This tripped me up when I was playing around with a test map. You don’t actually have to make a call to content.Load(“mysprite”) (unless you need this texture in your game like displaying on a screen). If you’re just loading a .tmx file you just need to add it to the .mgcb file. It’ll get compiled and the .xnb file will get copied to your output directory, then when the .tmx loader does its thing, it’ll look for an asset and try to load it. Maybe that’s what @lozzajp was saying so apologies if I’m saying the same thing, just wanted to make it clear you don’t need code for all map tilesets.