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Made with Nano Banana 2 Lite ยท CC0 ยท 2 Oct 2026
Generated from: The playable map seen from the game's first-person camera, standing on a low grassy rise: rolling pale-dirt paths and low green hills in the near and middle ground, scattered plain wooden crates for cover, a cluster of small flat-roofed concrete buildings on a ridge to the left, a bare rocky slope to the right, and a tall translucent glowing boundary wall of light curving across the far side of the map, closing in. Readable layout: open ground, cover crates, buildings as loot spots, the glowing wall as the goal boundary. No text, no UI, no HUD, no logos. Drawn as a rough storyboard sketch: grey pencil and marker on white paper, one accent colour, loose flat shapes, no shading detail, no background clutter. 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
Armin zahedi Taktir
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