I think you'd be surprised at how well AppGameKit runs with just using sprites for the map. The creation of sprites is kinda slow, but once the sprites are made, and they all use the same image, then it runs quite nicely.
For example, make a sprite using your map tileset, set the image sizes etc, then hide that sprite. Then, step through your map locations, copying that sprite and positioning it, change it's animation frame to suit the map. If you use the world coordinates and screen view, then it's very straightforward.
I've been looking at this stuff recently, I was worried about the lack of a tile based map system, but not anymore, I'll just use sprites. One benefit in this, is that those sprites could be proper sprites, like for an isometric engine. Use Z depth based on the world Y position, and a lot of the grunt work is done for you. You might even want to use proper sprites instead of tiles, it's a good way to have the sprites go behind and in front of details properly, that saves a lot of hassle doing it that way.
Health, Ammo, and bacon and eggs!