Slick 2d Tilemap and Image problems

I am using Slick2d
Im using a tilemap for the world map and an image/spritesheet for the game character when I render the tilemap the sprite doesnt show up on screen. If I comment out the tilemap render method the sprite shows up there are no errors so i do not know if it is even possible to use a tilemap and a image file in same state here is my code.

import org.newdawn.slick.*;
import org.newdawn.slick.state.*;
import org.newdawn.slick.tiled.TiledMap;

public class Play extends BasicGameState{
	
	
	Image worldMap;
	
	boolean quit = false;
	boolean facingUp = false;
	boolean facingDown = true;
	boolean facingRight = false;
	boolean facingLeft = false;
	
	int[] duration = {200,200};
	int health = 100;
	
	float monsterPositionX = 0;
	float monsterPositionY = 0;
	float shiftX =  monsterPositionX +320;
	float shiftY =  monsterPositionY +160;
	
	public TiledMap map = null;
	public Image monsterImage = null;
	public SpriteSheet monsterSheet;
	
	public Animation monster;
	public Animation monsterAnimationDown;
	public Animation monsterAnimationUp;
	public Animation monsterAnimationLeft;
	public Animation monsterAnimationRight;
	public Animation monsterAttackUp;
	public Animation monsterAttackDown;
	public Animation monsterAttackRight;
	public Animation monsterAttackLeft;
	public Animation monsterDeath;
	public Play(int state){
		
	}
	
	public void init(GameContainer gc, StateBasedGame sbg)throws SlickException{
		monsterImage = new Image("/res/Monster.png");
		monsterSheet = new SpriteSheet(monsterImage, 64 , 64);
		
		map = new TiledMap("/res/MonsterMap.tmx","res");
		
		monsterAnimationUp = new Animation(monsterSheet, 0,8,8,8,true,200,false);
		monsterAnimationLeft = new Animation(monsterSheet, 0,9,8,9,true,200,false);
		monsterAnimationDown = new Animation(monsterSheet, 0,10,8,10,true,200,false);
		monsterAnimationRight = new Animation(monsterSheet, 0,11,8,11,true,200,false);
		monsterAttackUp = new Animation(monsterSheet, 0,4,7,4,true,100,false);
		monsterAttackLeft = new Animation(monsterSheet, 0,5,7,5,true,100,false);
		monsterAttackDown = new Animation(monsterSheet, 0,6,7,6,true,100,false);
		monsterAttackRight = new Animation(monsterSheet, 0,7,7,7,true,100,false);
		monsterDeath = new Animation(monsterSheet, 0,20,4,20,true,200,false);
		monster = monsterAnimationDown;
		
		facingDown = true;
		
		
	}
	//renders images to screen0
	public void render(GameContainer gc, StateBasedGame sbg, Graphics g)throws SlickException{
		
		monster.draw(320,160);
		//map.render(0,0);
		if(quit == true){
			g.drawString("Resume (R)", 250, 100);
			g.drawString("Main Menu (M)", 250, 150);
			g.drawString("Quit Game (Q)", 250, 200);
			if(quit == false){
				g.clear();
			}
		}
		
		
	}
	// changes translations of game objects
	public void update(GameContainer gc, StateBasedGame sbg, int delta)throws SlickException{
	
		Input input = gc.getInput();
		//MOVEMENT
		if(input.isKeyDown(Input.KEY_W)){
			monster = monsterAnimationUp;
			monster.update(delta);
			monsterPositionY  += delta *.1f;
			facingUp = true;
		}else if(input.isKeyDown(Input.KEY_S)){
			monster = monsterAnimationDown;
			monster.update(delta);
			monsterPositionY  -= delta *.1f;
			facingDown = true;
		} else if(input.isKeyDown(Input.KEY_D)){
			monster = monsterAnimationRight;
			monster.update(delta);
			monsterPositionX  += delta *.1f;
			facingRight = true;
		}else if(input.isKeyDown(Input.KEY_A)){
			monster = monsterAnimationLeft;
			monster.update(delta);
			monsterPositionX  -= delta *.1f;
			facingLeft = true;
		}
		
		//DIAGNOL MOVEMENT
		if(input.isKeyDown(Input.KEY_W)&& input.isKeyDown(Input.KEY_D)){
			monster = monsterAnimationUp;
			monster.update(delta);
			monsterPositionY  += delta *.1f;
			monsterPositionX  += delta *.1f;
			facingUp = true;
		}if(input.isKeyDown(Input.KEY_W)&& input.isKeyDown(Input.KEY_A)){
			monster = monsterAnimationUp;
			monster.update(delta);
			monsterPositionY  += delta *.1f;
			monsterPositionX  -= delta *.1f;
			facingUp = true;
		}if(input.isKeyDown(Input.KEY_S)&& input.isKeyDown(Input.KEY_D)){
			monster = monsterAnimationDown;
			monster.update(delta);
			monsterPositionY  -= delta *.1f;
			monsterPositionX  += delta *.1f;
			facingDown = true;
		}
		if(input.isKeyDown(Input.KEY_S)&& input.isKeyDown(Input.KEY_A)){
			monster = monsterAnimationDown;
			monster.update(delta);
			monsterPositionY  -= delta *.1f;
			monsterPositionX  -= delta *.1f;
			facingDown = true;
		}
		
		if(facingUp == true && input.isKeyDown(input.KEY_SPACE )){
			monster = monsterAttackUp;
			monster.update(delta);
		}
		if(facingDown == true && input.isKeyDown(input.KEY_SPACE )){
			monster = monsterAttackDown;
			monster.update(delta);
		}
		if(facingRight == true && input.isKeyDown(input.KEY_SPACE )){
			monster = monsterAttackRight;
			monster.update(delta);
		}
		if(facingLeft == true && input.isKeyDown(input.KEY_SPACE )){
			monster = monsterAttackLeft;
			monster.update(delta);
		}
		
	}
	
	public int getID(){
		return 1;
	}

}

any and all help will be apprecieated also if i cannot use the tmx file with the png file is there a .tmx to .png converter.