# One original Forge room Open room.tmx in Tiled 1.12.2 with tiles.tsx and tiles.png in the same directory. It is a finite 10 × 6 orthogonal map with 32 × 32 tiles. Floor uses global ID 1; Walls uses global ID 2 on 28 boundary cells and 0 inside. The two-column image is Forge-authored. The wall tile has a rectangular collision object in TSX; engine support and physics configuration remain separate. Markers contains one point named PlayerSpawn at pixel (80,80), with string purpose=player_spawn. It is data, not executable player-spawn logic. No resPath is supplied: Tiled's Godot 4 scene exporter will omit this object unless you provide a valid scene path. Native Tiled commands used: tiled --export-map room.tmx room.json tiled --export-map room.json roundtrip.json tmxrasterizer --hide-object-layers --no-smoothing room.tmx room.png Linux commands still require an X server; the official documentation suggests xvfb-run. Forge's managed environment used a local temporary Xvfb display for this native CLI test. No browser or editor UI test is implied. room.png is a genuine Tiled rasterizer output, not a screenshot of its editor. Objects are deliberately hidden in that render. JSON references tiles.tsx. Keep the complete folder and use the importer already supported by your game. Confirm layers, paths, global tile IDs, flip flags, object properties and collisions; do not rename sprite-sheet JSON or assume CSV preserves objects. Use your engine-native editor when that workflow is already working. Executed: Tiled 1.12.2 export, JSON reopen/roundtrip, TMX/JSON rendering and exact pixels for all 60 cells. Unexecuted: interactive editor, any engine importer, player/wall behaviour and target-device builds. Reproducer: scripts/verify-map-room-native.py in Forge's source, using FORGE_TILED_EXECUTABLE and a working DISPLAY. Use, modify, sell or redistribute this original example with LICENSE.txt. Tiled binaries and third-party art are not included.