# Necropolis HD — built-in image_gen prompts

## Town panorama

Use case: precise-object-edit. Edit target: the supplied original Heroes of Might and Magic III Necropolis town panorama, assembled from game layers, 800x374. Produce a high-resolution faithful restoration/up-detail pass, ideally 3200x1496 landscape with exactly the same 800:374 aspect ratio and full uncropped composition. Maintain every building's exact position, silhouette, scale, roof geometry, perspective, terrain boundary and pathway. Preserve the storm-grey sky, black grey-green stone, muted dark earth, graveyard foreground, orange small window lights, red portal at lower center-right, ivory/yellow grail obelisk, left smoke plume and right cliff. Clarify masonry block edges, stone relief, small arches, roof tiles, gravestone inscriptions as illegible weathering, cracks and layered rock texture. Keep Heroes III painterly pre-rendered dark fantasy style, with readable value masses and comparable overall darkness; no photoreal cinematic reinvention, no new buildings, no relocation, no purple/neon palette, no extra vegetation, no characters, no text/UI/logo/border. Restore fine detail without sharpening halos, blur, grain or chunky pixels. This is a faithful high-resolution comparison image, not a new city design.

## Map castle

Use case: precise-object-edit. Edit target: original Heroes III Necropolis adventure-map castle sprite, supplied on transparent canvas. Create a high-resolution faithful restoration, square full canvas, ideally 768x768 (4 times original 192x192). Preserve exact isometric camera, castle silhouette and footprint, placement in canvas, tall two silver-grey gothic spires at the upper right, rectangular grey stone fortress, brown roof wings and triangular ochre/grey rocky crag beneath. Keep every tower and door in the same position, preserve the low-right entrance and stone stairs. Improve readable masonry, buttresses, roof details and crag facets while retaining the original late-1990s painterly prerendered fantasy appearance and restrained palette. No architectural redesign, no new wings, no cemetery ground disk, no scenery, no sky, no text, no UI, no frame, no drop shadow beyond the original contact shadow. Output genuine RGBA transparency around the complete castle and rocky foundation, no black or checkerboard background, no cropping of towers or bottom rock. Keep the original generous empty left side and original anchoring. This is one isolated game asset, not a concept-art poster.

## Map castle background correction

Use case: background-extraction. Edit ONLY the background of this existing castle sprite. The grey-and-white checkerboard is BAKED INTO THE IMAGE and must be removed completely, including between the loose rocks, in the small exterior openings, and at every outer edge. Return an actual transparent-background PNG with a real alpha channel: empty background pixels must have alpha 0, not checkerboard RGB, not white, not black. Preserve the castle, its exact geometry, every tower, warm stone crag, colors, lighting, position and full square framing exactly. Do not redraw or reinterpret the building. The final isolated castle is for a game sprite. No new floor, no shadow on a backdrop, no border, no text. Prefer final 768 by 768 pixels with proportional scale and original full-canvas placement; true alpha transparency is essential.
