Show HN: isometric.nyc – giant isometric pixel art map of NYC
Overall reception
- Many commenters are delighted: call it “beautiful,” “dream map,” “best map of NYC,” and love the SimCity/Transport Tycoon vibe and clarity versus raw satellite imagery.
- People enjoy exploring personal landmarks (apartments, workplaces, tourist sites) and report newfound spatial understanding of areas they know well.
- A minority say it “looks bad” or like a blurry filter over satellite imagery, and feel uneasy that this is being presented as art.
Pixel art vs “AI look”
- Strong debate over whether this is “pixel art” at all.
- Critics: lacks sharp edges and deliberate per‑pixel decisions; looks like 2.5D game art or a Photoshop filter, not classic 8‑/16‑bit work. Some feel the label “pixel art” is misleading.
- Defenders: see “pixel art” as increasingly a style label rather than a strict technique; argue aesthetic categories like “photorealistic” or “watercolor” are already used that way.
- Several note that once you notice AI artifacts and seams, it’s hard to unsee them.
AI, creativity, and labor
- One line of discussion worries about AI’s scale: diminished value of human craft, lost opportunities, and “slop vs art” concerns.
- Others argue these tools broaden access for non‑experts and shift the differentiator from effort to “love” and intention.
- There is a back‑and‑forth over whether tedious manual work (e.g., “dragging little boxes around” in music or per‑pixel slog) is:
- mere grind that should be automated, or
- integral to artistic expression and awe (like training for elite athletes).
Technical approach & limitations
- Commenters dissect the pipeline:
- Use of a high‑end model (e.g., Nano Banana) to generate ~40 reference tiles, then fine‑tuning Qwen to mimic the style.
- Masking/infill strategy: feed neighboring tiles as boundary conditions to reduce seams; still significant style drift, especially in color, trees, and water.
- Big image models struggle to reliably detect seams or judge quality; fine‑tuning behavior is described as unpredictable.
- Some are impressed by how little hand‑written code was needed, given heavy use of agentic coding tools and existing tile viewers.
Scale, cost, and feasibility
- The author emphasizes: without generative models and agents, this would have been personally infeasible; others point to historical hand‑built NYC models as counterexamples (though requiring teams and years).
- Estimated effort: ~200 hours total, with ~20 hours of software spec/iteration and the rest manual auditing/guiding generation.
- GPU costs are non‑trivial (hundreds to around a thousand dollars suggested); fine‑tuning and inference optimizations via services like Oxen.ai are discussed.
- The site suffers (then recovers) from the “HN hug of death,” prompting Cloudflare worker and caching tweaks.
Scope, missing areas, and feature ideas
- Map notably omits most of Staten Island and parts of the outer boroughs; some jokingly approve, others are disappointed.
- It includes portions of New Jersey because of edge/extent decisions and the author’s residence.
- Users propose:
- Other cities (SF, Tokyo, London, etc.).
- Rotation, day/night toggle, sun angle control, water shaders, traffic/pedestrian simulations.
- Street names, landmark labels, OSM overlays, lat/long linking, and crowdsourced error fixing.
- Several express interest in reusing the code and pipeline to generate similar maps for other regions or stylized variants (post‑apocalyptic, medieval, etc.).