt Paths Layer (30-45 min)** 1. **Layer → Add Layer → Tile Layer** 2. Name: **`Paths`** 3. Select **dirt path tiles** **Path Design Strategy:** - **Main paths:** 2-3 tiles wide - **Secondary paths:** 1 tile wide - **Avoid:** Straight lines, 90° angles - **Create:** Gentle curves, organic flow **How to paint:** 1. Start from center (spawn point area) 2. Draw main vertical path (center to north/south) 3. Draw main horizontal path (center to east/west) 4. Add diagonal shortcuts 5. Connect with curves using corner tiles 6. Add winding secondary paths **Corner Tiles:** - Use appropriate NW, NE, SW, SE corners for smooth curves - Use T-junctions where paths intersect - Use cross-junction for major intersections **Time:** 30-45 minutes for natural path network --- ### **Step 3.3: Pond Creation (30-45 min)** 1. **Layer → Add Layer → Tile Layer** 2. Name: **`Water`** **Pond Design:** **Shape:** Organic, irregular (NOT square!) - Think kidney bean, amoeba, natural lake - Size: ~15x20 tiles (medium pond) - Location: Off-center (e.g., northeast quadrant) **Painting Steps:** 1. Select **water center tile** 2. Paint rough pond shape (filled blob) 3. Add **water edge tiles** around perimeter - Use appropriate edge tile for each direction - Corners need special corner-edge tiles 4. Refine edges for smooth, natural look **Lily Pads (Layer: Decorations):** 1. Place 3-5 **lily pad tiles** on water 2. Add **lily pad with pink flower** (1-2) 3. Space them naturally (not in straight line!) **Optional Koi Fish:** - Add 2-3 koi fish tiles swimming in pond --- ### **Step 3.4: Trees & Decorations Layer (30-45 min)** 1. **Layer → Add Layer → Tile Layer** 2. Name: **`Decorations`** **Tree Placement:** - **Quantity:** 20-30 trees across map - **Clustering:** Group 2-4 trees together - **Spacing:** Leave open areas for farming - **Placement:** Avoid paths and spawn area - **Variation:** Use different tree types **Flowers:** - **Quantity:** 30-50 individual flowers - **Colors:** Mix red, yellow, pink, purple - **Placement:** Along paths, near trees, random clusters - **Avoid:** Dense flower fields (keep sparse) **Bushes:** - **Quantity:** 15-25 bushes - **Placement:** Fill gaps, create variety - **Mix:** Small and medium sizes **Rocks (Optional):** - **Quantity:** 10-15 decorative rocks - **Placement:** Near paths, water edge **Reference Density:** Aim for 25-30% decoration coverage --- ## 🚧 **PHASE 4: COLLISION & OBJECTS (30 min)** ### **Step 4.1: Collision Properties** **Set tile collisions:** 1. Select **Tileset panel** → Click your tileset 2. For each **water tile**: - Right-click → **Tile Properties** - Add custom property: `collides` = `true` (boolean) 3. For each **tree tile**: - Add `collides` = `true` 4. For **large rocks**: - Add `collides` = `true` --- ### **Step 4.2: Object Layer - Spawn Points** 1. **Layer → Add Layer → Object Layer** 2. Name: **`SpawnPoints`** **Add Player Spawn:** 1. Select **Insert Point** tool (P key) 2. Click on center of map (50, 50) 3. **Object Properties:** - Name: `PlayerSpawn` - Type: `spawn` - Custom properties: - `gridX` = `50` (number) - `gridY` = `50` (number) **Optional NPC Spawns:** - Repeat for any NPC spawn locations - Name them: `NPCSpawn_1`, `NPCSpawn_2`, etc. --- ## 📤 **PHASE 5: EXPORT (15 min)** ### **Step 5.1: Export to JSON** 1. **File → Export As** 2. Select format: **JSON map files (*.tmj *.json)** 3. Save as: `assets/maps/world.json` 4. Verify file created successfully --- ### **Step 5.2: Verify JSON Structure** Open `world.json` and verify: ```json { "width": 100, "height": 100, "tilewidth": 48, "tileheight": 48, "layers": [ { "name": "Ground", "type": "tilelayer", ... }, { "name": "Paths", "type": "tilelayer", ... }, { "name": "Water", "type": "tilelayer", ... }, { "name": "Decorations", "type": "tilelayer", ... }, { "name": "SpawnPoints", "type": "objectgroup", ... } ], "tilesets": [ ... ] } ``` --- ## 🎮 **PHASE 6: INTEGRATION (30-45 min)** ### **Step 6.1: Load Map in Phaser** Create/modify loader system - I can help with code when ready! --- ## ✅ **FINAL CHECKLIST** Before considering map complete: - [ ] All 100x100 tiles painted (no gaps) - [ ] Paths look natural and organic - [ ] Pond has smooth edges and lily pads - [ ] Trees properly distributed (20-30) - [ ] Flowers placed (30-50) - [ ] Bushes added (15-25) - [ ] Collision properties set - [ ] Player spawn point placed - [ ] Exported to JSON successfully - [ ] File saved in correct location --- ## 📊 **TIME BREAKDOWN** | Phase | Task | Time | |-------|------|------| | 1 | Preparation (install, tileset) | 30-45 min | | 2 | Map creation | 15 min | | 3.1 | Grass base layer | 15 min | | 3.2 | Dirt paths | 30-45 min | | 3.3 | Pond creation | 30-45 min | | 3.4 | Trees & decorations | 30-45 min | | 4 | Collision & objects | 30 min | | 5 | Export | 15 min | | **TOTAL** | | **3-4.5 hours** | *Note: First-time users may need 4-6 hours* --- ## 💡 **TIPS FOR SUCCESS** 1. **Take breaks** - Don't rush, enjoy the creative process 2. **Save often** - Ctrl+S frequently! 3. **Zoom in/out** - Use mouse wheel for different perspectives 4. **Undo is your friend** - Ctrl+Z if you make mistakes 5. **Reference images** - Look at real top-down maps for inspiration 6. **Test early** - Export and test in Phaser after each layer --- ## 🐛 **TROUBLESHOOTING** **Map too large to see:** - Zoom out: Ctrl + Mouse wheel down - Fit to view: View → Zoom → Fit in View **Tiles not aligning:** - Check tile size is exactly 48x48 - Check margin/spacing is 0 **Export fails:** - Ensure map folder exists: `assets/maps/` - Check write permissions **Collisions not working in game:** - Verify custom properties spelling: `collides` (lowercase) - Check boolean value, not string --- **Ready to create your map? Let me know when to help with Phaser integration!** 🗺️✨