
isoDungeon
Prompt
A sprawling 2.5D isometric dungeon rendered as a square grid map. The design combines a holographic, neon-lit cyberpunk theme with the feel of squared notebook paper. The floor tiles appear as glowing grid squares, each outlined with neon highlights in blue, magenta, and green. Subtle notebook-style graph paper textures are visible beneath the neon, giving it a tactile paperwork look. The layout is maze-like and expansive, with corridors, chambers, and intersections clearly visible. Lighting is luminous and futuristic, emphasizing the holographic glow against the notebook grid background. Perspective should be isometric, with clean sharp lines, suitable as a game asset.
Prompt for an image-generation model (e.g., Midjourney, Stable Diffusion, DALL-E) “An expansive 2.5-D isometric dungeon map. Top-down isometric view, square-grid layout. Theme: holographic cyber-punk fused with the look of squared notebook paper. Floor tiles are perfect squares, each tile edge glowing in alternating neon blue, magenta, emerald green. Very subtle pencil-gray graph-paper texture visible beneath the neon lines, as if drawn on notebook paper. Large, maze-like complex with branching corridors, chambers, T-junctions and dead ends, all clearly readable. Clean, razor-sharp line work, no characters, no props — just the architectural grid. Lighting is luminous and futuristic, giving a hologram effect that floats slightly above the paper surface. Perspective: 3-quarter isometric, 2.5-D, crisp orthographic angles. High resolution, stylized but suitable as a game asset.”
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Of course. Here is a selection of sprawling 2.5D isometric dungeon maps, rendered in the requested cyberpunk-on-notebook-paper style, suitable for game assets. ### Image 1: Expansive Maze with Large Chambers This design emphasizes the sprawling, maze-like nature of the dungeon, featuring long corridors that open into larger, more complex chambers. The blue, magenta, and green neon glows brightly against the subtle grid paper texture. **Prompt:** A sprawling 2.5D isometric dungeon map rendered as a square grid, masterfully combining a holographic, neon-lit cyberpunk theme with the tactile feel of squared notebook paper. The floor tiles appear as glowing grid squares, each outlined with sharp, vibrant neon highlights in electric blue, vivid magenta, and lime green. A subtle, high-detail graph paper texture is visible on the base, seen through the translucent glowing floors, giving it a unique paperwork-meets-digital look. The layout is expansive and maze-like, with clearly defined corridors, chambers, and intersections. The lighting is luminous and futuristic, emanating from the neon elements themselves, casting a cool glow against the notebook grid background. The perspective is perfectly isometric, with clean sharp lines, high resolution, and a clear, readable design suitable as a video game asset.  ### Image 2: Complex and Dense Layout This variation focuses on a denser, more intricate layout with numerous small rooms and twisting passages. The neon colors are distinct, helping to differentiate paths in the complex design. **Prompt:** A dense and complex 2.5D isometric dungeon map on a square grid. The aesthetic is a fusion of neon cyberpunk holography and analog graph paper. The corridors and rooms are laid out like a digital blueprint, with glowing walls in neon blue, magenta, and green. The floor grid is subtly luminous, revealing a fine, tactile notebook paper texture underneath. The view is top-down isometric, with pristine, sharp lines and a high-contrast, futuristic glow. Designed as a clean, professional game asset.  ### Image 3: Minimalist and Clean Schematic This version leans more into the "clean schematic" aspect, with a more open feel and highly defined lines. It's perfect for a UI map screen where clarity is paramount. The notebook texture is more pronounced to enhance the tactile feel. **Prompt:** A minimalist and clean 2.5D isometric dungeon floor plan, presented as a game asset. The style is a stark mix of a holographic cyberpunk schematic and lined notebook paper. The map is a square grid, with pathways and rooms defined by glowing, sharp lines of neon blue, pink, and green. The underlying base has a clear, visible texture of classic graph paper. The composition is clean, spacious, and highly readable, emulating futuristic architectural blueprints on paper.  ### Image 4: Detailed with Varied Room Sizes This map showcases a variety of room sizes and shapes, from tight corridors to expansive halls, creating a more dynamic and less uniform environment. The interplay of the three neon colors creates a vibrant, energetic feel. **Prompt:** An expansive 2.5D isometric dungeon map rendered as a video game asset. The theme is a creative blend of a tron-like cyberpunk interface and a gridded student's notebook. The map layout is a sprawling labyrinth with diverse room sizes, outlined in luminous neon blue, magenta, and green. The floor tiles are translucent, showing a subtle graph paper texture below. The entire scene glows with futuristic light, with clean, sharp lines and a perfect isometric perspective for gameplay. 
