Tilemap generator · browser tab, no install

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.

Liyue Quay · whole level — 48 × 28 cells at 32 px, the fitted view of the quay, delivery lane and water.Foosha Village Dock · whole level — 48 × 30 at fit: houses, market lane, plank deck and sea.Hyrule Field · whole level — 48 × 30 at fit: road, river, stable, ruins and sand.Liyue Upper Terraces · detail — the 32 px grid up close, with props and water on the collision layer.
✦Tilemap
Make a browser tilemap generator for a night market lane in Liyue Harbour, lanterns and wet stone — describe the place and it builds a 48 × 30 tile grid: a tileset palette, ground, props and collision layers, autotiled terrain, JSON export, and Walk mode with a character who can cross the map. Open on a built level.

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.

Liyue night market · the brief — the typed description, the six-tile palette, four layers and the live counts.
Liyue night market · the brief — The typed brief becomes a build: 48 × 30 cells, six terrain tiles, 101 props, 99 lanterns, 57% walkable. Build the lane regenerates it.
Liyue night market · Walk mode — a walker crossing the lane between stalls, lanterns overhead.
Liyue night market · Walk mode — Walk mode in the lane it just built: a walker crosses between the stalls, and the water and shopfronts are the cells that stop them.
Liyue night market · export — the JSON dialog with format, tile size, seed, interpreted flags and tileset ids.
Liyue night market · export — Export JSON writes the format, a 32 px tile, a seed, the interpreted flags — wet, lantern, fish, fog — and the tileset ids for every layer.
Liyue Upper Terraces · tileset and palette — a 16-column sheet split into terrain and props, each swatch with 16 autotile variants.
Liyue · tileset and palette — A 16-column sheet split into terrain and props; every swatch carries its 16 autotile variants. Tiles are 32 px.
Liyue Upper Terraces · collision layer — red cells are blocked: sea, roofs, crates and planters, 621 of 1,440.
Liyue · collision layer — Red is 1 in the collision layer. 621 of 1,440 cells blocked — sea, roofs, crates, planters — and the count updates as you paint.
Foosha Village Dock · tileset — 256 tiles in a 16 × 16 sheet with the autotile mask showing all 16 neighbour variants.
Foosha dock · tileset — 256 tiles in a 16 × 16 sheet, with an autotile mask showing all 16 neighbour variants for the dock plank.
Foosha Village Dock · one autotile stroke — a plank path drawn across the quay, each tile picking its own edges.
Foosha dock · one autotile stroke — One drag with Autotile lays a plank path; each tile picks its N/E/S/W variant from its neighbours. No corner placed by hand.
Hyrule Field · terrain swatches — seven terrains, each with 16 autotile variants, beside the generated map.
Hyrule Field · terrain swatches — Seven terrains — grass, road, river, ruin, sand, fence, stable — each with 16 autotile variants, on a 32 px grid.
Hyrule Field · Walk mode — Link on the road outside the stable at dusk.
Hyrule Field · Walk mode — Link stands on the road outside the stable. Click a walkable cell and he paths there; blocked cells refuse the click.
LIVE PROOF

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.

Walk the lane it just built.Open in new tab
Want your own?Make My Own

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.

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