
CREATE AN EXTREMELY DETAILED TABLETOP RPG MAP for a survival horror scenario inspired by ALIEN. VISION AND FORMAT — VERY IMPORTANT The result MUST BE A PLAYABLE RPG MAP, viewed EXACTLY FROM ABOVE. - orthogonal, 90 degrees. - The camera is directly above the facility. - DO NOT use perspective. - DO NOT use isometric view. - DO NOT tilt the camera. - DO NOT create a cinematic illustration of the facility. - The goal is to allow players to place miniatures and move characters across the map. - All rooms, corridors, doors, objects, and areas must be clearly visible from above. - Create spaces wide enough for character movement. - The map should look like a professional sci-fi RPG map, resembling a detailed blueprint of an abandoned futuristic facility. - Add a SQUARE GRID over the entire playable area. - Thin, subtle, and uniform grid lines. - Grid squares clearly visible, but without hiding map details. - The grid must perfectly follow the top-down orientation of the map. - Large landscape format, suitable for printing on paper larger than A4. - Do not include video game interfaces, HUDs, cards, dice, or character sheets. GENERAL ENVIRONMENT A futuristic survival facility built on a hostile, isolated alien planet. The facility is designed for six human participants, but currently no staff, guards, or crew are present. The atmosphere should convey abandonment, isolation, tension, and danger. Materials: - industrial metal; - reinforced concrete; - technological panels; - automatic doors; - reinforced glass; - pipes; - cables; - ventilation systems; - cold bluish lights; - small red emergency lighting dots; - wear marks; - scratches; - dirt; - small stains; - signs of incomplete maintenance. Outside the facility: rocky, arid, alien terrain. WALLS AND PERIMETER The entire facility must have a reinforced, continuous perimeter. Include: - metal walls; - security doors; - cameras; - exterior lighting; - automated systems; - small technical structures; - maintenance walkways; - service areas. SOUTH — MAIN GATE / RECEPTION / CHECK-IN Create a clearly identifiable entrance area. Include: - MAIN GATE; - RECEPTION; - CHECK-IN area; - biometric scanners; - registration terminals; - ID card dispensers; - cameras; - waiting chairs; - digital screens; - sliding automatic doors; - small security terminals; - corridors connecting the reception to the rest of the facility. WEST — DORMITORY Create a dormitory for six participants. Include six individual resting areas, each with: - bed; - locker; - small personal space; - desk or storage surface. Add a common area. BATHROOMS AND SHOWERS The dormitory must have a well-detailed bathroom complex. Include: - multiple shower stalls; - toilets; - sinks; - mirrors; - cabinets; - benches; - exposed pipes; - drains; - laundry area; - cleaning station. BROKEN PIPE Above ONE of the showers, a large metal pipe is broken. Clearly show: - broken pipe; - deformed metal end; - leaking water; - small puddles on the floor; - drops scattered around the stall; - slight vapor; - pipes connected to the rest of the ceiling. The damage should look recent and mysterious. Do not show the cause of the rupture. CENTRAL AREA — CANTEEN Create a detailed canteen. Include: - tables; - chairs; - automatic food counter; - vending machines; - refrigerators; - microwaves; - coffee machines; - digital menus; - ordering terminals; - lounge area; - television; - decorative plants; - containers and utensils. Everything must be clearly identifiable from above. EAST — STORAGE ROOM Create a large industrial storage room. Include: - many shelves; - boxes; - containers; - supplies; - medical kits; - flashlights; - protective gear; - communication devices; - locked cabinets; - miscellaneous equipment; - narrow aisles between the shelves. CORPSE + FACEHUGGER Inside the storage room, among the shelves and boxes, place A HUMAN CORPSE. The corpse is slumped on the floor, wearing facility work clothes. A FACEHUGGER is clearly attached to the corpse's face. The Facehugger must be immediately recognizable: - biomechanical arachnid-like body; - long legs/digits gripping the head; - long tail coiled around the body; - organic and biomechanical appearance inspired by ALIEN. Add only