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Hello,

I downloaded/purchased the pack to test it in a top-down 2D canvas/grid-based Map Builder.

I am trying to use the terrain assets, mainly grass, dirt, road, water and transitions, as a modular terrain base for the map. However, I could not find a clear autotile/bitmask configuration or neighbor-rule documentation in the package.

I found folders such as:

  • terrain_grass_base_01
  • terrain_dirt_base_01
  • road_core_01
  • transition_grass_dirt_01
  • transition_road_grass_01
  • transition_road_dirt_01
  • water_bank_01

But I could not find a file or documentation explaining, for example:

  • which tile is the seamless base tile;
  • which tile is the north/south/east/west edge;
  • which tile is the NE/NW/SE/SW corner;
  • which tile is the inner corner;
  • which tile is a straight road, road corner, T-junction, crossroad or road end;
  • which neighbor/bitmask rule should be used;
  • whether there is support for Godot TileMap, Tiled .tsx, Unity RuleTile, or any other autotile format.

My question is:

Does this pack include a ready-to-use terrain/autotile system with bitmask/neighbor rules?

If yes, where are the correct files or documentation to configure it?

If not, are the terrain assets intended only for manual/visual composition, and not for automatic autotiling?

I am asking because I need a system where the user paints a terrain type, for example road, grass, or water, and the editor automatically selects the correct tile based on the neighboring cells.

Thank you.

Hi,

Thank you for the detailed feedback and for taking the time to test the pack in your own map-building workflow.

Your questions were completely valid and highlighted an area where the original package was not clear enough.

While the terrain assets already contained the required road, terrain, transition, and water pieces, the pack did not explain their relationships, neighbor rules, or intended autotile usage clearly enough for users building their own map editors, TileMap systems, or procedural map tools.

To address this, I have spent the last weeks improving both the asset workflow and the included Map Creator. The goal was to make the terrain system much easier to understand and much more practical for users who want automatic tile selection based on neighboring cells.

The new v1.4 update is specifically designed to cover the questions you raised:

• Which tile acts as the base tile  

• Which tiles are edges, corners, and inner corners  

• How roads connect and form straights, corners, T-junctions, and crossroads  

• How water banks and terrain transitions are intended to work  

• How neighboring cells affect tile selection  

• How autotiling can be implemented in external tools and game engines

The updated Map Creator now includes:

• Terrain Paint workflow  

• Suggested Neighbor Tiles  

• Road Helpers  

• Water Helpers  

• Terrain Helpers  

• Smart Terrain suggestions  

• "Why Was This Tile Chosen?" explanations in plain language  

• Generic autotile metadata and starter export presets for Godot, Unity, and Tiled

The intention is that users can now understand and use the terrain system visually, without needing to manually inspect CSV files, JSON files, tile IDs, or bitmask values.

For users creating their own editors, HTML Canvas tools, Godot TileMaps, Unity workflows, or Tiled projects, starter export presets are now included as a practical starting point. These are generated from the same terrain relationship data used by the Map Creator.

Please note that these are starter integrations rather than full native engine plugins. Full native support for Godot, Unity RuleTiles, and Tiled WangSets is something I am actively exploring for future updates.

I am also currently working on additional improvements to the Map Creator, along with a dedicated character and creature asset expansion for the Golden Legend ecosystem.

Thank you again for the feedback. Comments like yours are extremely valuable because they help identify exactly where users get stuck and where the tools can be improved.

I hope the v1.4 update makes the terrain workflow much clearer and significantly more useful for your project. If you have additional suggestions after testing the update, I would be happy to hear them.