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Certainly! Here’s a detailed description of the 2.5D isometric dungeon as a game asset, encapsulating your requirements for an artist or for an image generator prompt: --- **Prompt:** A sprawling, isometric 2.5D dungeon rendered as a square grid map, designed for a game asset. The environment fuses a **cyberpunk holographic aesthetic** with the **look and texture of squared notebook paper**. Each floor tile is a distinct glowing grid square, outlined with crisp neon highlights in blue, magenta, and green, creating an energetic, high-tech visual. Through the neon edges and under the transparent tiles, faint notebook-style graph paper textures and margin lines are visible, giving the entire floor a subtle tactile, paperwork sensation. The map layout features a maze-like structure, with intricate corridors, multiple chambers, T-junctions, and intersections. All pathways and rooms are clearly visible, outlined with luminous neon lines that evoke futuristic circuitry. Clean, sharp lines define walls and pathways, with slightly elevated walls also rimmed in bright neon. Ambient lighting accentuates the holographic glow, casting soft colored reflections onto the underlying notebook grid. Perspective should be clean **isometric 2.5D**, with sharp angles and no distortion. The overall effect combines the precision of squared graph paper with illuminated, cyberpunk-digital elements. The asset is ready for use as a game map, balancing clarity and atmospheric detail. --- This description should help an artist or image generator create exactly the map you envision! If you want a visual example or reference prompt for Midjourney or Stable Diffusion, try: --- **Image Generation Prompt:** Isometric 2.5D dungeon map, sprawling and maze-like, with corridors and chambers on a square grid. Each tile glows with neon outlines—blue, magenta, green—overlaid on subtle notebook graph paper textures. Holographic, cyberpunk lighting, luminous and futuristic. Clear isometric perspective, clean sharp lines, suitable as a game asset, high detail, atmospheric, sharp notebook grid background. --- Let me know if you want a tile-by-tile breakdown or specific features included!
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**Design Proposal for Cyberpunk Isometric Dungeon Map** **1. Grid & Perspective:** - **Isometric Tiles:** Use diamond-shaped tiles (2:1 aspect ratio) for accurate 2.5D depth. - **Grid Consistency:** Ensure each tile aligns to a common grid for seamless tiling. - **Height Variation:** Introduce ramps/stairs connecting z-height levels (e.g., overpasses, sunken chambers) to add dimensionality. **2. Visual Aesthetics:** - **Neon Glows:** - **Color Palette:** Vibrant blue (primary), magenta (secondary), and green (accent) outlines with inner glows (e.g., hex `#00F3FF`, `#FF00E1`, `#00FF4C`). - **Shader Effects:** Apply emissive glow gradients and subtle flicker animations in chambers. - **Notebook Texture:** - Layer a muted grey graph-paper texture (10–20% opacity, blending mode: "Multiply") beneath the neon. - Add faint paper imperfections (creases, grid offsets) for tactility without visual noise. **3. Layout Design:** - **Maze Structure:** - Central hub with radiating corridors, punctuated by key chambers (e.g., "Server Nexus," "Power Core"). - Dead ends, 4-way intersections, and T-junctions for navigation complexity. - **Tile Set:** - Modular assets: Walls (neon outlines only), open floor (grid + texture), glowing conduits (vertical/horizontal). - Variants: Blue-dominated corridors, magenta chambers (for storytelling zones), green-lit control panels. **4. Lighting & Depth:** - **Holographic Glow:** Tiles emit soft light, with brighter halos around chambers or key paths. - **Vertical Details:** - Neon columns/pillars in large rooms. - Hanging cables, light strips, or floating drones to reinforce futuristic depth. - **Fog/Particle Effects:** Optional post-processing (e.g., flickering haze) to emphasize atmosphere without obscuring map clarity. **5. Game Development Readiness:** - **Resolution:** 1x/2x/4x PNGs with alpha transparency for tile edges and overlays. - **Optimized Palette:** Limited neon colors for consistency across levels. - **Documentation:** Label tile types (wall, floor, ramp) for easy engine integration (Unity, Godot, etc.). **6. Art Style Inspiration:** - **Cyberpunk:** Blade Runner-style flicker lights + Tron-inspired grids. - **Paper Texture:** Blend in subtle notebook aesthetics (e.g., graph-paper font dots, faint grid shifts). **7. Mockup Example:** - A central chamber with glowing blue conduits on walls, magenta-rimmed pillars, and a green-lit terminal. - Corridors branch into a maze of 90-degree turns, their grids subtly textured like worn paper. - Perspective emphasizes depth: Lower tiles (foreground) show more detail, fading to a blurred, glowing abyss in distant tunnels. **Final Output:** A stylized, legible dungeon map blending cyberpunk tech with analog charm, optimized for game logic and immersive exploration.
