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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 a **competitive 5v5 tactical multiplayer FPS** called **Nullpoint Protocol**. The gameplay should capture the feel of a classic Counter-Strike-style tactical shooter: extremely precise gunplay, realistic weapon handling, tight movement, round-based matches, economy management, tactical utility, and high skill expression. Do NOT copy Counter-Strike's copyrighted maps, characters, weapon models, sounds, UI, logos, names, or other assets. Create original equivalents. ## CORE GAMEPLAY Build the game around: * 5v5 attackers vs defenders * Round-based matches * One life per round * Buy phase before every round * Attackers complete an objective while defenders stop them * Eliminating the opposing team can also win the round * Bomb/defusal-style objective, but give it an original name and visual design * Competitive overtime * Spectating after death * Team economy * Tactical utility * Extremely precise shooting The game should feel **skill-based rather than ability-heavy**. Gunplay should be the primary focus. ## MOVEMENT Movement should feel tight and responsive. Implement: * Walking * Running * Crouching * Jumping * Strafing * Counter-strafing * Acceleration/deceleration * Different movement speeds * Movement accuracy penalties * Weapon movement modifiers Players should have to stop or counter-strafe to achieve maximum shooting accuracy. Do NOT make movement extremely fast or arcade-like. ## WEAPON SYSTEM Create a completely original weapon arsenal inspired by real-world weapon categories. Include: * Assault rifles * SMGs * Shotguns * Sniper rifles * Pistols * Machine guns * Melee weapons Each weapon needs: * Damage * Fire rate * Recoil * Magazine capacity * Reload speed * Armor penetration * Movement accuracy * First-shot accuracy * Head/body/leg damage * Weapon-specific recoil pattern ### RECOIL Use a **hybrid recoil system**: * Learnable overall spray patterns * Slight first-shot bloom * Different recoil behavior for every weapon * Increasing recoil during sustained fire * Strong accuracy when controlled * Reduced accuracy while moving * Reward burst firing and recoil control Players should be able to spend hundreds of hours mastering weapon recoil. Spray patterns should be predictable enough to learn but not perfectly deterministic. ## DAMAGE Use high-lethality tactical FPS damage. Headshots should be extremely important. Most rifles should be capable of killing an unarmored opponent with a headshot. Armor should reduce incoming damage and create meaningful economic decisions. Avoid excessive bullet sponge mechanics. ## ECONOMY Create a deep round-based economy. Players earn credits from: * Winning rounds * Losing rounds * Eliminations * Assists * Objective actions * Planting/defusing the objective Players spend credits on: * Weapons * Armor * Grenades * Tactical equipment Include: * Full buys * Eco rounds * Force buys * Save rounds * Half buys * Comeback mechanics The economy should be an important part of competitive strategy. ## TACTICAL EQUIPMENT Keep abilities minimal. Instead of hero-style abilities, focus on tactical equipment. Include original versions of: * Smoke grenade * Flash grenade * Incendiary grenade * Frag grenade * Decoy * Breach equipment * Recon equipment Each piece of equipment should have tactical uses involving: * Site executes * Retakes * Blocking sightlines * Clearing angles * Flushing players from positions * Delaying pushes * Creating one-way tactical opportunities Grenade physics and lineups should be consistent and learnable. ## MAP DESIGN Create large, highly competitive maps designed specifically for 5v5. Each map should have: * Two or three objective sites * Terrorist/attacker spawn * Defender spawn * Multiple routes * Mid area * Chokepoints * Long-range sightlines * Close-range engagements * Flanking routes * Vertical positions * Strategic cover * Different execute possibilities Maps should reward: * Map knowledge * Utility usage * Communication * Positioning * Aim * Timing * Team coordination Create completely original maps. The first map should be a modern industrial facility called **Blacksite Meridian**. ## ROUND FLOW Each round should follow this structure: 1. Buy phase 2. Teams leave spawn 3. Attackers execute their strategy 4. Defenders rotate and defend 5. Players fight for map control 6. Attackers plant the objective or eliminate defenders 7. Defenders prevent the plant, eliminate attackers, or defuse the objective 8. Round ends 9. Economy updates 10. Next buy phase begins Rounds should generally last several minutes. ## MATCH STRUCTURE Competitive match: * 5v5 * First team to reach the required number of rounds wins * Switch sides halfway through the match * Overtime when appropriate * Competitive ranking Add: * Unrated * Competitive * Deathmatch * Practice * Custom games ## MULTIPLAYER This must be **real online multiplayer**, not fake AI multiplayer. Implement: * Dedicated/server-authoritative multiplayer * 5v5 matchmaking * Player lobbies * Party system * Friend invites * Team assignment * Server selection * Ping display * Reconnection * Spectator mode * Match results * Player authentication Prioritize low latency and reliable hit registration. ## AIM & HIT REGISTRATION Make shooting extremely precise. Implement: * Server-authoritative hit detection * Head/body/leg hitboxes * Hit reactions * Armor calculations * Lag compensation * Reliable hit registration * Bullet impact effects * Penetration through appropriate surfaces Weapons should never feel like they randomly miss when the player clearly aimed correctly. ## WEAPON INSPECTION Add polished first-person weapon animations: * Draw * Reload * Inspect * Equip * Fire * Recoil * Empty reload * Switching weapons * Knife/melee animations Weapons should look detailed even though the overall game uses a **clean low-poly art style**. ## VISUAL STYLE Use: **Clean low-poly 3D** The art direction should be: * Flat-shaded geometry * Clean silhouettes * Modern military environments * Realistic proportions * Limited visual clutter * Strong contrast between players and environments * Professional esports presentation Do NOT make it voxel/blocky. Do NOT make it overly cartoonish. The game should look like a polished competitive FPS with a stylized low-poly art direction. ## UI Create a clean competitive FPS interface. Include: * Minimal crosshair * Health * Armor * Ammo * Current weapon * Credits * Round timer * Objective status * Team player status * Kill feed * Minimap * Scoreboard * Buy menu The UI should be clean and information-dense without covering the screen. ## BUY MENU Create a detailed buy menu divided into: * Pistols * SMGs * Rifles * Heavy weapons * Snipers * Armor * Grenades * Equipment Show: * Weapon price * Ammo * Damage statistics * Fire rate * Accuracy * Armor penetration * Player's remaining credits Allow players to quickly purchase commonly used loadouts. ## SOUND Create an original competitive audio system. Prioritize: * Footstep positioning * Weapon directionality * Reload sounds * Grenade sounds * Objective sounds * Surface-specific footsteps * Environmental audio * Round announcements Directional audio should be extremely important. Players should be able to determine approximate enemy locations from sound. ## RANKED MODE Create an original competitive ranking system. Include: * Skill rating * Ranked divisions * Match history * Wins/losses * K/D * Headshot percentage * Win rate * Average damage * Accuracy * Rank progression * Leaderboards Do not use Counter-Strike's exact ranking names or system. ## PERFORMANCE Optimize for competitive PC gameplay. Target: * 120+ FPS on capable hardware * Low input latency * Fast loading * Stable networking * Adjustable graphics * FOV settings * Mouse sensitivity * Key rebindi, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. 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
Kellan Mitchell
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