LATE CHECKOUT - Isometric Motel Tileset (2D Horror Sprites)
SoulDesignStudio
$9.90
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A complete isometric tileset of a run-down two-storey roadside motel: 464 transparent PNG sprites of 150 assets on one 2:1 grid, already imported, with demo scenes.LATE CHECKOUT is a complete isometric tileset of a run-down two-storey roadside motel: guest rooms with beds, dressers and bathrooms, the front office, laundry and kitchenette, upper walkways and stairs, and outside the pole sign, the parking lot and an empty swimming pool.Everything snaps to one grid, so you can lay out a whole motel in minutes. The demo motel in the screenshots is built only from the sprites in this pack.What's included:- 464 sprites of 150 assets, each in two sizes: HD (1 m grid cell = 128 x 64 px) and half size (64 x 32 px)- 23 wall pieces: room fronts with door and window, interior and bathroom walls, block and exterior walls, storefront- Floors, doors and stairs: 9 floors (carpet, vinyl, tile, walkways, pool deck), 6 doors, exterior stairs and landing, railings and posts- 32 furniture and bathroom pieces in 4 facings: beds, dressers, nightstands, armchairs, desk and office, washer and dryer, kitchenette, bathtub, toilet, vanity and more- 25 props in 4 facings: TVs, ice and vending machines, register, luggage, phone and small clutter- 32 exterior pieces: pole sign, asphalt and parking lines, kerbs, sidewalk, grass, dead trees, lamp posts, fences, payphone, car shell, dumpster, walkway canopy and a full swimming pool kit- Lights, drapes, mirrors, wall art and debrisEvery sprite is already imported as a Sprite with a custom pivot on its ground point (64 pixels per unit for HD, 32 for half size). Two demo scenes (motel exterior and ground-floor cutaway) are included, plus a JSON file with the size and pivot of every sprite.Good for survival horror, mystery and night-shift games, crime and stealth games, liminal-space and retro projects, management sims and tactics maps.- Number of sprites: 464 (150 assets), HD and half-size sets- Source sprite sizes: 1 m grid cell = 128 x 64 px (HD), 64 x 32 px (half size); 4 m modules, walls 3.5 m tall, two storeys- Projection: 2:1 dimetric isometric, one fixed light direction for every sprite- Format: PNG with transparency; raster (pixel based), not vector- Import: Sprite (Single), custom pivot on each asset's ground point, 64 / 32 pixels per unit, no mipmaps- Animated: No- Demo scenes: motel exterior and ground-floor cutaway, built only from the sprites; Sorting Order set per object (use Y-sort or the draw order in the README for your own maps)- Documentation: README with grid math, pivots and draw order- Works with any render pipeline (Sprite Renderer)




