Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create Asset
Made with Nano Banana 2 Lite ยท CC0 ยท 3 Oct 2026
Generated from: The main place of a scene from a small video game about: Create ONLY a sample level map for a first-person zombie survival game, inspired by the "Tranzit" 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. It is a frozen post-apocalyptic highway during a total solar eclipse. The player travels between 8 different stations using an armored bus. The map is LARGE, LINEAR but with open areas at each station. === THE BUS (MAIN VEHICLE) === A massive, armored, military-grade bus based on the Torsus Praetorian TG3. - Color: Polar camouflage (white and grey) with black stripes. - Wheels: Large snow chains on all tires. - Roof: A mounted machine gun turret. - Windows: Small, armored windows with metal frames. Some can be boarded up with wooden planks. - Front: A heavy snowplow blade attached to the front bumper. Engine at the front. - Interior: NO passenger seats. OPEN and empty, space for 4 players. Only the driver's seat remains, where N.I.C. sits. - Dashboard: A small screen with a digital eye, where N.I.C. is displayed. - Timer: Stops at each station, honks, leaves without the player if they don't return. === THE ROBOT N.I.C. (INSIDE THE BUS - UPDATED) === A small, mysterious robot with a DIGITAL RED EYE, mounted on the dashboard. It drives the bus between stations. - Design: Dark, metallic, sleek but industrial. A small cylindrical or spherical body with a single glowing RED digital eye that scans the environment. - Personality: Cold, sarcastic, and MYSTERIOUS. It makes dark jokes and never gives direct directions. - Aura: A faint PURPLE ENERGY GLOW surrounds it, making it look more sinister and high-tech. - Voice: Deep, distorted, mechanical voice with a faint echo. - It is sent by Dr. Freiherr, but its true intentions are unknown. === THE 8 STATIONS (ENVIRONMENTS) === STATION 1 - FROZEN BRIDGE: A long, narrow bridge over a deep frozen canyon. Covered in ice and snow. Some sections are broken. High risk of falling. STATION 2 - ABANDONED CITY: A completely ruined city, collapsed buildings, broken streets, abandoned cars. Snow covers everything. STATION 3 - THE POWER CORPORATION: A large industrial building that produces electricity. Generators, control panels, and electrical wires. The player must activate the power here. STATION 4 - GAS STATION: An old gas station with a convenience store. Fuel pumps, a small shop, and a repair garage. The player can refuel the bus. STATION 5 - CRASHED PLANE: The wreckage of a large crashed airplane, half-buried in snow. The fuselage is broken into pieces. STATION 6 - MILITARY OUTPOST: An abandoned military outpost with bunkers, sandbags, watchtowers, and heavy equipment. STATION 7 - VOLCANO: A massive active volcano with glowing orange lava flowing down its slopes. The Upgrade Forge machine is located inside a cave near the lava. STATION 8 - TERMINAL STATION (UPDATED - CHURCH): The final station is an abandoned CHURCH with a large CLOCK TOWER. The clock tower is DESTROYED, with broken bells and rubble. The area around the church has ZERO GRAVITY, making objects and debris float in the air. The player must navigate through floating debris and broken stone. This is where the final battle takes place. === GAMEPLAY VIEW PROMPTS (3 SCENES) === SCENE 1 - INSIDE THE BUS: First-person view from inside the bus. The player holds an M16 rifle. Through the armored windows, the frozen wasteland is visible. N.I.C.'s red digital eye glows on the dashboard. The bus interior is open, with no passenger seats. Snow and ice cover the windows. SCENE 2 - OUTSIDE THE BUS: First-person view from outside the bus, standing on the frozen highway. The player holds an M16 rifle. The armored bus is behind them, with its snowplow and turret visible. Snow falls heavily. The sky is dark with a total solar eclipse. The player is aiming forward. SCENE 3 - AT THE VOLCANO: First-person view at the volcano. The player holds an M16 rifle. In the background, the active volcano erupts with orange lava. The air is smoky and hot. The Upgrade Forge machine is visible inside a cave nearby. === ATMOSPHERE === - Sky: A TOTAL SOLAR ECLIPSE. Dark sky with a white halo around the eclipsed sun. NO red sky. - Weather: Heavy snowfall, strong wind, and occasional blizzards. Faint aurora borealis. - Temperature: Extremely cold. Ice and snow cover everything. - Lighting: Cold blue and white light. Dim lights from the bus and stations. Orange glow from the volcano lava. === VISUAL STYLE === - Dark, cinematic, and cold. - Dominant colors: White, icy blue, grey, and orange (from the volcano). - Textures: Snow, ice, rusted metal, cracked concrete. - Quality: Hyper-realistic, 8K, volumetric lighting, cinematic. === DO NOT INCLUDE === - NO zombies, NO characters, NO enemies. - NO weapons or HUD (except the M16 in the gameplay view scenes). - NO gameplay mechanics. - ONLY build the environment, level layout, and the 3 gameplay view scenes. === FINAL GOAL === Make the map LARGE, COMPLEX, and with an OPEN-WORLD feeling. Include the updated N.I.C. robot with a red digital eye, the destroyed clock tower church with zero gravity, and the 3 first-person gameplay views with the M16 rifle., seen the way the game camera sees it. 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
Mohamad COD
Sign in to join the conversation.
Sign in to comment๐CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.