Dusk Map Markers
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12 pixel art map markers and world indicators for dark interfaces —
night-violet with amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Dusk Map Markers is a set of 12 map markers and world indicators drawn in the
pixel art style, where every corner is a staircase of whole pixels and nothing
is anti-aliased. It contains five map pins — plain, quest, shop, danger and
home, waypoint chevrons, a player facing arrow, a route node and a compass
tick, an objective ring, ping rings and an area of effect.

Interface kits cover the edges of the screen. These sit in the middle of it,
on top of the game, where the kit has no idea what is underneath — grass,
snow, night. A marker that relies on a background to read against will
disappear over half of your levels.

The outline steps in 4px units and shading is a Bayer dither rather than a
gradient, so the set survives being scaled by an integer factor — which is the
only way pixel art can be scaled without turning to mush.

Inside that style this is the Dusk reading of it: a dark interface on a
night-violet palette with amber accents, built around a header band across the
top of the frame, square-cornered buttons at 96x32, tick-marked bars divided
into 6 segments, and solid icons on a 16px grid. Those measurements are why
two families can share an art style without being interchangeable: the style
decides how an edge is drawn, the numbers decide what the interface is for.

Every marker carries its own outline and a single-colour body, so the
silhouette does the work rather than the fill. The anchor is named in each
sprite title and it is not the centre: a pin points at its target with the
tip, so its anchor is bottom centre, while a ring and a facing arrow anchor at
the middle. Placing a pin by its centre puts it half a pin above whatever it
was meant to mark. The area and objective rings are dashed rather than solid
because they describe a region rather than an edge — a solid ring reads as a
wall.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Dusk family, which
means this kit and the Dusk panel kit line up without either being resized. A
good fit for pixel-art games.

HOW TO USE

  - Anchor each sprite by the point named in its title: bottom centre for
    pins, centre for rings and the facing arrow.
  - Keep markers at a fixed screen size rather than scaling them with
    distance; a pin that shrinks with the world stops being readable at
    exactly the distance you needed it.
  - Use the ping rings as three frames of one animation — draw them outward
    and fade — rather than as three separate markers.
  - Tint the pin body per faction but leave the outline alone; the outline is
    what keeps the marker readable over an unknown background.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/dusk-map-markers
More free assets: https://www.colorosse.com
