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Tilemap Editor Online — Test Maps Drawn by Godot's Rules

This is a tilemap painter for trying out autotile rules, not a level editor — and it says so. Whatever you paint is resolved the way Godot 4 or Tiled resolves it, so a wrong or missing tile shows up before the art reaches the engine. When the set holds up, export the tileset with its rules and build the real levels in Godot, Tiled, Unity or LDtk.

Drop a tileset or autotile sheet (PNG)
Runs in your browser. Files are not uploaded.
Studio Tile workspace: a test map painted with the Godot terrain rule
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • Godot 4 TileSetVerified· Godot 4.7.2
  • TiledVerified· Tiled 1.12.2
  • Unity 6 Rule TileVerified· Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3
  • LDtkPartly verified· LDtk 1.5.3 schema + loader

What it does

  • The map arrives pre-painted with land, water and a narrow spit, so outer edges and inner corners are on screen before you touch anything.
  • You choose which engine decides the tiles: Godot's terrain matcher, ported and compared against Godot 4.7.2 on every painted cell of the corpus, or Tiled's strict Wang lookup.
  • Trouble is marked where it happens: a spot the engine would leave empty or fill with a stand-in gets a frame, and pointing at it names the tile and the reason. Unity behaves differently again — it draws the Rule Tile's default sprite wherever a combination is missing.
  • Several layers, each tied to its own tileset, so a second terrain or a decoration layer can be tried on the same map.
  • What it is not: there are no objects, entities or level properties, and levels are not exported beyond the sample map inside the Tiled and LDtk bundles. For a full map editor, use Sprite Fusion, Tiled or LDtk.

How to do it

  1. Bring in the autotile sheet and accept the layout the Studio recognised — or paint the terrain bits yourself.
  2. Switch from the sheet to the map with M and scribble over the ready-made terrain with the brush.
  3. Try the awkward shapes — single cells, one-tile corridors, diagonal touches — and compare what Godot and Tiled make of them.
  4. Correct the tileset where the frames point, export with Ctrl+E and carry on in the editor where your levels live.

Test-map tools and what each shows

ToolKeyWhat it tells you
BrushP (Shift+[ ] size)Paint terrain and watch the neighbours re-tile as the engine would
EraserERemove terrain to test coast lines, holes and single cells
FillGFlood a region to see large inner areas and their borders at once
PickITake the terrain under the cursor
Random fill—Scatter what the set can draw, to shake out rare combinations
Layers · resize · clear—Try several tilesets on one map, change the map size, start over
Godot rule / Tiled rule—Switch the resolver: Godot's matcher or Tiled's exact Wang match

Engine exports and how each was checked

"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.

TargetFilesCheck
Godot 4 TileSetPNG · nerulio-tileset.json · nerulio_tileset_import.gdVerified Godot 4.7.2The included import script builds the TileSet with terrain peering bits; a map painted with set_cells_terrain_connect equals the Studio preview in every cell on 9 corpus sheets.
Tiled.tsx Wang set · sample.tmxVerified Tiled 1.12.2Tiled's own readers load every Wang ID as written and the sample map renders pixel-exact. The terrain brush itself was not driven.
Unity 6 Rule Tilenerulio-ruletile.json · Editor/NerulioRuleTileImporter.csVerified Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3Blob and side sets: a painted Tilemap shows the predicted sprite in every cell. Corner / dual-grid sets are not exported to Unity.
LDtk.ldtk (1.5.3) · rules · sample levelPartly verified LDtk 1.5.3 schema + loaderAccepted by the LDtk JSON schema and its official loader, and the rules re-run to the exported tiles; not opened in the LDtk app.

Evidence

Layouts identified from the pixels alone on the tile corpus: 4 blob-47 templates and 2 Wang templates with high confidence, a real 64 px cave tileset with medium confidence — every tile's bits right. Godot 4.7.2 painted every test cell exactly as the Studio predicted (485/485 per blob set, 251/251 on a 4-terrain dual-grid pack); Tiled 1.12.2 read every Wang ID back; Unity 6000.5 matched on every painted cell of the blob and side sets.

Limits

  • Tiled's terrain brush, the LDtk app and Godot's editor painter were not driven; the checks use the engines' readers and set_cells_terrain_connect.
  • Unity gets blob and side sets only; several terrains become several Rule Tiles with no transitions between them.
  • Isometric and hex tiles, animated tiles, occlusion and navigation layers are out of scope.
  • Suggesting bits without a known layout needs a reference "full" tile; on side-only path templates the guess can fail until you select it.

Questions

Can I build my game's levels here?

Not as a replacement for a level editor. You can paint and resize test maps, but there are no objects, entities or level files. Export the tileset — the Godot TileSet with terrains, the Tiled Wang set, the Unity Rule Tile or LDtk rules — and draw levels in that editor.

Why can the map look different from what Godot's editor paints?

Godot's editor paints stroke by stroke, and its result depends on the order of your strokes. The Studio resolves each terrain in one pass, the way a script calling set_cells_terrain_connect would; resolved that way, Godot 4.7.2 placed all 485 test cells of each blob set exactly as predicted.

Does the Tiled sample map open in Tiled?

Yes. Tiled 1.12.2's own readers load the Wang IDs as written and the sample.tmx renders pixel-exact; the terrain brush itself was not driven. The LDtk file is partly verified: schema, official loader and rules re-run, not opened in the LDtk app.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).