First number: Polygon count. The is the total number of NON-TRANSPARENT (ie non "-1", "-2" or "-3" tiles) Second number: Width (x-axis) of each tile in world units. Third number: Depth (z axis) of each tile in world units. Follow with data.. SPECIAL NUMBERS: * "-1" = Blank Tile * "-2" = End of row * "-3" = End of Map In theory, you can have non-square or even non-rectangular maps.. The number system for the tiles.. The template file must be 256x256, and each tile must be 32x32. This means you have 8 tiles per row. Number starts from 0. 0, 1, 2, 3, 4, 5, 6, 7 8, 9, 10, 11, 12, 13, 14, 15 16, 17, 18, 19, 20, 21, 22, 23 24, 25, 26, 27, 28, 29, 30, 31 32, 33, 34, 35, 36, 37, 38, 39 40, 41, 42, 43, 44, 45, 46, 47 48, 49, 50, 51, 52, 53, 54, 55 56, 57, 58, 59, 60, 61, 62, 63 Simple reference the tile by number! The engine SHOULD be white space tollerant, except for the first 3 lines must be 1 after the other. The engine IS NOT tollerant to incorrectly counted tiles. It will produce errors, most likely Memblock out of bound errors. Nick