Greenscreen Map Markers
=======================

12 terminal map markers and world indicators for dark interfaces — terminal
black with phosphor green accents. SVG plus transparent PNG at 1x, 2x and 4x.

Greenscreen Map Markers is a set of 12 map markers and world indicators drawn
in the terminal style, where one hue at six levels and nothing else — a
phosphor tube has no second colour. 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 whole set is built from a single hue, including the trace and the marks,
because a phosphor or amber CRT physically cannot show a second one. The halo
is a stack of strokes at falling opacity, which is what the bloom on a real
tube looks like and what a blur filter gets wrong at 4x.

Inside that style this is the Greenscreen reading of it: a dark interface on a
terminal black palette with phosphor green accents, built around a single
bordered frame, chamfered buttons at 164x38, hollow-cored bars divided into 18
segments, and two-tone icons on a 24px 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 Greenscreen
family, which means this kit and the Greenscreen panel kit line up without
either being resized. A good fit for terminals, consoles and retro-computing
interfaces.

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/greenscreen-map-markers
More free assets: https://www.colorosse.com
