I didn't think typing with the correct case and punctuation was such a big deal, geez.
My tile system is something a wrote, might not be the best, but it works. What it is is each tile has an integer value, then I've got an array of integers that says where to blit each tile. Then there is an array telling which tiles are overlays and should be blit after everything else on the screen has been drawn. There is another array, one that tells which tiles are solid so it doesn't even give the player a chance to move through them. And the last array is the one of the semi-solid tiles, or ramp-like tiles. When moving through those tiles the y coord of the player gets changed so they are always on the ground (well, unless they jump).
The tile system is pretty much only used to blit the map. After that I wouldn't really considered my game to run on a tile system.
I agree with what gnolam says about James Howard's suggestion. I'm trying to make this system as robust as possible because in the end, I'm not sure exactly what my tiles will be looking like. I'm more of programming the engine right now than anything.
Mr. Big: My collision response seems realistic enough with this method. Though I haven't implemented anything else that moves around besides the player, but I suppose I can always change things around if I need to.