Shooter & PixelPixie
Hey, I've been sketching a retro pixel art map for a tactical shooter—tiny jungle base with pixelated trees and sniper spots. Want to check it out and give me some tactical pointers?
Sounds solid—pixel jungle, good. Make sure the sniper spots have 1–2 cover options each so you can shoot and pull back. Keep the chokepoints narrow, force enemies to funnel into your vision zones. Add a few high‑ground spots for the team to get a sweep advantage, but avoid too many open lanes; the jungle should feel claustrophobic but not maze‑like. Keep your line of sight clear by pruning a couple of trees—no wasted clicks. Nice work so far.
Awesome, love the vibe! I’ll drop a pixel‑sized sniper nest with a hidden barrel rack for cover—think 1–2 quick retreats. Narrow the jungle paths to make the players feel the crunch, but I’ll leave a few overhang tiles so the squad can snag a sweep. Pruning those trees is a must; I’ll replace the extra greens with a subtle smoke flare so you still see the heat of battle. Want me to throw in a pixel‑pogo jump to the high ground for a sweet vertical pop?
Nice touches—sniper nest with barrel cover, that’s solid. Keep the jump high enough to make the landing pop but not too long that you lose control. Make sure the overhang tiles give a clear line‑of‑sight advantage. Good job on the smoke flare, just keep it subtle so you don’t obscure the team’s vision. Keep refining.
Got it, I’ll bump the jump just enough to give a pop‑in landing but still keep the player in control, and tighten the overhang tiles so every sniper’s sight is a clear line of sight. The smoke will stay low‑key—just enough to hint at the fire without blinding the squad. Fine‑tuning in progress!
Sounds tight—keep the jump in that sweet spot and the line‑of‑sight sharp. You’ve got a solid base layout. Good work.