You've given very logical and well aimed responses to everyone, good stuff Konig! I'm enthusiastic to see what you produce. This thread seems to have an oddly pessimistic feel, but I know this can be done well - I'd also like to share some useful thoughts! First of all, I would highly recommend putting together a base tileset to work from. When you can tile in portions of the map, you can really expand on that visual by parallaxing over it and you gain a lot of FPS. This combining of techniques is the perfect balance, especially when your work load feels so overwhelming. There are many inspiring examples online. Secondly, using a tileset as a base will solve the players feeling unnatural or misaligned, as you can tell from this thread, that will be a problem you will run into later. You can export full resolution and properly scaled images of the maps - straight from the editor - might need open source to export with specificity. Third of all, having a base tileset allows your map makers/programmers to have something to use and test with. Having a "base" mapper who goes through and only maps out using the base tileset could greatly lower the load on the artist as well! Lastly, make all of your fringe details use an efficient amount of tiles. Sometimes when you're taking the parallaxing approach, the over the character details stop needing to line up to grids - then you start having excessive fringe tiles being rendered. Put simple: make sure your fringe layers fit in a grid logically. To wrap this all up, keep your artistic integrity, and break rules when you need to! Cheers.