{"id":"29540","prompt":"Create a pure black-and-white binary walkable-area mask for a top-down video game map. Use a square 1:1 canvas, about 768×768 pixels, with a solid black background and a single connected irregular white region representing traversable ground. The white shape should resemble a fantasy dungeon/island silhouette: a broad central vertical open area, jagged organic edges, narrow corridors and protruding rooms branching left and right. Include exactly 6 prominent side features around the central white mass: 1 large rounded oval platform on the upper left connected by a thin neck, 1 smaller mushroom-like platform on the lower left connected by a winding corridor, 1 jagged crescent-shaped protrusion at the upper left edge, 1 irregular upper-right chamber with three narrow black vertical cutouts inside it, 1 large black enclosed blob-like obstacle intruding from the right-center edge with a curled hook tip, and 1 round lower-right room-like protrusion partially separated by black negative space. Add several small triangular notches and pixel-stepped jagged edges, but keep the image strictly two colors only: pure white for walkable space and pure black for non-walkable space. No text, no grayscale, no antialiasing, no shadows, no perspective, no texture; make the edges slightly pixelated and mask-like as if intended for SDF or collision-map conversion.","promptEn":"Create a pure black-and-white binary walkable-area mask for a top-down video game map. Use a square 1:1 canvas, about 768×768 pixels, with a solid black background and a single connected irregular white region representing traversable ground. The white shape should resemble a fantasy dungeon/island silhouette: a broad central vertical open area, jagged organic edges, narrow corridors and protruding rooms branching left and right. Include exactly 6 prominent side features around the central white mass: 1 large rounded oval platform on the upper left connected by a thin neck, 1 smaller mushroom-like platform on the lower left connected by a winding corridor, 1 jagged crescent-shaped protrusion at the upper left edge, 1 irregular upper-right chamber with three narrow black vertical cutouts inside it, 1 large black enclosed blob-like obstacle intruding from the right-center edge with a curled hook tip, and 1 round lower-right room-like protrusion partially separated by black negative space. Add several small triangular notches and pixel-stepped jagged edges, but keep the image strictly two colors only: pure white for walkable space and pure black for non-walkable space. No text, no grayscale, no antialiasing, no shadows, no perspective, no texture; make the edges slightly pixelated and mask-like as if intended for SDF or collision-map conversion.","promptZh":"为俯视视角电子游戏地图创建一个纯黑白色的二值化可通行区域遮罩。使用 1:1 的正方形画布（约 768×768 像素），背景为纯黑色，中间包含一个单一连通的白色不规则区域，代表可通行地面。白色形状应类似于奇幻地下城或岛屿的轮廓：拥有宽阔的中心垂直开放区域、锯齿状的有机边缘，以及向左右两侧延伸的狭窄走廊和突出房间。在中心白色区域周围精确包含 6 个显著的侧面特征：左上方有一个通过细颈连接的大型圆形平台；左下方有一个通过蜿蜒走廊连接的较小蘑菇状平台；左上边缘有一个锯齿状的新月形突出部；右上角有一个不规则的房间，内部带有三个狭窄的黑色垂直切口；右侧中心边缘有一个大型黑色封闭团块状障碍物，带有弯曲的钩状尖端；右下方有一个圆形的房间状突出部，被黑色负空间部分隔开。添加若干小型三角形缺口和像素阶梯状的锯齿边缘，但必须严格保持图像仅有两种颜色：纯白色代表可通行空间，纯黑色代表不可通行空间。无文字、无灰度、无抗锯齿、无阴影、无透视、无纹理；边缘应略显像素化，呈现出遮罩效果，如同专为 SDF 或碰撞地图转换而设计。"}