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Cairo Mega Map

  • 3d
  • city-map
  • exploration
  • low-poly
  • cairo
  • sandbox
0
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7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. malek ali built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cairo Mega Map yet. Play it, then tell malek ali what you would add next.

Make your own game

Cairo Mega Map was built by malek ali with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Cairo Mega Map opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Cairo Mega Map

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D interactive map exploration scene titled “Cairo Mega Map,” built with Three.js or an equivalent 3D engine. This is a freely orbitable, zoomable map showcase rather than a combat or score-based game: there is no player avatar, health, inventory, timer, enemies, quests, or win condition. Start with a high, angled top-down camera looking toward the central Cairo district. Let the user drag to orbit around the scene and use the mouse wheel to zoom, with smooth damping; constrain the orbit to a useful elevated city-view angle and limit zoom so the camera remains over the map. Use a perspective camera, soft shadows, atmospheric blue-gray fog, a pale blue sky/background, warm daylight, and a clean stylized low-poly / toy-city visual style with simple geometric buildings and roads.

Build a large square sandy-beige desert ground plane. Along the left/west side, place a wide vertical Nile river as a blue-green strip running across the entire map, with a narrow sandy west bank and a darker paved corniche promenade beside it. Add a bridge crossing the river near the upper-middle/central-left area, with a gray structure, dark road deck, and small vertical rail posts. Along the waterfront promenade, line up repeating dark benches and slim lamp posts with glowing warm yellow lamps. Add palms and small rounded green trees around the river, parks, roads, and neighborhoods.

Lay out a connected modern city road grid on the desert base. Include a wide north-south boulevard near the center-left, another north-south boulevard through the downtown area, a broad east-west avenue, smaller market streets, east-ring roads, and a long airport road on the far east. Roads are flat charcoal/dark gray rectangles with thin raised or contrasting pale yellow lane markings: repeated short dashed center marks along north-south roads and occasional horizontal markings across the east-west route. Include three simple circular roundabouts, each with a muted green circular paved island and a smaller sandy center island.

Organize visible districts and landmarks. Add circular or polygonal colored open spaces for Zamalek Park and Nile Park near the waterfront, Opera Plaza and Business Plaza in the center/east, and Market Square toward the northern market area. Create an old market/bazaar made from rows of small box-like warm brown shops, alternating blue-gray and golden awnings, arranged beside Market Square. Add a low museum block near the central waterfront/downtown area, with a sandy tan body and a blue-gray glass frontage. Add a tall Cairo Tower landmark near downtown: a round base, narrow warm orange-brown stem, tapered/cupped golden crown, and a pale circular dish at the top.

On the eastern side, create a sports complex with a large low circular gray stadium bowl, a green circular field inside, and repeated reddish-brown stand blocks around the perimeter. In the far south/east area, add a simple airport terminal: a long light-gray rectangular building, a blue-gray glass band on its front, and rows of dark parking-bay stripes in front. Fill several areas with dense simple residential neighborhoods made of small box houses in alternating sand/tan colors, plus additional modern commercial city blocks arranged along the roads. Buildings should have blocky silhouettes, flat or subtly varied roofs, dark bases, blue-gray windows, and occasional warm accent colors; use a coherent modular low-poly city asset style. Include scattered yards, palms, rounded-canopy trees, and tree trunks to break up the neighborhoods.

Lighting should be bright warm afternoon sun from one side with soft cast shadows, supplemented by cool ambient/hemisphere light and a subtle cool fill. Use restrained physically based materials: sandy ground, dark asphalt, pale yellow road paint, turquoise/blue water, muted green parks, tan/orange masonry, charcoal building bases, blue glass, and occasional orange/gold landmarks. Keep geometry crisp and slightly stylized rather than photorealistic. Add fog so distant map edges fade into the pale sky.

Overlay a fixed dark translucent rounded HUD panel in the upper-left reading “CAIRO · MODERN MAP” in uppercase warm gold and a subtitle such as “Nile district / top-down layout.” Add a matching upper-right translucent legend reading “Map view” and “Drag to orbit · wheel to zoom.” Optionally show a small rounded bottom-center contextual hint in the style of “Start at Zamalek Park — walk toward the Nile,” but do not add actual walking unless explicitly implemented; the core interaction is camera orbit and zoom. The scene should render full-screen behind the HUD, with responsive resizing and no visible debug controls.

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