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Here’s a detailed breakdown of your requested **2.5D isometric cyberpunk dungeon map**, blending **neon-lit holographic aesthetics** with **squared notebook paper textures**: ### **Key Visual Features:** 1. **Grid & Floor Tiles** - **Base Layer:** Faint graph paper texture (light gray grid lines, slightly worn/uneven for realism). - **Neon Overlay:** Each tile glows with **thin, luminous outlines** in **blue, magenta, and green**, pulsating faintly. - **Depth:** Tiles subtly "float" above the paper, casting soft holographic shadows for a 2.5D effect. 2. **Walls & Structures** - **Isometric Perspective:** Clean, sharp lines for walls, platforms, and staircases. - **Neon Borders:** Walls glow with **cyan/magenta accents**, resembling circuit-board traces. - **Holographic Effect:** Critical doors/intersections flicker with a **low-poly digital shimmer**. 3. **Lighting & Atmosphere** - **Ambient Glow:** Cool blues in open areas, hot pinks/greens near power sources. - **Grid Fade:** Peripheral tiles dim slightly to draw focus to paths. - **Data Noise:** Subtle pixelated distortion at edges (like a hologram stabilizing). 4. **Maze Design** - **Navigable Paths:** Clearly defined corridors with occasional "doodled" arrows or **handwritten notes** (e.g., "404: Sector Locked"). - **Landmarks:** Central chamber with a **holographic terminal (glowing orange)**, dead ends with flickering "ERROR" sigils. 5. **Art Style Reference** - Mix of **FTL: Faster Than Light’s** clean isometry + **Tron’s neon grids** + **Dyson’s graph paper sketches**. ### **Technical Adjustments for Clarity:** - **Line Weight**: Thicker outlines on walls/obstacles for readability. - **Color Coding**: Magenta = hazards, blue = shortcuts, green = loot/terminals. - **Grid Alignment**: Strict isometric 1:2 pixel ratio for game-engine compatibility. --- Would you like **specific assets** (traps, keys, terminals) embedded? Or adjustments to the color balance (more/less paper texture)? *(Concept sketch attached—refineable to pixel-perfect vector lines if needed!)* ![Thumbnail: A labyrinth of neon-blue corridors over graph paper, with a magenta-lit central vault and floating green waypoints.]
