Pixel Art

Midnight Horrors Maps

The Horrors of Mapping (at Midnight)

02. October, 2023
>> Me Art >> Pixel Art - Midnight Horrors Maps

Midnight Horrors is a Roblox game with many different maps, and I got the idea of mapping out some maps as pixel art to both help me orient myself on some of the more difficult maps and to hone my coloring skills as I'd use a different color scheme / style for every map.

I don't really play that game anymore, but it's still a neat, fun and useful side activity that I'd like to pick up again when I play the sequel called Darkest Hours (Although from what I've seen from the Sneak Peaks in the Discord server, it looks like most maps will have a more detailed style that'll make it harder to accurately map them out. Maybe I could try making them simple-styled maps at first and then adding focused details next?).

Other things of note

The maps

(Mostly) Finished maps
Where?

The first real challenge to map out. Players spawn facing the west side of the image, and by memorizing the path configuration of each spawn you could theorically actually orient yourself with this map. Paths that are darkened out lead to dead ends so you can quickly evaluate which paths to run down while running from a killer. I also like the style.

Fun Fact: While mapping out this map, I once thought that the map was randomly generated each time it was picked, making me panic as I realized that my efforts might be in vain, but in the end the map is still confusing without not being randomly generated.

Directional Discomfort

A simple map, but I like how it turned out. Yellow plates are the ones players spawn at. Only paths that are walkable are really visible, and surrounding decoration has been toned down to make the arrows more visible.

After looking at it now, I think the arrow on the panel to the left of the red one is pointing in a wrong direction. Maybe I confused it with the one to the red of the red panel?

Murdon

A really simple map I probably made because it was simple to make and I was on it while I got this whole idea to begin with. The most interesting idea here is using brighter colors to denote higher places.

Restaurant

This was a particular challenge as there was no grid-like structure that would make mapping easy; every hallway has it's own width and length independent of any other. Despite this, I still like how it came out.

Axis

A really large map I found fit because of the grid-like texture of the ground which could easily be translated to pixels. I also got to play around with custom brushed in Aseprite for a bit while making this. I also think that the colors fit the map in-game well.

Backrooms

One of the first ones I made due to the simple grid structure of it. I like the color scheme although it's probably a bit hard to read? Basically, all blocks in the grid are connected except for the ones with that darker wall inbetween.

Cybergrind Pit

An image I'm not too proud of. It looks unappealing and just generally was not too fun to work on.

Unfinished Maps
Daydream

More of a style test than a real map, but it's a style that I really like. The dark colors complemented by the brighter and less satured colors are nice - I especially like the idea of sketching around the map with that green color that's supposed to imitate those star stickers that would glow slightly in the dark that are commonly seen in kids room. One use for that is for that hilltop drawing at the corner, denoting a higher up place.

Corridors

A test for making a stylish looking, part SCP and part bunker inspired dark, grunge-ish bunker, maybe with realistic shading and texturing. I did not stick with it for long as I was getting a bit frustrated even finding some base colors that look nice and fit the vague, ungraspable visual idea I have for this map. As you can see from the layout, there isn't much use for a map like that, so it really is just style over substance with this.