a small amount of blood and signs of struggle. DO NOT turn the scene into a gore image. The corpse should feel like a disturbing discovery during exploration. The scene should be partially hidden among the shelves, but visible when players carefully explore the storage room. SECRET AREA — XENOMORPH EGGS At the back of the storage room, create a hidden secret area. The entrance must be disguised behind: - a fake wall; - a movable bookshelf; - or a camouflaged door. The secret area contains several Xenomorph eggs. The eggs must feature: - biomechanical texture; - organic appearance; - contamination; - dim red lighting; - signs of damaged containment. The area MUST NOT be easily visible from the normal storage room area. WORKSHOP Next to the storage room, create a detailed workshop. Include: - workbenches; - tool cabinets; - toolboxes; - mechanical equipment; - welding station; - work lighting; - mechanical parts; - maintenance terminal; - cables; - scattered tools. SHOP Create a small indoor shop. Include: - food; - drinks; - batteries; - flashlights; - clothing; - equipment; - communication devices; - vending machines; - counter; - self-service terminal. NORTH — LANDING PAD At the far north of the facility, create a large LANDING PAD. Include: - landing area; - spaceship; - refueling equipment; - maintenance equipment; - cargo containers; - docking equipment; - warning lights; - flight terminal; - docking station; - corridors connecting the pad to the main facility. CARGO CRATE + LOG On the landing pad, near the ship and cargo area, place a large industrial CARGO CRATE. The crate must: - be metallic and reinforced; - feature transport markings; - have scratches and signs of use; - look interactive and openable by players. Next to the crate, place a small ELECTRONIC CARGO TERMINAL. The terminal should appear to be recording: - cargo identification; - transport history; - date and time; - delivery logs; - partially corrupted messages. The terminal is on, with small red flashing lights. DO NOT visually reveal the contents of the crate. TRANSPARENT CORRIDORS Add enclosed, pressurized futuristic corridors. They must connect: - dormitory → canteen; - canteen → eastern areas; - canteen → reception; - central facility → landing pad. Construction: - reinforced glass; - metal structures; - blue lighting; - automatic doors; - small emergency lights; - pressure and ventilation details. MAINTENANCE AREAS Add: - technical corridors; - ducts; - ventilation; - service walkways; - electrical panels; - locked doors; - cameras; - cables; - pipes; - small terminals. Some of these areas should look suitable for exploration or hiding. HORROR ATMOSPHERE The facility should feel functional but partially abandoned. Add subtle signs of danger: - red lights; - blocked doors; - error screens; - damaged cables; - vapor; - small puddles; - powered-down equipment; - signs of struggle; - stains; - emergency systems. DO NOT place visible Xenomorphs scattered across the map. Danger should be primarily suggested by the environment. VISUAL PALETTE Use mainly: - metallic gray; - dark gray; - industrial blue; - cold white; - industrial orange; - small emergency red details. Realistic, industrial, and technological look. Avoid an overly colorful or cartoonish appearance. MAP TEXTS All main labels should be in ENGLISH. Use only functional text, such as: MAIN GATE RECEPTION CHECK-IN DORMITORY BATHROOMS SHOWERS CANTEEN STORAGE ROOM WORKSHOP SHOP LANDING PAD CARGO AREA MAINTENANCE RESTRICTED ACCESS Texts should be small and integrated into the map. ABSOLUTE RULES THIS IS A TABLETOP RPG MAP. It must look like a playable blueprint for exploration, combat, and miniature movement. EXCLUSIVELY TOP-DOWN VIEW. 90°. NO PERSPECTIVE. NO ISOMETRIC. NO TILTED CAMERA. NO POSING CHARACTERS. NO CINEMATIC SCENE. NO HUD. NO VIDEO GAME INTERFACE. NO DICE. NO CHARACTER SHEETS. NO MINIATURES. NO TOKENS. The square grid must cover the entire playable area with thin, uniform lines. The facility must occupy most of the image, with all environments clearly separated, connected, and navigable. Prioritize spatial legibility and RPG gameplay without sacrificing detail.
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