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.).