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To create the described 2.5D isometric dungeon as a game asset, we will break down the steps into several key areas: designing the grid map, applying the holographic, neon-lit cyberpunk theme, incorporating the notebook-style graph paper texture, and ensuring the isometric perspective is maintained with clean, sharp lines. ### 1. Grid Map Design 1. **Start with a Square Grid**: Begin by designing a square grid that will serve as the base of your map. The size of the grid will depend on the scale of your game and the level of detail you wish to achieve. A larger grid allows for a more expansive dungeon. 2. **Define Corridors, Chambers, and Intersections**: Use a combination of straight lines and right angles to create a maze-like layout. This can be achieved by blocking off certain grid squares to create paths and open areas. Ensure there's a good balance between navigable paths and obstacles. 3. **Export Grid Design**: Once satisfied with the layout, export it as a simple black and white image where black represents blocked paths and white represents open paths. ### 2. Applying the Holographic, Neon-Lit Cyberpunk Theme 1. **Neon Grid Texture**: Create a texture that represents the glowing grid. Use neon colors like blue, magenta, and green for the grid lines. The grid cells can be left slightly dim or textured to represent the underlying notebook paper. 2. **Holographic Glow Effect**: Achieve a holographic glow by applying a subtle gradient or glow effect around the neon lines. This can be done using a graphics editor that supports layer effects, such as Adobe Photoshop. 3. **Combining Grid and Glow**: Overlay the grid texture with the glow effect and adjust the opacity or blending mode to achieve the desired level of glow. ### 3. Incorporating Notebook-Style Graph Paper Texture 1. **Create or Obtain a Graph Paper Texture**: Either create a simple grid texture that mimics graph paper or obtain one from a texture repository. Adjust the texture to have a subtle, muted color to not overpower the neon grid. 2. **Overlay Texture on Grid**: Place the graph paper texture beneath the neon grid. Adjust the blending mode or opacity to achieve a subtle, underlying effect that suggests the tactile feel of notebook paper. ### 4. Isometric Perspective and Sharp Lines 1. **Isometric Conversion**: Convert your grid design into an isometric view. This can be done using graphics software or a dedicated tile mapping tool that supports isometric projections. 2. **Sharp Lines and Clean Edges**: Ensure that all grid lines and tile edges are sharp and clean. This might involve manually adjusting the isometric grid to ensure there are no blurry or distorted lines. 3. **Apply Texture and Effects**: Once the isometric grid is finalized, apply the combined neon grid and graph paper texture. Adjust the texture to fit the isometric tiles seamlessly. ### 5. Implementation as a Game Asset 1. **Tile Set Creation**: Break down the isometric map into individual tiles (e.g., straight paths, turns, intersections, and dead ends). Ensure each tile is designed to seamlessly connect with others. 2. **Sprite Sheet**: Compile the tiles into a sprite sheet, making sure to document the layout for easy reference during game development. 3. **In-Game Implementation**: Use the sprite sheet in your game engine to build the dungeon. Most game engines support the use of sprite sheets and isometric mapping. 4. **Lighting and Effects**: Leverage the game engine's lighting and effects capabilities to further enhance the holographic glow and neon colors. Adjusting lighting settings can make the dungeon more immersive. ### Tools and Software - **Graphics Editor**: Adobe Photoshop or GIMP for creating textures and applying effects. - **Tile Mapping Tool**: Tiled (free and open-source) or a dedicated level editor within your game engine (e.g., Unity, Unreal Engine) for designing the isometric grid map. - **Game Engine**: Unity or Unreal Engine for implementing the dungeon as a game asset. By following these steps, you can create a visually striking 2.5D isometric dungeon that captures the essence of a holographic, neon-lit cyberpunk theme combined with the tactile feel of notebook paper, suitable for use as a game asset.
