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Made with Nano Banana 2 Lite · CC0 · 3 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 "Celerium" mission from Call of Duty: Black Ops II campaign. Do NOT create gameplay, zombies, weapons, or HUD. ONLY build the environment and level layout. NO characters at all. === MAP LOCATION AND FEELING === The map takes place in the HKAKABO RAZI MOUNTAINS of Kachin, MYANMAR, year 2025. It is a MASSIVE HIDDEN MILITARY RESEARCH FACILITY built into the side of a jungle mountain. The map is an OPEN-WORLD VERTICAL SPACE with multiple elevations, cliff faces, dense jungle, and a secret high-tech base. The atmosphere is EXTREMELY DARK, stormy, and mysterious. === WEATHER AND SKY === - Sky: NIGHT TIME with a NORMAL FULL MOON. The moon is bright and visible in the sky, casting a cold silver-white light. NO lunar eclipse. NO red sky. A few dim stars visible through the storm clouds. - Weather: HEAVY RAIN, strong wind, and CONSTANT THUNDER AND LIGHTNING. - Lightning: Frequent lightning strikes illuminate the map in brief flashes. - Atmosphere: Cold, wet, VERY DARK, and mysterious. Fog drifts through the jungle. === DARKNESS AND LIGHTING (VERY IMPORTANT) === - The map is VERY DARK. The only light sources are: - The FOUR RED CIRCULAR LIGHTS on top of the four energy towers. They blink slowly like beacons. - Occasional LIGHTNING FLASHES. - Small emergency lights on the facility (red or blue). - The faint cold light of the FULL MOON. - Most of the environment is in DEEP SHADOW. The jungle is almost black. - NO bright ambient light. NO daylight. NO clear visibility. - The overall mood is OPPRESSIVE, DARK, and TERRIFYING. === THE VERTICAL CLIFF FACE === A MASSIVE, RAIN-SLICKED CLIFF FACE that the player must traverse. - The cliff is TALL, with multiple ledges, cracks, and overhangs. - The surface is WET and SLIPPERY. - The player uses NANO-GLOVES to climb, swing from ledges, and descend. - ROPES and CABLES hang from the cliff. - At the top, there is a LAUNCH POINT for a WINGSUIT. - The cliff is almost BLACK in the darkness. === THE MILITARY RESEARCH FACILITY (LARGE BASE) === A HUGE HIDDEN MILITARY RESEARCH FACILITY built into the side of the mountain. - Made of CONCRETE, STEEL, AND REINFORCED GLASS. - MULTIPLE LEVELS, from underground bunkers to rooftop platforms. - Large HANGAR DOORS, ARMORED BLAST DOORS, and SECURITY CHECKPOINTS. - Windows glow faintly with RED and BLUE light. - High-tech security cameras, motion sensors, and laser grids. - The facility looks like a small military city, mostly in DARKNESS. FACILITY ZONES (FEWER BUT LOGICAL): 1. Main Entrance: Large blast door built into the mountain. 2. Hangar: Open area with landing pads, military vehicles, and cargo crates. 3. Command Center: Building with monitors, radar screens, and a map table. 4. Laboratory: Clean labs with glass containers and research notes. 5. Barracks: Living quarters with bunk beds and lockers. 6. Power Station: Building with generators, transformers, and the main power switch. 7. Underground Bunker: Deep reinforced levels below the facility. 8. Rooftop Platform: Helipads and observation decks. === THE FOUR ENERGY TOWERS (UNIQUE FEATURE) === Scattered around the facility and the jungle are FOUR MASSIVE ENERGY TOWERS. They are NOT regular communication towers. They are ANCIENT-LOOKING, MYSTERIOUS STRUCTURES that look like towers but are actually ENERGY CONDUITS. TOWER DESIGN: - Each tower is a TALL, DARK METALLIC STRUCTURE, rising high above the jungle canopy. - The towers look like they were built long ago, with strange carvings and symbols. - A combination of ancient stone and modern metal. - AT THE TOP of each tower, there is a LARGE CIRCULAR RED LIGHT. It is NOT a crystal or diamond. It is a simple, glowing RED CIRCLE that blinks slowly at night, like a beacon. - The tower is covered in dark metal panels, with red energy lines running up its sides. - The towers are connected by THICK ENERGY CABLES running along the ground. - The cables have a faint red glow pulsing through them. HOW THE TOWERS WORK: 1. The player must first turn ON THE POWER (main power switch in the Power Station). 