Online tiled map editor · no install

Tiled Map Editor Online — A Free Browser Alternative to Tiled

Make your own tiled map editor

Tiled is a great free desktop level editor. If you want a tiled map editor that runs online, needs no install, and lets you step inside your map — here it is, free.

✦Game
Draw a tiled map of a forest clearing

A tiled map editor is a program that assembles a level from a small set of repeated tile images instead of one large hand-painted background. Tiled, the desktop application from mapeditor.org, is the reference implementation of that idea: free, offline, flexible about grid types, and old enough that a lot of shipped projects still carry .tmx files. This page covers the case where you want the same painting workflow without installing anything, and you want to press Play and walk around inside the map you just painted.

Neta Studio runs the editor in a browser tab. You import a tileset, set the tile size, paint a ground layer and a detail layer, mark collision, then play. The grid becomes a 3D world rendered with Three.js, with a controllable character and real collision. Nothing to download, no project folder to keep in sync between machines, and a link you can hand to someone else so they open the same map.

Tiled vs an Online Tiled Map Editor

Tiled, from mapeditor.org, does a lot well. It is free and open source, it runs offline, and it has supported orthogonal, isometric, staggered and hexagonal grids for years. Layers, object layers with rectangles, ellipses, polygons and polylines, custom properties, templates, tile animations, collision shapes and terrain/Wang sets are all in there. It reads and writes TMX/TSX XML plus JSON variants, and the format is old enough that exporters exist for most engines. If your pipeline already consumes .tmx, Tiled is the safest place to author it.

The friction is not the editing. It is everything around it. Tiled is a desktop application, so every machine that touches the project needs the install. Tilesets are usually referenced as external .tsx files with relative paths, and those break the moment a folder moves or a collaborator's checkout sits at a different depth. There is no play button: you export, then open a second program to find out whether the map works. Sharing means zipping a project and hoping the paths line up on the other end.

An online tiled map editor changes those three things and nothing else. No install, because the editor ships with the page. No file juggling, because the tileset and the layers live in one project you can reopen. And no export-to-test loop, because the map is playable in the tab you painted it in. What you give up is real: no native plugins, no scripted maps, and very large projects are heavier in a browser than on the desktop. For a map that has to be seen and walked through rather than shipped into a compiled engine, the trade is worth it.

Draw a tiled map here — the same editor, no install.

What a Tiled Map Is (and Why the Name Confuses Everyone)

The word does two jobs and they collide. Tiled with a capital T is a product name. A tiled map, lowercase, is any map built from repeated tiles. You can make a tiled map in Tiled, but you can also make one in Godot's TileMap nodes, in Unity's Tilemap system, in Phaser, in a custom importer, or here, without ever opening Tiled.

That split is why searches for a tiled map editor land in two different places. Half the people want the specific desktop application and its file formats. The other half want to build a tile-based map and do not care which tool does it. Both are reasonable. If you are in the second group, the question is not which editor has the longer feature list; it is which one puts a playable result in front of you fastest.

Mechanically, a tiled map is small data. A tileset image, a tile width and height, a grid size in tiles, and then one array of tile IDs per layer where zero means empty. On top of that: an optional object layer holding rectangles and polylines, and a property table of key/value strings. That is the whole structure. An editor is a good interface for editing those arrays, which is the only reason formats move between tools at all.

Draw Your First Tiled Map Online

The first screen has three regions: the tileset panel on the left, the map canvas in the middle, the layer list on the right. Start by creating a map. Choose an orthogonal grid, set the grid to 40 by 30 tiles, and set the tile size to match your tileset exactly. At 32 by 32 pixels that is a 1280 by 960 pixel canvas, which is a reasonable working size and stays responsive while painting.

Then import the tileset image. The two settings that break imports are margin and spacing. Margin is the empty border around the whole sheet; spacing is the gap between tiles. If your sheet was exported with either, type the number. If you skip it, every column shifts by a pixel or two and the map looks subtly, infuriatingly wrong. After that, painting is painting: fill the ground layer, then add detail on a layer above it.

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Create a new orthogonal map. Set the grid to 40 by 30 tiles and the tile size to 32 by 32, or to whatever your tileset actually uses.

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Import the tileset image. Enter the tile width and height, then the margin and spacing if the sheet has a border or gaps.

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Paint the ground layer first. Use fill for large areas and the brush for edges, then stop. Detail comes later.

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Add a second layer above the ground and paint walls, props and transitions there. Keeping terrain and detail separate means you can hide or reorder either one.

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Add a collision layer, or mark collision directly on the tiles that should block movement. Walls, water and cliff faces go here.

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Press Play. The grid becomes a 3D world; walk into a wall and confirm the collision matches what you painted.

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Fix what broke. Nine times out of ten it is a tile size or margin mismatch, not the collision setup.

Tiled Map Examples — Maps You Can Open Right Now

Six scenes ship as playable maps, not screenshots. Each one opens in the browser and you can drive a character through it, which is the only reliable way to check whether a tiled map works.

Three of them are full projects. The others are small demo maps inside the editor that exist to show one mechanic each. Open them when you want to see how layers, collision and tile size were configured rather than read about it.

  • The Cyclops' IslandAn island map built from a terrain tileset with a water boundary and cliff edges. Useful for seeing how a ground layer, a detail layer and a collision layer divide the work, and how a large landmass stays readable when it is all repeated tiles.
  • Mini WorldA deliberately small grid. Good for testing camera height, tile scale and character size before you commit to a layout. Scale problems show up here in seconds instead of after a day of painting.
  • Agent Sprite ForgeThe character side of the same pipeline. Once a map is playable, this is where the sprites and animations for whatever walks on it get assembled.
  • Forest clearing demoA single-tileset map with a path cut through trees. Shows how few distinct tiles you need before a map stops looking tiled.
  • Platformer strip demoA side-view map where tile collision does the level design. Gravity and wall behaviour come from which tiles are marked solid, nothing else.
  • Isometric courtyard demoThe same tile grid under an isometric projection, to make the point that the layout data does not change when the camera does.
One of the maps you can open and play, built on a diamond tile grid.

