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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, zombies, weapons, or HUD. ONLY build the environment and level layout. === MAP SCALE AND FEELING === The map must feel like an OPEN-WORLD space. When the player enters the factory, they must feel like they are exploring a LARGE, interconnected complex, NOT a small closed level. Include 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 (MOST IMPORTANT) === The teleporters must look EXACTLY like this reference: a TALL, VERTICAL, CYLINDRICAL metal structure with a heavy, WWII-era German industrial aesthetic. TELEPORTER DETAILS: - Body: Dark rusted metal and brass-colored panels, with visible rivets, bolts, and welded seams. - Front: A large embossed IRON CROSS symbol (German military cross, NOT swastika) engraved into the metal. - Spikes: MULTIPLE LONG METAL RODS protrude outward at angles from the cylinder, like antennae. At the tip of each rod, there is a small GLOWING PURPLE ORB. - Top: 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. - Body sections: Upper chamber, middle section with Iron Cross, lower section with small green indicator lights and metal panels. - Base: A LARGE CIRCULAR METAL BASE with multiple stepped layers, a ring of small WHITE LIGHTS around the edge, and a GLOWING BLUE CIRCULAR PLATFORM in the center where a person stands. - Pipes and mechanical details around the base. - Overall glow: Cold blue light from inside, purple energy sparks around the spikes. - It must NOT look futuristic or sci-fi. It must look old, mechanical, industrial, and German WWII-era. === MAIN TELEPORTER LOCATION (CRITICAL) === 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. === THREE SECONDARY TELEPORTERS (INSIDE) === 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 (DETAILED) === 1. Main Factory Hall: Large open space with heavy machinery, broken conveyor belts, rusted steel beams, hanging chains, and industrial pipes. 2. Open-Air Upper Platform: On top of the factory, accessible by narrow metal staircase. This is where the MAIN TELEPORTER is located. 3. Three Indoor Teleporter Rooms: North, East, and South, connected to the main hall. 4. Upper Catwalk: A narrow metal catwalk runs along the upper level of the main hall, overlooking everything below. 5. Control Room: Dark room at the end of the catwalk, with old monitors and abandoned chairs. 6. Power Room: Lower level, with large generators and rusted pipes. 7. Storage Room: Side room with wooden crates and metal shelves. 8. Break Room: Small room with broken furniture, old tables, and chairs. 9. Outdoor Courtyard: Around the factory, with fog, dead trees, and moonlight. 10. Multiple windows with broken glass around the factory. 11. Scattered metal debris, old oil barrels, and wooden pallets on the concrete floor. === ATMOSPHERE === - Location: Abandoned German weapons factory from World War II, year 1945, deep in a foggy forest. - Sky: 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. - Lighting: Volumetric moonlight rays pierce through 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. - Mood: Cold, silent, abandoned, mysterious, industrial. === VISUAL STYLE === - Dark, cinematic, industrial. - Dominant colors: Dark grey, cold blue, purple, and dusty brown. - Textures: Rusted metal, cracked concrete, worn wood. - Quality: Hyper-realistic, 8K, volumetric lighting, architectural detail. === DO NOT INCLUDE === - NO zombies, NO characters, NO enemies. - NO weapons or HUD. - NO gameplay mechanics. - ONLY build the environment and level layout. === FINAL GOAL === Make the map LARGE, COMPLEX, and with an OPEN-WORLD feeling. It must be faithful to the industrial German aesthetic of Der Riese, but with the unique Maschinenwerk teleporter design and the total lunar eclipse sky., 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
Mohamad Salar poor
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