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Flamesofshadow
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Quote Flamesofshadow Replybullet Topic: Large 24×24 Tileset Critique & Arrangement advice
    Posted: 23 February 2026 at 12:49pm
Hi everyone, I’m working on a 24×24 tileset and I’m looking for some feedback before I finalize everything.
The tileset is still a WIP — I don’t have every tile made yet — but I wanted to show the current state and get critique on the direction so far.

What I’m looking for feedback on
1) Overall readability and consistency
Do the tiles look clear and consistent as a set?
Are there any areas where the materials feel confusing or hard to read?
I’m aware that the grass+stone tiles need adjustments because the stone is hard to see, and the stone tiles themselves were recently updated (I included a small proto→current comparison at the end).

2) How should a tileset of this size be organized, especially with so many different tile types?
Right now I have the basic terrain tiles arranged in a grid (four rows of 96×96 blocks for each material), along with the vertical/horizontal doubles, U‑caps, and the solid 4‑way tile. But I’m unsure how to arrange the more specialized tiles — things like erosion end tiles, slopes, waves, loops, and the solo interior corner tiles. Should these be grouped by function, by material, or separated into multiple sheets? Any advice on how to structure a large tileset so it’s readable and easy to use would be really helpful.

3) Whether the fitment demo communicates the tile logic clearly
I included a small test map showing how the tiles connect (slopes, loops, waves, erosion, etc.).
Does this demo make the tile behavior clear, or should I add/change anything to make the flow easier to understand?

About the tileset
The set includes:

straight tiles (floors, walls, ceilings)

interior and exterior corners

slopes (gradual / normal / steep)

erosion transitions between grass, stone, and dirt

U‑cap tiles and double‑sided tiles

loop tiles, round tiles, and sine‑wave tiles

erosion end tiles, which serve two purposes:

placed together, they form a 24×48 floating platform

placed at the edge of terrain, they act as eroded cliff/pit endings

updated stone tiles (shown in the last image)

The PNGs below show the tiles grouped by material and slope type, plus the fitment demo.

Thanks in advance for any critique or advice — especially on tile readability and how to arrange a tileset of this size. I really appreciate any guidance.
the 3rd image is a fitment of the tiles to make a very basic sonic style level.
the 4th image is the prototype grassy-rock and rock tiles on the left, and an updated version on the right.










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Trigonomicon
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Quote Trigonomicon Replybullet Posted: Yesterday at 4:15pm
A couple of pointers:
1) The black outlines on the stones look very stark compared to how low contrast the dirt and the grass is. Maybe try shifting to a dark gray instead of black.
2) the grid is unfortunately very visible in the dirt tiles. I recommend this tutorial by Gas13 which directly addresses the problem of the grid.
3) consider lighting tiles differently depending on their orientation. If you expect light to mostly come from above, the ceiling tiles should be darker than the floor tiles. Whenever this makes sense or not might depend on how the tileset is meant to be used.
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Flamesofshadow
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Quote Flamesofshadow Replybullet Posted: Today at 7:05am
1) I tested using a darker grey instead of black, and it does lower the contrast, but I feel like the black looks better; it allows the individual stones to have more noticeable shape, and the black outline helps people distinguish the rock from the dirt a bit better.

2) I looked at the tutorial, and the grid is a problem, but as they stated, there is only so much that can be done to fix it. Also, when zoomed in to about where a camera would likely be, it isn't as noticeable, but I had to make it tileable for people using tools like Tiled or LDtk to use more easily, so I can't really fix the dirt grid, i am thinking of adding in a couple variations with flowers or stones in it to help break up the repetitiveness of it though.

3)I have actually been having some issues with the shading for light direction for a long time, I finally decided it's best to have the tiles always be shaded to look like the light is facing them, no matter what direction, as it helps make them tile consistently and connect much easier. Shaders would likely be used by people to alter the palettes depending on time of day or in game lighting and shadows. and the current design fits pretty well with Mario and Sonic styles.

Side note:
I plan to have 4-5 palette variations of the tiles which are more season themed but the current one is just one of them and may still be altered to make the grass itself a bit more vibrant
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