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 · CC0 · 3 Oct 2026
Generated from: The main enemy, rival or companion 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 "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. === TELEPORTER SYSTEM (MOST IMPORTANT) === There are FIVE teleporters in this map: - FOUR SECONDARY TELEPORTERS placed in DIFFERENT locations (some inside rooms, some in open areas). - ONE MAIN TELEPORTER on the open-air rooftop platform. HOW THE SYSTEM WORKS: 1. The player must first turn ON THE POWER (electricity meter / breaker in the Power Room). 2. Then, the player must activate all FOUR secondary teleporters one by one. 3. After all four are activated, the MAIN TELEPORTER on the rooftop powers on. 4. The player goes to the rooftop platform and enters the MAIN TELEPORTER. 5. The MAIN TELEPORTER teleports the player to a HIDDEN SECTION of the factory. 6. Inside this HIDDEN SECTION, there is the UPGRADE FORGE (Pack-a-Punch machine). 7. The player upgrades their weapon, then uses a RETURN TELEPORTER to come back to the main map. === PLACEMENT OF THE FOUR SECONDARY TELEPORTERS (SPECIFIC) === TELEPORTER 1 (INSIDE A ROOM): Located inside a closed room in the NORTH section of the factory. This room has walls, a ceiling, and a door. It is a small, enclosed space with the teleporter in the center. The room is dimly lit, with rusted metal walls and old pipes. TELEPORTER 2 (IN AN OPEN AREA): Located in an OPEN area of the factory, NOT inside a room. It stands in a wide corridor or open section of the main factory hall, exposed to the open space. No walls around it, just the factory floor and the high ceiling above. It is visible from a distance. TELEPORTER 3 (IN AN OPEN AREA): Located in another OPEN area, in the SOUTH section. It stands in a wide, open part of the factory, possibly near a large broken window or an open courtyard. No walls around it, exposed to the open air. It is visible from a distance. TELEPORTER 4 (INSIDE A LARGE ELECTRICAL ROOM): Located inside a LARGE room in the WEST section of the factory. This room is FULL of electrical equipment: thick cables on the walls, electrical panels, transformers, fuse boxes, and sparking wires. The teleporter is in the center of this room, surrounded by electrical machinery. The room is large, with a high ceiling, and the walls are covered with wires and electrical devices. === MAIN TELEPORTER LOCATION (ROOFTOP) === The main teleporter is NOT inside the factory. It is on an OPEN-AIR PLATFORM on top of the factory building, like a rooftop 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. === TELEPORTER DESIGN (CRITICAL - MATCH THE REFERENCE EXACTLY) === Every teleporter 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. - It must NOT look futuristic or sci-fi. It must look old, mechanical, industrial, and German WWII-era. === 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 (Rooftop): On top of the factory, accessible by narrow metal staircase. This is where the MAIN TELEPORTER is located. 3. Teleporter 1 Room (North): Small enclosed room with the first secondary teleporter. 4. Teleporter 2 Area (Open): Open section of the factory with the second secondary teleporter. 5. Teleporter 3 Area (Open): Open section of the factory with the third secondary teleporter. 6. Teleporter 4 Room (West): Large electrical room full of wires and electrical equipment, with the fourth secondary teleporter. 7. Hidden Section (Upgrade Forge Area): A separate, smaller area accessible only via the main teleporter. 8. Upper Catwalk: A narrow metal catwalk runs along the upper level of the main hall. 9. Control Room: Dark room at the end of the catwalk, with old monitors and abandoned chairs. 10. Power Room: Lower level, with large generators, electrical panels, and the main power switch (electricity meter / breaker). 11. Storage Room: Side room with wooden crates and metal shelves. 12. Break Room: Small room with broken furniture, old tables, and chairs. 13. Outdoor Courtyard: Around the factory, with fog, dead trees, and moonlight. 14. Multiple windows with broken glass around the factory. 15. 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 (4 secondary teleporters in specific locations + 1 main rooftop teleporter) and the total lunar eclipse sky., full body, plain background. 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
Mmd XAU
Sign in to join the conversation.
Sign in to comment🌍CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.