Key Ideas
1Grid Representation. A level is a 2D list/array of integers, each ID mapping to a specific tile image.
2Tileset Slicing. Load one tileset image, then slice out each TILE_SIZE x TILE_SIZE region using Surface.subsurface() or blit with a source rect.
3Rendering the Grid. Loop row/col indices, blit each tile at (col*TILE_SIZE, row*TILE_SIZE) — simple multiplication gives pixel position.
4The Tiled Editor. A free visual map editor; exports JSON/CSV your game code loads instead of hand-writing grids.
5Scrolling Maps. Combine with a camera offset (Module 15) so tiles are drawn at world_pos - camera_offset.
6Collision Layers. A separate grid (or a set of "solid" tile IDs) marks which tiles block movement.