# Generating “tile map” by stamping a full map

I'm building a game using Tiled tilemap editor.

I was originally creating tilesets to stamp around and create my map in Tiled.

Id prefer to create the base map in a Adobe Illustrator and stamp in the whole map as the level. Then stamp in trees or whatever on more layers as needed.

What are the implications on performance doing it this way vs creating the tilemaps and stamping them in tiled?

Example:

Tile:

Stamped Map:

• I'm not sure there are any real implications on performance by doing this. The thing that sticks out most in my mind is the amount of work you'll be doing to add your own level loader/layout code. Compared to using the Tiled map loader, which already exists and is functional. Are you prepared to reinvent the wheel? Is it really necessary? – Jason Oster Jan 18 '16 at 4:55
• @JasonOster Thanks for the response Jason. I think there is confusion. I am still using Tiled. Instead of creating the map using tiles in Tiled, I'll create the entire map in some multiple of 64px (6400 x 6400 Illustrator canvas size) then save it as png and import into Tiled. Then I can just stamp the map there. – Growler Jan 18 '16 at 5:12
• I see. That sounds like just a manual step for a feature that melonJS can automate for you: melonjs.github.io/docs/me.sys.html#preRender – Jason Oster Jan 19 '16 at 22:05