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Made with Nano Banana 2 Lite · CC0 · 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, level layout, and 3 gameplay view scenes. === 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. Each station is a separate environment, and the player must explore each one. === THE BUS (MAIN VEHICLE) === A massive, armored, military-grade bus based on the Torsus Praetorian TG3. It is a heavy-duty off-road bus designed for extreme winter conditions. - Color: Polar camouflage (white and grey) with black stripes. - Wheels: Large snow chains on all tires. - Roof: A mounted machine gun turret on the roof. - Windows: Small, armored windows with metal frames. Some windows can be boarded up with wooden planks. - Front: A heavy snowplow blade attached to the front bumper. The engine is at the front, under the hood. - Interior: NO passenger seats. The interior is OPEN and empty, with enough space for 4 players to stand and move around. Only the driver's seat remains. - The bus has a timer: it stops at each station for a limited time, honks its horn, and then leaves without the player if they don't get back on. - The player can board up the bus windows with wooden planks to keep zombies out. Each board gives points. - The engine can be attacked by zombies. If damaged, the bus stops and the player must go outside to repair it with spare parts. - The bus requires fuel. The player must collect fuel at gas stations to keep the bus moving. - The roof machine gun turret can be purchased for 500 points. It is useful for rounds 2 to 4, but becomes weak in higher rounds. === THE ROBOT N.I.C. (DRIVER - BEHIND THE STEERING WHEEL) === A mysterious robot that SITS BEHIND THE STEERING WHEEL and DRIVES the bus, exactly like the robot bus driver in Tranzit from Black Ops 2. - Position: Sitting in the driver's seat, hands on the steering wheel, driving the bus between stations. - Design: Dark, metallic, sleek but industrial. A humanoid or semi-humanoid robot body, with a single GLOWING RED DIGITAL EYE that scans the environment. - 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. - Personality: Cold, sarcastic, and MYSTERIOUS. It makes dark jokes and never gives direct directions. - It is sent by Dr. Freiherr, but its true intentions are unknown. - It speaks to the players during the journey, making sarcastic comments about the environment and the situation. - Example dialogue: - "Welcome aboard, passengers. Please sit down... if you can find a seat. Oh wait, there are none." - "This place is hotter than hell. Careful, if you pass through correctly, you'll find something valuable..." - "The engine is failing. I'm a driver, not a mechanic. Someone fix it, or we walk." === THE 8 STATIONS (ENVIRONMENTS) === STATION 1 - FROZEN BRIDGE: A long, narrow bridge over a deep frozen canyon. The bridge is covered in ice and snow. Some sections are broken and crumbling. The player must cross carefully. High risk of falling. Strong wind blows across the bridge. STATION 2 - ABANDONED CITY: A completely ruined city, with collapsed buildings, broken streets, and abandoned cars. Snow covers everything. Zombies can come out from buildings and alleys. The city is dark and silent, with only the wind and distant zombie moans. STATION 3 - THE POWER CORPORATION: A large industrial building that produces electricity. Inside, there are generators, control panels, and electrical wires. The player must activate the power here. The building is dark, with flickering lights and the hum of old machines. STATION 4 - GAS STATION: An old gas station with a convenience store. There are fuel pumps, a small shop, and a repair garage. The player can refuel the bus and find supplies here. Broken cars and oil barrels are scattered around. STATION 5 - CRASHED PLANE: The wreckage of a large crashed airplane, half-buried in snow. The fuselage is broken into pieces. The player can explore the inside for hidden items. Luggage, seats, and debris are scattered around the crash site. STATION 6 - MILITARY OUTPOST: An abandoned military outpost with bunkers, sandbags, watchtowers, and heavy equipment. There are weapons and ammo crates here. The outpost is surrounded by barbed wire and snow-covered trenches. STATION 7 - VOLCANO: A massive active volcano with glowing orange lava flowing down its slopes. The air is hot and smoky. The Upgrade Forge machine is located inside a cave near the lava. The player must navigate through narrow paths and avoid falling into the lava. STATION 8 - TERMINAL STATION (CHURCH WITH DESTROYED CLOCK TOWER): The final station is an abandoned CHURCH with a large CLOCK TOWER. The clock tower is DESTROYED, with broken bells and rubble scattered around. 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. The robot N.I.C. is visible sitting behind the steering wheel, driving the bus. Its red digital eye glows. 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. The bus's headlights cast a faint blue glow on the snow. 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. The player is aiming forward, with the lava glow reflecting on the M16. === ATMOSPHERE === - Sky: A TOTAL SOLAR ECLIPSE. The sky is dark with a white halo around the eclipsed sun. NO red sky. - Weather: Heavy snowfall, strong wind, and occasional blizzards. Faint aurora borealis in the sky. - 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. - Mood: Cold, lonely, desperate, but full of fierce resistance. === MAP LAYOUT === - A long, winding road that connects all 8 stations. - Each station is a large, explorable area. - The bus travels between stations automatically, driven by N.I.C. - The player can get off at any station and explore on foot. - The bus has a timer and leaves if the player takes too long. === 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, the robot N.I.C. behind the steering wheel, and the 3 gameplay view scenes. === FINAL GOAL === Make the map LARGE, COMPLEX, and with an OPEN-WORLD feeling. Include the robot N.I.C. sitting behind the steering wheel like the Tranzit bus driver, 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
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