2. Then, the player must go to each of the FOUR towers and CONNECT them one by one by activating a control panel at the base of each tower. 3. When a tower is connected, its RED CIRCULAR LIGHT starts to GLOW BRIGHTER. 4. After all FOUR towers are connected, they ALL LIGHT UP SIMULTANEOUSLY with a bright red glow. 5. Then, LIGHTNING STRIKES EACH TOWER ONE BY ONE, and the towers ABSORB THE ENERGY. 6. The towers start to HUM with power, and a RED ENERGY NETWORK forms across the entire map. 7. The red energy network illuminates the dark jungle with an eerie, unnatural light. 8. The towers are the MAIN LIGHT SOURCE in the darkness of the map. === THE DENSE JUNGLE === The facility and cliff are surrounded by a DENSE, WILD JUNGLE. - Tall, ancient trees with thick trunks and hanging vines. - The jungle is EXTREMELY DARK, almost BLACK. - Thick fog drifts between the trees. - Hidden paths lead deeper into the jungle. === THE MASSIVE WATERFALL === A MASSIVE, THUNDERING WATERFALL cascades down a tall cliff next to the facility. - The water crashes into a deep pool below. - The waterfall is barely visible in the darkness. - A narrow stone path leads behind the waterfall, into a hidden cave. === THE RUSHING RIVER === A RUSHING RIVER flows from the waterfall pool, cutting through the jungle and past the facility. - The river is wide, with dark, churning water. - Broken bridges and fallen logs cross the river. === MAP LAYOUT (DETAILED) === 1. Cliff Top (Launch Point) 2. Cliff Face (Vertical Traversal) 3. Jungle Landing Zone 4. Facility Main Entrance 5. Hangar Zone 6. Command Center 7. Laboratory Zone 8. Barracks Zone 9. Power Station 10. Underground Bunker 11. Rooftop Platform 12. Energy Tower 1 (North) 13. Energy Tower 2 (East) 14. Energy Tower 3 (South) 15. Energy Tower 4 (West) 16. Waterfall and Pool 17. Hidden Cave 18. Rushing River 19. Jungle Paths 20. Cliff Base === ATMOSPHERE AND MOOD === - EXTREMELY DARK, wet, and stormy. - Military, secretive, and high-tech, hidden within wild nature. - Ancient and mysterious, with the energy towers suggesting a forgotten civilization. - Oppressive and tense, with the constant threat of lightning and thunder. - The red glow of the towers is the ONLY significant light in the darkness. - The overall mood is TERRIFYING and CINEMATIC HORROR. === VISUAL STYLE === - EXTREMELY DARK, cinematic, and atmospheric. - Dominant colors: BLACK, deep green (jungle), dark grey (storm and concrete), cold blue (rain and lightning), and INTENSE RED (tower lights). - Most of the scene is in shadow, with the red circular lights providing the main light. - Textures: Wet stone, moss, mud, reinforced concrete, metal panels, ancient carvings. - Quality: Hyper-realistic, 8K, volumetric lighting, DARK CINEMATIC HORROR. === DO NOT INCLUDE === - NO zombies, NO characters, NO enemies. - NO weapons or HUD. - NO gameplay mechanics. - NO lunar eclipse. Only a normal full moon. - NO bright ambient light. The scene must be DARK and OPPRESSIVE. - ONLY build the environment and level layout. === FINAL GOAL === Make the map LARGE, COMPLEX, DARK, and with an OPEN-WORLD VERTICAL feeling. The map must include the massive cliff face with nano-glove climbing and wingsuit flight, the MASSIVE hidden military research facility with fewer but logical zones, the FOUR ancient-looking ENERGY TOWERS with CIRCULAR RED LIGHTS (not crystals), the massive waterfall, the rushing river, and the dense jungle, all under a heavy thunderstorm with a NORMAL FULL MOON. THE ENTIRE SCENE MUST BE VERY DARK, with only the red circular lights, lightning flashes, and the faint moon glow providing light., as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. 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
Mohamad Salar poor
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