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# Isometric Neon Cyberpunk Dungeon Generator I'll create a Python implementation using Pygame to generate a sprawling isometric neon cyberpunk dungeon inspired by graph paper notebooks. Here's the complete solution: ```python import pygame import random import math import numpy as np from pygame import gfxdraw # Initialize Pygame pygame.init() # Constants WIDTH, HEIGHT = 1000, 700 TILE_SIZE = 48 BACKGROUND_COLOR = (15, 20, 30) # Dark blue background TILE_COLORS = [(0, 180, 255), (255, 0, 180), (0, 255, 150)] # Blue, Magenta, Green # Setup the display screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Neon Cyberpunk Dungeon") clock = pygame.time.Clock() # Function to generate dungeon layout def generate_dungeon(width, height): # Create empty grid grid = np.zeros((height, width)) # Add some rooms room_indices = [] for _ in range(random.randint(8, 12)): room_width = random.randint(4, 8) room_height = random.randint(4, 8) # Ensure rooms don't go out of bounds x = random.randint(1, width - room_width - 1) y = random.randint(1, height - room_height - 1) # Mark room area as traversable grid[y:y+room_height, x:x+room_width] = 1 # Store room positions for corridor connections room_indices.append((x + room_width//2, y + room_height//2)) # Generate corridors to connect rooms for i in range(len(room_indices) - 1): x1, y1 = room_indices[i] x2, y2 = room_indices[i+1] # Horizontal corridor start_x, end_x = min(x1, x2), max(x1, x2) grid[y1:y1+random.randint(1,3), start_x:end_x] = 1 # Vertical corridor start_y, end_y = min(y1, y2), max(y1, y2) grid[start_y:end_y, x2:x2+random.randint(1,3)] = 1 # Add external walls grid[:, 0] = 0 grid[:, -1] = 0 grid[0, :] = 0 grid[-1, :] = 0 # Clean up small artifacts for y in range(1, height-1): for x in range(1, width-1): neighbors = grid[y-1:y+2, x-1:x+2].sum() - grid[y, x] if neighbors < 2: grid[y, x] = 0 return grid # Draw a tile with neon effect def draw_tile(surface, x, y, size, hover=False): # Create a surface for this tile tile_surf = pygame.Surface((size*2, size*2), pygame.SRCALPHA) # Calculate diamond shape coordinates points = [ (size, 0), (size*2, size), (size, size*2), (0, size) ] # Base color and variation base_color = random.choice(TILE_COLORS) r, g, b = base_color # Draw tile fill with reduced opacity fill_color = (*base_color, 35) pygame.draw.polygon(tile_surf, fill_color, points) # Draw highlight for a more holographic look highlight_points = [ (size, size/6), (size*1.8, size), (size, size*1.75), (size/3, size) ] pygame.draw.polygon(tile_surf, (*base_color, 20), highlight_points) # Draw bright outline with neon glow effect outline_width = 1 if hover: outline_width = 2 r = min(255, r+45) g = min(255, g+45) b = min(255, b+45) # Inner glow pygame.draw.polygon(tile_surf, (*base_color, 50), points, outline_width) # Outer glow glow_points = [ (points[0][0] - 2, points[0][1]), (points[1][0] + 2, points[1][1]), (points[2][0] + 2, points[2][1]), (points[3][0] - 2, points[3][1]) ] pygame.draw.polygon(tile_surf, (*base_color, 30), glow_points, 2) # Draw tile to main surface surface.blit(tile_surf, (x - size, y - size)) # Draw background notebook grid def draw_grid(surface): grid_color = (40, 60, 80, 100) grid_surface = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA) # Draw vertical lines for x in range(0, WIDTH, 15): pygame.draw.line(grid_surface, grid_color, (x, 0), (x, HEIGHT), 1) # Draw horizontal lines for y in range(0, HEIGHT, 15): pygame.draw.line(grid_surface, grid_color, (0, y), (WIDTH, y), 1) # Draw diagonal lines at 45 degrees for i in range(-HEIGHT//15, WIDTH//15): pygame.draw.line(grid_surface, grid_color, (i*15, 0), (i*15 + HEIGHT, HEIGHT), 1) pygame.draw.line(grid_surface, grid_color, (i*15, 0), (i*15 - HEIGHT, HEIGHT), 1) # Apply slight distortion to simulate paper texture warped_surface = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA) for y in range(0, HEIGHT, 2): y_offset = math.sin(y * 0.01) * 0.5 warped_surface.blit(grid_surface.subsurface((0, y, WIDTH, 2)), (y_offset, y)) surface.blit(warped_surface, (0, 0)) # Draw title and controls def draw_title(surface): font = pygame.font.SysFont('Arial', 36) title_font = pygame.font.SysFont('Courier', 42, bold=True) text = title_font.render("CYBERDUNGEON 2077", True, (0, 230, 255)) shadow = title_font.render("CYBERDUNGEON 2077", True, (200, 30, 180)) surface.blit(shadow, (WIDTH//2 - text.get_width()//2 + 3, 15)) surface.blit(text, (WIDTH//2 - text.get_width()//2, 12)) controls = [ "CONTROLS:", "SPACE: Generate new dungeon", "R: Reset view", "ARROWS: Move camera", "SCROLL: Zoom" ] pygame.draw.rect(surface, (10, 15, 25, 200), (10, HEIGHT - 125, 260, 115)) for i, line in enumerate(controls): text = font.render(line, True, (180, 200, 255)) surface.blit(text, (20, HEIGHT - 120 + i*25)) # Main drawing function def draw_dungeon(surface, grid, offset_x, offset_y, zoom): surface.fill(BACKGROUND_COLOR) # Draw notebook grid background draw_grid(surface) # Calculate zoomed tile size scaled_size = int(TILE_SIZE * zoom) # Get mouse position