Importing a TMX / Tileset Into the Browser

Import is a parser, not a converter. We read the map element for orientation, width, height, tile width and tile height, then the tileset entries with their firstgid and either an embedded image or a reference to an external .tsx. Then each layer in order, with its tile data. The encodings that matter are CSV and base64, with or without gzip or zlib compression. If the file uses an encoding we do not decode, the import stops and names it rather than loading a blank grid.

What survives is the structural part. The tileset reference is re-pointed at an uploaded image, so the external .tsx path from your desktop project is replaced instead of followed. Tile size, margin and spacing carry over. Layer order, visibility and opacity carry over. Tile IDs keep their relative positions inside each layer, which is what makes a map look the same after import. Object layers arrive as rectangles and polygons with their properties flattened to key/value strings. Declared tile animations are kept.

What does not survive is anything that was code. Tiled supports JavaScript extensions, custom property classes and C++ plugins, and none of them run in a browser tab. A map produced by a script is just its output tiles here. Custom property types degrade to strings. Infinite maps with chunked storage get flattened into a fixed grid, which changes memory behaviour on very large maps. And an image-collection tileset, where every tile is a separate PNG, works but costs one image request per tile. If your map depends on a plugin, keep authoring it in Tiled.

TMX / TSX featureAfter import in the browser
Tileset reference (external .tsx or embedded image)Kept; the .tsx is re-pointed at an uploaded image instead of following the path
Tile size, margin, spacingKept
Tile layer data as CSV or base64, with gzip or zlibDecoded, tile IDs preserved
Layer order, visibility, opacityKept
Object layer rectangles and polygonsKept
Object and tile propertiesKept as key/value strings
Tile animationsKept
Custom property classesFlattened to strings
JavaScript extensions and scripted mapsNot executed
Native plugins and custom map formatsNot supported
Infinite map chunksFlattened into a fixed grid
Image-collection tilesets (one PNG per tile)Kept, but each tile is a separate image request

Tiled Free vs Tiled Paid

Tiled is free. It is open source desktop software and there is no paid tier to compare against, so a page describing a free versus paid Tiled is describing something else, usually a commercial tileset pack or the editor bundled inside an engine. We are not claiming Tiled costs money, because it does not.

The real split is install versus no install. Tiled asks for a download on every machine, keeps tilesets as relative paths that break when folders move, and offers no built-in playtest, so you export and open another program. A browser editor asks for a tab, keeps the project in one place, and plays the map in the same window. That is the trade, and it has nothing to do with price.

There are things the desktop wins. Plugins, scripted maps, working with no network at all, and very large maps with many layers are all desktop advantages, and pretending otherwise would be dishonest. If your pipeline already consumes .tmx and you have people who maintain it, stay in Tiled. Use the browser editor when the map needs to be seen, shared by link, or walked through by someone who will never install an editor.

AspectTiled (desktop)Neta browser editor
CostFree and open sourceFree, runs in the browser
InstallDesktop download per machineNone
Sharing a mapSend the project, keep relative paths intactSend a link
PlaytestExport, then open it in an enginePlay in the same tab
Plugins and scripted mapsSupported through extensionsNot supported
Working offlineYesNeeds a network for the first load; the page caches after that
Large mapsComfortable with many layersFine at typical sizes; very large maps get heavy

Walk into the world it belongs to

A sprite is a character with nowhere to stand. The last step is the one nobody else offers: take the sheet you just built and put it in a world someone can walk around in — a small island, a planet, a rainy street corner. Every world on this site was made from one written description and published as a page you can play.

FAQ

Is Tiled free? +

Yes. Tiled is free and open source desktop software, and we do not claim it is paid. A price you have seen attached to Tiled is usually a tileset pack, an asset bundle, or an engine's own editor.

Can I open a TMX online? +

Yes. Import the .tmx and we parse the map element, tileset references and layer data, including CSV and base64 data with gzip or zlib compression. An external .tsx reference is the only part you re-point manually.

Does it run on Mac? +

It runs in the browser, so macOS, Windows and Linux behave identically. Chrome, Safari or Firefox with WebGL2 is the requirement, not an operating system.

Do I need to install anything? +

No. The editor loads with the page, and nothing is downloaded to your machine. A browser with WebGL2 is the only prerequisite.

Can I export back to Tiled? +

Yes, for everything we import: tile layers, the tileset reference, map and tile dimensions, object rectangles and properties export as TMX or the JSON variant. Features that only exist as Tiled extensions never existed here, so nothing is lost.

Is a tiled map editor only useful for 2D games? +

No. The tile grid here drives a 3D world, where the ground layer becomes terrain and marked tiles become collision. The map data itself remains a 2D array of tile IDs.

What tile size should I use? +

Match your tileset exactly. 16, 32, 48 and 64 pixels are common; 32 by 32 with a 40 by 30 tile grid is a safe default. A mismatch produces seams or paints one tile off from the cursor.

Back to the 3D Game Builder

All 31 finished 3D worlds, games and scenes live on one page — every one of them playable.

Platform: Neta StudioPage: Tiled Map Editor OnlineRead next: /explore/tool/tile-map-editor · /app/free-tilesets · /use-cases/en/tilesetter-alternative
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