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All effects 3D browser games Container Yard Firefight Container Yard Firefight Container Yard Firefight is a published Three.js prompt by StarKnightt. It has source credit and no verified 3dmotion rebuild.
by StarKnightt on GitHub
Result by StarKnightt Prompt by StarKnightt. Copies include source credit.
Original prompt Free · 4,703 characters build a complete realistic FPS shooter game in a single HTML file. everything inline — JS and CSS in the same file. no external dependencies except three.js from CDN (https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js). no…
Show full promptbuild a complete realistic FPS shooter game in a single HTML file. everything inline — JS and CSS in the same file. no external dependencies except three.js from CDN (https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js). no build tools, no npm.
**core gameplay:**
- first person shooter, single player vs AI enemies
- WASD movement, mouse look with pointer lock on click
- left click to shoot, R to reload, shift to sprint, ctrl to crouch, space to jump
- sprint adds FOV push effect and lowers weapon slightly
- crouch lowers camera height and reduces movement speed
- jump with landing camera shake
**weapons system (switch with 1, 2, 3):**
- slot 1: assault rifle — full auto, 30 round mag, moderate spread that increases with sustained fire, semi-auto toggle with V key
- slot 2: shotgun — pump action, 8 shells, wide spread, high damage up close, pump animation between shots
- slot 3: pistol — semi auto, 15 rounds, accurate, fast draw speed
- each weapon needs a visible 3D viewmodel at bottom right — build them from three.js geometry (boxes, cylinders). add gloved hands holding the weapon
- weapon sway on mouse movement, bob when walking synced to footsteps
- muzzle flash (point light + sprite) on every shot
- shell casings that eject and bounce on the ground with physics
- reload animation (weapon dips down off screen and comes back)
- draw animation when switching weapons
**enemies (10 total):**
- humanoid models built from three.js geometry (capsule body, sphere head, box limbs)
- each enemy has a floating name tag and health bar above their head
- enemy names: VIPER, GHOST, REAPER, HAVOC, STRIKER, COBRA, TALON, WOLF, DIESEL, SHADOW
- enemies patrol waypoints around the map using simple pathfinding
- when they spot you (line of sight + distance check), they stop, aim, and shoot with human-like reaction delay (300-800ms random)
- enemies strafe left/right during combat
- headshot detection — 2x damage on head hitbox
- hit reaction animation (flinch backward)
- death animation (ragdoll-style fall, weapon drops to ground)
- enemies deal damage to player with visible red screen flash
**map design — abandoned warehouse district:**
- 60x60 unit play area
- concrete floor with grid texture (procedural)
- shipping containers (large colored boxes) placed as cover throughout
- two story building on one side with accessible second floor via ramp — gives sniper advantage
- long corridor between container stacks (close quarters)
- open center area with a destroyed vehicle (boxes arranged as car shape)
- chain link fence sections around the perimeter (thin planes with alpha)
- barrel stacks that block sightlines
- crate clusters for cover
- directional lighting with shadows casting from a sun position
- fog in the distance for atmosphere
**HUD:**
- crosshair center screen (dynamic — expands when moving/shooting, contracts when still)
- health bar bottom left with number (starts at 100)
- armor bar below health (starts at 50, reduces damage by 50%)
- ammo counter bottom right: current mag / total reserve
- weapon name and icon next to ammo
- kill feed top right — shows "YOU killed ENEMY" with headshot icon when applicable
- hit marker (white X flash) when you land a shot
- damage direction indicator (red arc on screen edge showing where damage came from)
- minimap top left showing player position, enemy dots (red when spotted), and map walls
- round timer top center counting down from 3:00
- kill counter: "X / 10 eliminated"
**audio (all procedural Web Audio API, no external files):**
- gunshot sounds per weapon (rifle = sharp crack, shotgun = deep boom, pistol = snap)
- reload sound (metallic click)
- footsteps synced to movement (concrete sound)
- bullet impact sounds (different for wall vs enemy)
- enemy death sound
- hit confirmation beep
- low health heartbeat warning when under 20hp
- ambient industrial hum in background
**post processing:**
- bloom on muzzle flash and bright lights
- vignette darkening at screen edges
- slight color grading (desaturated, slightly blue shadows)
- screen shake on taking damage and on shooting shotgun
**game flow:**
- start screen: "PRESS TO START" with title
- pointer lock activates on click
- kill all 10 enemies to win
- die or run out of time to lose
- end screen shows: kills, headshots, accuracy percentage, time survived
- restart button on end screen
**performance:**
- use merged geometries where possible to reduce draw calls
- shadow maps at 2048
- keep it running 60fps on mid-range hardware
- use instanced mesh for repeated objects like crates and barrels
make it feel like a real game. weight to the movement, punch to the guns, tension in the combat. not a tech demo. Prompt by StarKnightt on GitHub. github.com/StarKnightt/operation-ironhold/blob/HEAD/PROMPTS.md . Copies include this credit. Original prompt, credited Rebuilt by 3dmotion · 2026-11-08
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-08
collection · petergpt Open, then Run
A Verified card includes a receipt and a pinned single-file rebuild you can run here. Recorded limitations explain what the rebuild changes or leaves out.