Tile-Based World & Map Building
The Cartographer's Hall
Lesson 1
Intro to TileMapLayer
Build: Paint cells on a grid and understand map coordinates vs world pixels

Lesson 2
Building Your First Tileset
Build: Create a TileSet, add an atlas source, and paint a floor row

Lesson 3
Terrain & Autotiling
Build: Let Godot connect tile edges automatically with Terrain Sets

Lesson 4
Collision Layers on Tiles
Build: Paint physics onto tiles and probe them at runtime

Lesson 5
Y-Sort for Top-Down Depth
Build: Make props draw in front of or behind the player using Y-sort

Lesson 6
Layered Maps: Ground, Walls & Props
Build: One script on the World root that references three TileMapLayer siblings and builds a room in code

Lesson 7
The GameState Autoload
Build: Build a singleton that survives scene changes and remembers the next spawn

Lesson 8
Doors & Scene Transitions
Build: Build an Area2D door that hands off to GameState.go_to

Lesson 9
Spawn Points & the Overworld
Build: Add _place_player() to room_builder.gd, then assemble the two-room overworld

Lesson 10
Designing the World: Rooms, Doors & Level Flow
Build: Turn the tools you built into deliberate level design: lead the player, pace the challenge, and scatter decor from data
