Used Gemini 4 Argon on https://factory.com/

Prompt

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Browser-Native Three.js Tactical FPS

You are a senior real-time graphics engineer, gameplay programmer, technical artist, physics programmer, AI programmer, and procedural-audio designer. Build a finished, highly polished browser-native first-person tactical shooter, not a blockout, not a visual mockup, and not a shallow tech demo.

The attached reference video is the primary visual and gameplay target. Match its overall fidelity, framing, pace, weapon presence, lighting, dense urban environment, readable combat feedback, and cinematic post-processing, then improve the weak areas. The result must feel like a compact premium PC FPS somehow running directly in the browser.

Use original or properly licensed visual assets only. Match the reference’s quality and art direction without copying proprietary logos, branded UI, characters, or map geometry.

1. Non-negotiable technical constraints

2. Finished experience to build

Create a complete offline team-deathmatch-style FPS match on one exceptionally detailed map. Keep the scope focused and make every part feel finished.

Core match:

3. Exact visual target and map art direction

The map should read instantly like the reference: a bright, war-worn North African or eastern Mediterranean market district under hard midday sunlight. It must feel hand-authored even if generated procedurally.

Map structure

Build one compact map approximately 120–180 meters across with strong FPS flow:

Use a fixed world seed for consistent benchmarking. Micro-detail placement, ambient particles, small debris motion, audio variation, and cosmetic prop variants may use deterministic seeded variation.

Buildings

Every building must have believable construction and layered detail:

Build a procedural facade grammar or modular assembly system so buildings are not identical. Use deterministic variation in widths, heights, window spacing, balcony presence, AC units, damage, color, roof clutter, and grime masks.

Street and prop density

The ground must never feel sterile. Include hundreds of placed or instanced details:

Environmental motion

The world cannot be frozen:

4. Sky, atmosphere, lighting, and shadows

The sky is a major visual feature. Do not use a flat blue clear color or a low-resolution static skybox.

5. Materials and geometry quality

Use physically based materials with carefully controlled roughness and normal response.

6. First-person weapon and hands

The first-person weapon is always visible and must be one of the most polished elements.

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Thanks https://x.com/athrix_codes