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Made with Nano Banana 2 Lite ยท CC0 ยท 2 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, but slightly larger and more complex. Do not create gameplay yet. Only build the environment and the level layout. SETTING: An abandoned German weapons factory from World War II, year 1945, deep in a foggy forest. 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. MAP LAYOUT (based on Der Riese, but bigger and more complex): - A main starting hall with a central circular platform where the main teleporter stands. - The main teleporter is a tall vertical cylindrical metal structure with a circular base platform, glowing with faint blue light, mechanical and industrial like the classic Der Riese teleporters. - Three additional teleporter rooms connected to the main hall by corridors and stairways. Each teleporter room is in a different section of the factory: north, east, and south. - A large open main factory hall with heavy machinery, broken conveyor belts, rusted steel beams, hanging chains, and industrial pipes. - An upper narrow metal catwalk running along the entire length of the main hall, overlooking everything below. - A dark control room at the end of the catwalk, with old monitors and abandoned chairs. - A power room in the lower level, with large generators and rusted pipes. - Two side rooms connected to the main hall:, 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 Re9uiem
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