here's the prompt btw:
Build a complete, polished, playable 3D browser FPS inspired by Counter-Strike 1.6 and the classic de_dust2 map.
Work autonomously from start to finish. Do not stop after planning or creating a basic prototype. Implement the game, run it, test it, visually inspect it, identify problems, and iterate until it feels like a small finished game.
## Core objective
Recreate de_dust2 from your own knowledge as an original low-poly environment. The layout should be immediately recognizable to someone familiar with Counter-Strike.
Include:
* Terrorist spawn
* Counter-Terrorist spawn
* A bombsite
* B bombsite
* Long A and pit
* Short A/catwalk
* Mid
* Mid double doors
* Upper tunnels
* Lower tunnels
* The major routes and connectors between these locations
Do not browse the web for map references. Do not download, copy, or use original Counter-Strike maps, textures, models, sounds, logos, or other Valve assets. Create all environment geometry, materials, effects, sounds, and interface elements yourself.
## Gameplay
Create a single-player deathmatch experience against at least five bots.
The game must include:
* First-person camera
* WASD movement
* Mouse aiming with pointer lock
* Walking, sprinting, jumping, and crouching
* Proper gravity and collision
* A visible first-person rifle
* Shooting, recoil, spread, muzzle flash, and reloading
* Limited magazine ammunition with reserve ammunition
* Hitscan hit detection
* Enemy hit reactions and impact effects
* Player and bot health
* Bots that navigate through the map, detect the player, aim, shoot, pursue, and reposition
* Player and bot respawning
* Kills, deaths, score, and round timer
* A clear win or end-of-round state
* Restart functionality
* Start screen, pause state, and game-over screen
* Crosshair and readable HUD
* A simple minimap or radar showing the player and major map areas
* Procedurally generated sound effects, with a mute control
## Visual direction
Capture the atmosphere of a classic early-2000s tactical FPS while making the result original:
* Warm sandy architecture
* Blue sky and clear outdoor lighting
* Shadowed tunnels and interior areas
* Simple, slightly retro low-poly geometry
* Wooden crates, ramps, arches, doors, stairs, and recognizable landmarks
* Clear visual separation between map areas
* Responsive weapon movement
* Hit effects, particles, subtle screen shake, and damage feedback
Prioritize strong level composition and gameplay readability over highly detailed graphics.
## Technical requirements
* The game must run locally in a modern desktop browser
* Use Three.js or another suitable open-source browser library
* You may install normal code dependencies
* Do not use external game-generation, image-generation, video-generation, or 3D-asset MCPs
* Do not use premade game templates or downloaded asset packs
* Avoid requiring paid services, API keys, accounts, or remote backends
* Provide one clear command for installing and running the game
* Keep the browser console free of errors
* Maintain smooth performance during active combat
* Include a concise README with controls and launch instructions
## Verification
After implementation:
1. Start the development server.
2. Open the game using an available browser or visual-testing tool.
3. Inspect the rendered map and HUD.
4. Check the browser console for errors.
5. Test movement, collisions, shooting, reloading, bot combat, death, respawning, pausing, scoring, and restarting.
6. Fix any functional or visual problems you find.
7. Repeat testing until the main gameplay loop works reliably.
Do not ask me clarification questions unless you are completely blocked. Make reasonable creative and technical decisions yourself. Begin working immediately and use the available time to deliver the strongest finished result possible.