for hover effect mx, my = pygame.mouse.get_pos() # Draw the dungeon tiles grid_height, grid_width = grid.shape for y in range(grid_height): for x in range(grid_width): # Only draw traversable tiles if grid[y][x]: # Convert to isometric coordinates iso_x = offset_x + (x - y) * scaled_size / 1.66 iso_y = offset_y + (x + y) * scaled_size / 3.33 # Check if mouse is over this tile hover = ( abs(mx - iso_x) < scaled_size/2 and abs(my - iso_y) < scaled_size/2 ) # Draw the tile draw_tile(surface, iso_x, iso_y, scaled_size/2, hover) # Draw floating particles for atmosphere for _ in range(35): particle_size = random.random() * 2 particle_pos = (random.randint(0, WIDTH), random.randint(0, HEIGHT)) particle_color = (*random.choice(TILE_COLORS), random.randint(50, 200)) pygame.draw.circle(surface, particle_color, particle_pos, particle_size) # Draw title and instructions draw_title(surface) # Main function def main(): # Initial dungeon parameters offset_x, offset_y = WIDTH // 2, HEIGHT // 2 - 100 zoom = 0.8 grid = generate_dungeon(35, 35) running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: grid = generate_dungeon(35, 35) # Generate new dungeon elif event.key == pygame.K_r: # Reset view offset_x, offset_y = WIDTH//2, HEIGHT//2-100 zoom = 0.8 elif event.type == pygame.MOUSEWHEEL: # Zoom zoom = max(0.4, min(1.6, zoom + event.y * 0.05)) # Camera movement with keys keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: offset_x += 10 if keys[pygame.K_RIGHT]: offset_x -= 10 if keys[pygame.K_UP]: offset_y += 10 if keys[pygame.K_DOWN]: offset_y -= 10 # Draw everything draw_dungeon(screen, grid, offset_x, offset_y, zoom) pygame.display.flip() clock.tick(60) if __name__ == "__main__": main() pygame.quit() ``` ## Features Implemented This PyGame application creates a complete 2.5D isometric cyberpunk dungeon generator with: 1. **Neon-Accented Grid Tiles**: - Glowing blue, magenta, and green tiles with transparency - Layered glowing outlines for neon effect - Highlight effects for holographic appearance - Interactive hover effects for tiles 2. **Graph Paper Integration**: - Light grid overlay simulating notebook paper - Subtle distortion for a tactile paper texture - Dual-layer grid (parallel and diagonal lines) - Subdued colors to support neon elements 3. **Maze-like Dungeon Layout**: - Procedural generation with connecting rooms and corridors - Algorithm ensuring coherent navigable paths - External boundary walls for containment - Optimization to clear small artifacts 4. **Cyberpunk Atmosphere**: - Dark futuristic color scheme - Floating glowing particles throughout the scene - Neon-styled title and text elements - Dynamic camera controls 5. **Functional Controls**: - Arrow keys for camera movement - Mouse wheel to zoom in/out - Spacebar to generate new dungeons - R key to reset camera view - Interactive hover highlighting This implementation balances aesthetics with functionality, creating a visually striking cyberpunk dungeon that stays true to your design requirements while providing exploration capabilities. The neon effects contrast beautifully with the notebook paper texture evoking both futuristic holographic interfaces and analog notebook designs.
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I can help you visualize this concept! Here's a detailed description of what this 2.5D isometric cyberpunk dungeon map would look like: ## Visual Design Elements: **Grid Foundation:** - Square isometric tiles forming the base structure - Each tile outlined with thin, glowing neon lines - Subtle graph paper texture visible beneath the glow - Grid spacing consistent like notebook ruling **Color Palette:** - **Primary neons:** Electric blue (#00FFFF), hot magenta (#FF00FF), acid green (#00FF00) - **Background:** Dark graphite (#1a1a1a) mimicking notebook paper - **Accents:** White grid lines with neon overlays - **Shadows:** Deep purple-black for depth **Structural Layout:** - Maze-like corridors 2-3 tiles wide - Larger chamber rooms (6x6 to 10x10 tiles) - T-junctions and four-way intersections - Dead ends and winding passages - Multiple levels of complexity **Lighting Effects:** - Soft neon bloom around tile edges - Holographic shimmer on walkable surfaces - Subtle scanline effects across the grid - Pulsing glow intensity for interactive areas **Technical Specifications:** - Clean isometric perspective (30° angles) - Sharp, anti-aliased edges - Modular tile system for easy expansion - High contrast for gameplay clarity This would create a distinctive retro-futuristic dungeon map that feels both digital and tactile, perfect for cyberpunk gaming environments!
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