Use case: stylized-concept. Asset: ONE modular pixel-art TILE ATLAS for a top-down JRPG limestone fortress battlement. Reference image is PALETTE/MATERIAL only: weathered pale limestone, cool grey-mauve shadows, battered iron, restrained warm stone highlights. Do not copy the panoramic composition or architecture. Atlas geometry:4 columns by4 rows of sixteen32x32 logical tiles, complete128x128 logical atlas magnified8x to1024x1024. Tiles touch with NO gutters, labels, grid lines, border or shadows outside cells. Strong consistent virtual pixel grid, limited palette,3-4 shades per material, no tiny grain, no painterly softness. Row0 (four cells): four subtly varied seamless flat FLOOR tiles, large worn limestone flagstones, aligned edges, restrained cracks, gentle surface variation; overhead view, no projecting walls. Row1: straight horizontal parapet FRONT wall face of large limestone blocks; square MERLON block with top surface and front face; damaged merlon variant; shaded straight wall face. All fill their32x32 cell cleanly. Row2: left ending/corner of low parapet; right ending/corner; short stone stairs ascending toward north/top; matching descending stairs. Orthogonal top-down JRPG perspective, never isometric diamond grid. Row3: rough vertical cliff/retaining stone texture; dark masonry; cracked floor with a few scattered chips; shadowed floor. Shared upper-left light; desaturated pale stone should support darker character sprites and blue-grey clothing. The floor variants should tile plausibly together without a decorative frame. Do not make floating blocks, standalone props, portals, grassland, castle panoramas, roof tiles or boats. This is a compact reusable atlas of masonry surfaces for assembly, not a complete map. No text, letters, numbers, swatches, UI or people. Opaque tiles; no transparency inside floor/wall cells.