804 top-down tiles: twelve terrains, each with the complete 47-case blob auto-tiling set, at 32 and 64 pixels.
WHY 47 CASES MATTERS
A terrain that only ships a 16-case corner set cannot draw a diagonal join or a single isolated tile without a visible seam. The 47-blob set covers every neighbour configuration there is - outer corners, inner corners, dead ends, single tiles, the lot - so a hand-painted map never shows a hole. All 47 are drawn for every terrain, not generated by rotating four sprites.
WHAT YOU GET
- Twelve terrains, each as a 47-blob set, a 16-case corner set and a plain fill
- Two sizes throughout: 32 px and 64 px, the same art at both
- Packed atlases plus loose tiles
- A demo scene with a full map laid out, so you can see the terrains meeting before you paint anything
- Documentation covering the blob numbering, so a Rule Tile or a custom auto-tiler can be wired up in minutes
TERRAINS
Grass, dirt, sand, snow, stone, ash, water, lava, swamp, path, wood and metal. They share one palette family and one light direction, so a map that crosses from grass to stone to water does not look like three packs stitched together.
IMPORT SETTINGS ALREADY APPLIED
Sprite, Point filter, Compression None, mip maps off, Wrap Clamp, Full Rect mesh. Point filtering is what keeps a tile edge a tile edge; bilinear filtering bleeds neighbouring tiles into each other along every seam, which shows up as a faint grid over the whole map.
DRAWN WITH CODE, NOT GENERATED
Every tile is defined as geometry and rendered by a generator written for this pack, which is the only practical way to keep 47 cases x 12 terrains x 2 sizes consistent to the pixel.
LICENCE
Royalty-free, unlimited commercial and personal projects, no attribution required. You may not resell or redistribute the tile files themselves as an asset pack.