Tilemap Generator — Describe a Place, Get a Map
A tilemap is an index grid, not a painting: tile size, layers, collision. Name the place and the grid comes back walkable.




No tilemap skill in the catalog yet, so the prompt carries the spec: 48 × 30 cells at 32 px, three layers, autotile, collision, JSON export.









Walk the lane it just built.
The night market opened from the typed brief: 48 × 30 cells, 101 props, 99 lanterns, 57% walkable. Paint a tile, then cross the lane in the same tab.
A level is data you can edit.
Neta Studio is an AI world builder — cast, places and playable scenes in one place. A tilemap is the smallest piece of a world that is still a level: an index grid with a tileset, three layers and collision, with your own cast standing on it.
- The tileset ships with the map — Terrain, props and blocked variants are generated to match the place you named, so the palette is never empty and the grid samples a real sheet.
- Autotile closes the seams — Each terrain carries 16 variants keyed by its four neighbours. A painted blob resolves its own edges and inner corners; you paint the shape, not the corners.
- Walk is the test — Collision is a layer and Play is in the same tab. Walk the route, see which cell stops you, fix it, export the JSON.
Questions? Answered.
What is a tilemap, exactly?
A grid of fixed-size cells where each cell holds an index into a tileset image. The level is the grid of numbers, not the picture: 48 × 30 cells at 32 px is 1,440 integers per layer, which is why a map loads at once and edits in place.
Is this the same as Tiled?
No. Tiled is a desktop editor for .tmx projects you build tile by tile. This opens in a browser tab with a built level already on the canvas: describe the place, get the tileset, the three layers, collision and a character who can walk it.
Do I have to draw the tiles myself?
No. The tileset comes with the map — terrain, props and blocked variants generated to match the description. You can swap the sheet with Import tileset image, or paint more from the palette you were given.
What tile size should I use?
Pick one and never mix it. 16 px reads retro, 32 px is the safe default for characters and props, 48 or 64 suit a wider camera. The palette and the grid have to agree, or sampling lands mid-tile.
How does the collision layer work?
Every cell is 1 (blocked) or 0 (free), painted with the same brush as the ground. Walk mode reads it: the character stops at sea, walls and crates and never clips through. The blocked and walkable counters update live.
Can I export the tilemap into Godot, Unity or RPG Maker?
Yes. Export JSON writes width, height, tile size, the tileset columns and the layer arrays. Every engine stores a tilemap as a grid of indices, so you re-point the tileset image and load the arrays.
Can I get more than one map from one prompt?
One prompt builds one playable map. Run the same line with a different place — a dock, a courtyard, a crossing — and you get a new grid with its own tileset; the layout follows the description, not a fixed template.
Does it run on a phone?
It opens and walks; painting is precise with a mouse or a pen. On a phone the palette and layers fold into a sheet and the canvas takes the full width, so it is better for checking a level than for drawing one.
Name the place. The grid comes back walkable.
One line gets you the tileset, the three layers, collision and a character who can cross the map — then Export JSON for your engine.