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Made with Nano Banana 2 Lite ยท CC0 ยท 2 Oct 2026
Generated from: a scene from a small video game about: Create only a sample level map for a first-person zombie survival game, inspired by the "Der Riese" map from Call of Duty Zombies. Do not create gameplay yet. Only build the environment and the level layout. MAP SCALE: The map must be as large and complex as Der Riese, or slightly larger. Multiple connected areas, different elevations, corridors, staircases, and hidden paths. The player should be able to explore for several minutes without seeing everything. TELEPORTER DESIGN (VERY IMPORTANT): The teleporters must look EXACTLY like the classic mechanical teleporters from Der Riese in Call of Duty Black Ops. A tall, heavy, vertical cylindrical metal structure with a circular base platform where a person stands. The metal is rusted, industrial, and worn. Visible bolts, rivets, and welded metal plates. Thick cables run along its surface. Old gauges, pressure valves, and analog dials are attached to the sides. A faint blue light glows from inside the cylinder, with blue electric sparks around it. Above the teleporter, a circular metal frame hangs from the ceiling. NO futuristic or sci-fi design. It must look old, mechanical, and industrial. MAIN TELEPORTER LOCATION: The main teleporter must be in a special, elevated location. It should be on a raised metal platform that looks like the rooftop of the factory's central tower, but it is actually an open-air platform on top of the building. The platform is accessible by a narrow metal staircase. From this platform, the player can see the entire factory below. The main teleporter sits in the center of this platform. MAP LAYOUT: - A large main factory hall with heavy machinery, broken conveyor belts, rusted steel beams, hanging chains, and industrial pipes. - A central elevated platform (the main teleporter location) accessible by metal staircases. - Three additional teleporter rooms connected to the main hall by corridors and stairways. Each teleporter room is in a different section: north, east, and south. - An upper narrow metal catwalk running along the entire length of the main hall, overlooking everything below. - A dark control room at the end of the catwalk, with old monitors and abandoned chairs. - A power room in the lower level, with large generators and rusted pipes. - Two side rooms connected to the main hall: a storage room with wooden crates, and a small break room with broken furniture. - Multiple windows with broken glass around the factory. - Scattered metal debris, old oil barrels, and wooden pallets on the concrete floor. ATMOSPHERE: An abandoned German weapons factory from World War II, year 1945, deep in a foggy forest. Night time with a total lunar eclipse: the moon is fully covered by Earth's shadow, with a faint silver-white halo around its edge. No red sky. A few dim stars visible. Volumetric moonlight rays pierce through the broken skylights and windows. Dust particles float in the air. Faint fog drifts along the floor. The blue glow of the teleporters is the main light source inside. VISUAL STYLE: Dark, cinematic, industrial. Dominant colors: dark grey, cold blue, and dusty brown. Rusted metal textures, cracked concrete, worn wood. Hyper-realistic, 8K quality, volumetric lighting, architectural detail. DO NOT INCLUDE: - No zombies, no characters, no enemies. - No weapons or HUD. - No gameplay mechanics yet. Only build the environment and the level layout. Make it large, complex, and faithful to the industrial feeling of Der Riese., as an in-game screenshot in chunky low-poly 3D with flat shaded materials. Palette: dusk violet #2b2d42, stone #8d99ae, player coral #ef8354, threat teal #2a9d8f, accent gold #f4d35e. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Mmd Re9uiem
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