Yeah, I want to make a game in such style, —
Yes, I trial and errored the floor tiles since it was a simple area.
Ideally you'd want to automate that sort of thing somehow, so that you can make larger areas without having to trial/error it.
You could for example create a seperate object/model in crocotile that overlays the scene(basically tiles that represent collidable areas), and export that to its own obj file.
Then in Construct2, you could create some events that use raytracing to check where there are surfaces corresponding to that object, and set the tilemap based on that.
That way you wouldn't have to do any trial & error- it'd just set up the tilemap automatically.