UI Packs
Greenscreen Level Select
12 terminal level select and world map pieces for dark interfaces — terminal black with phosphor green accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Greenscreen Level Select is a set of 12 level select and world map pieces drawn in the terminal style, where one hue at six levels and nothing else — a phosphor tube has no second colour. It contains four stage node states, a straight and a curved path, each locked and open, a region name plate, a fog of war edge, a zoom control and a map legend box.
A level select map is built from two things, nodes and the lines between them, and the lines are what every free set leaves out. Drawing them in engine is where the map falls apart: a stroke drawn by code does not match the art style, and a path that is straight in one style and hand-wobbled in another cannot be a rectangle.
The whole set is built from a single hue, including the trace and the marks, because a phosphor or amber CRT physically cannot show a second one. The halo is a stack of strokes at falling opacity, which is what the bloom on a real tube looks like and what a blur filter gets wrong at 4x.
Inside that style this is the Greenscreen reading of it: a dark interface on a terminal black palette with phosphor green accents, built around a single bordered frame, chamfered buttons at 164x38, hollow-cored bars divided into 18 segments, and two-tone icons on a 24px grid. Those measurements are why two families can share an art style without being interchangeable: the style decides how an edge is drawn, the numbers decide what the interface is for.
The paths ship in the same drawing language as the nodes, straight and curved, each in a locked and an open reading. Locked is dashed and thin, open is solid and full weight, which means progress along a map is visible as a change in the connections rather than only in the nodes. The four node states are told apart by structure: locked is hatched across, available carries a single dot at its centre, cleared fills solid and perfect adds four corner brackets to the filled node. The fog edge is drawn as a stepped band rather than a soft blur, because a blur rasterises differently in every engine and a map edge is exactly where that shows.
Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x, so you can drop the PNGs straight into an engine or open the vector and change a colour. Built to the same measurements as the rest of the Greenscreen family, which means this kit and the Greenscreen panel kit line up without either being resized. A good fit for terminals, consoles and retro-computing interfaces.
Download
Direct link · no sign-up · no wait pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- Place nodes on your own grid and lay the path pieces between them; the path sprites are drawn to the node spacing named in the specs box so they meet the node edge without overlap.
- Swap a locked path for its open twin when the stage unlocks rather than tinting it. The dash pattern is the signal.
- Anchor the fog edge to the boundary of the explored region and let it overlap the unexplored side; the stepped band is drawn to be tiled horizontally.
- The region plate and the legend box share a corner treatment with the panel kit in this family, so a map screen and a menu screen do not look like two different games.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Greenscreen Level Select" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/greenscreen-level-select


