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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 AND FEELING: This map must feel like an open-world space. When the player enters the factory, they should feel like they are exploring a large, interconnected complex, not a small closed level. Multiple areas at different elevations, long corridors, staircases, open courtyards, and hidden paths. The player should be able to explore for several minutes without seeing everything. TELEPORTER DESIGN (CRITICAL - MATCH THE REFERENCE EXACTLY): The teleporters must look EXACTLY like the classic mechanical teleporters from Der Riese, with a heavy, WWII-era German industrial aesthetic. Each teleporter is a TALL, VERTICAL, CYLINDRICAL metal structure with the following details: - The body is made of dark, rusted metal and brass-colored panels, with visible rivets, bolts, and welded seams. - On the front of the main cylinder, there is a large embossed IRON CROSS symbol (a German military cross, not a swastika) engraved into the metal. - The cylinder is surrounded by MULTIPLE LONG METAL SPIKES OR RODS that protrude outward at angles, like antennae or conductors. At the tip of each spike, there is a small GLOWING PURPLE ORB or light. - The top of the teleporter has a domed or capped section, with a BLUE GLOWING ENERGY CORE visible inside a glass or crystal chamber. Purple electric arcs and lightning crackle around the top. - The body is divided into sections: an upper chamber, a middle section with the Iron Cross, and a lower section with small green indicator lights and metal panels. - The teleporter sits on a LARGE CIRCULAR METAL BASE, with a ring of small white lights around the edge and a glowing blue circular platform in the center where a person stands. - The base has multiple layers, like a stepped pedestal, with mechanical details and pipes. - The entire structure glows with a cold blue light from inside, and purple energy sparks around the spikes. The teleporter must NOT look futuristic or sci-fi. It must look old, mechanical, industrial, and German WWII-era. MAIN TELEPORTER LOCATION (IMPORTANT): The main teleporter is NOT inside the factory. It is on an OPEN-AIR PLATFORM on top of the factory building, like a rooftop or upper terrace with no roof above it. The platform is accessible by a narrow metal staircase. From this open platform, the player can see the night sky with the total lunar eclipse directly above, and the factory courtyard below. The main teleporter sits in the center of this open platform. This is the only teleporter that is outside. THE OTHER THREE TELEPORTERS: Three additional teleporters are INSIDE the factory, in different sections: north, east, and south. Each one is in its own room, connected to the main hall by corridors and stairways. They look identical to the main teleporter, but smaller in scale. MAP LAYOUT: - A large main factory hall with heavy machinery, broken conveyor belts, rusted steel beams, hanging chains, and industrial pipes. - An open-air upper platform (the main teleporter location) on top of the factory, accessible by a narrow metal staircase. - Three indoor teleporter rooms (north, east, south) connected to the main hall. - A narrow metal catwalk running along the upper level 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: a storage room with wooden crates, and a 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. - Outdoor courtyard area around the factory with fog, trees, and moonlight. 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 and purple glow of the teleporters is the main light source inside. VISUAL STYLE: Dark, cinematic, industrial. Dominant colors: dark grey, cold blue, purple, 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, open-world feeling, and faithful to the industrial German aesthetic 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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