CITY LIVEMap inspector
LOADING WORLD
HEALTH 100%
YOU ARE EXPLORINGSenaatintoriKruununhaka, Helsinki17:00 · Golden hour
N
CITY LIVE MAP INSPECTOR
Fists
Mouse aim · Click attack · Hold for SMG / fists
STREET / DRIVEE - enter / take a nearby carW / S accelerate, brake & reverse - A / D steer
W A S D move SHIFT run drag to explore · scroll to zoom
— FPS · — TILES
20 m
60.16925° N   24.95235° E
H↗
BUILDING YOUR VIEW

Welcome to Helsinki.

Loading the real city beneath the pixels.

FINLAND / WORLD 001

A real city.
A world to build on.

This first prototype turns Helsinki’s real map geometry into a walkable, top-down pixel world. The packaged map covers Helsinki, nearby islands, Östersundom and Helsinki–Vantaa Airport.

REAL GEOMETRY

Mapped building outlines, courtyards, roads, paths, railways, water and land cover from OpenStreetMap via OpenFreeMap / OpenMapTiles.

ARTISTIC SURFACES

Roof materials, skylights, ventilation, shadows, tree canopies and furniture appearances are stylized. Additional tree, bench, lamp and crossing positions follow recorded map points. Road widths and unrecorded object dimensions are estimated. Traffic routes, crossings, one-way streets and available controls use an additional OpenStreetMap extract.

OpenStreetMap can have omissions and generalized geometry. This is a geographic foundation, not a claim that every real-world detail has been reproduced. Pedestrians and ambient cars follow mapped routes. Traffic volumes and signal cycles are simulated; Car theft, driving and progressive vehicle damage are playable. Rare police patrols can witness crimes, pursue and arrest you. Lose their sight to clear wanted stars. At three stars officers use guns instead of arrests, and a helicopter searches for you; five stars bring military cars and firing tanks. All intact ground vehicles are stealable. Crashes injure the player; fatal injuries and tank shell hits respawn you at the nearest mapped hospital. Arrests transfer you to the nearest mapped police station. Economy, old sedans, sports coupes, supercars and SUVs have distinct performance. Direct tank hits detonate ordinary cars; destroyed vehicles burn and cannot be driven. Armour delays destruction. Mapped hospitals and police facilities use distinct treatments by size and type. Proper hospitals have parked ambulances; police buildings have parked cars and a few patrolling officers. Fire stations use red and cream signage and roof details scaled to their footprint, with one to three parked fire engines. Ambulances and fire engines occasionally drive on mapped roads and are each rarer than police patrols. All intact fire engines are stealable with E. Parking bays, signs and patrol activity are staged gameplay details. City buses use the traffic signals, crossings and mapped bus stops. Trams follow mapped surface tram/light rail tracks and stop at mapped platforms. Service paths, line labels and headways are simulated, rather than current HSL timetables. F boards as a passenger without replacing the driver; F or E leaves at any speed when the exit is clear. R takes over from a passenger seat. Mapped bridge and tunnel levels separate traffic and building clearance. Walk into water to swim; Shift swims faster. Vehicles flood and sink gradually: E escapes before submersion. Staying inside can drown you and trigger hospital recovery. Police boats patrol open water, pursue wanted players, arrest at low wanted levels and use armed crews at three or more stars. Police boats are stealable with E, and their crew exits. Traffic includes family cars, work vans, goods vehicles, motorcycles, scooters, off-road vehicles, coaches, articulated buses, minibuses and taxis. District and road size affect the mix: freight favours industrial and port areas, taxis favour stations and the airport, and recreational vehicles remain uncommon. Motorboats and cabin cruisers use water routes, with more activity near marinas. Vehicle frequencies are simulated gameplay distributions. Interiors and missions are not implemented.

WASD / arrows · walk / swimSwimming: Shift faster · E escape sinking car / board boatE - take / enter / exit vehicleF - ride bus / tram, leave anytimePassenger: R - take over driverTram: W / S - forward / brake / reverse on railsDriving: W / S - accelerate / brake / reverseA / D - steer - Space - handbrakeJ - emergency siren and blue lightsTank: mouse aim - left click fire (3.5s reload)Shift · run / evade officersPolice: break line of sight to lose wanted starsEsc · menu / resumeM · live mapMap: drag / scroll · pan / zoom