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Crossfire Range

  • 3d
  • fps
  • shooter
  • arcade
  • single-player
  • wave-based
  • offline
0
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How to play

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

Discussion

Nobody has said anything about Crossfire Range yet. Play it, then tell Saphera Childers what you would add next.

Make your own game

Crossfire Range was built by Saphera Childers 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 Crossfire Range 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 Crossfire Range

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-playable first-person 3D shooter called “Crossfire Range,” with a dark glass-panel UI and an offline-ready presentation. Use a Three.js-style perspective FPS camera with a wide field of view, mouse look, pointer lock, WASD movement, jumping with Space, sprinting with Shift, left-click or F/Enter to fire, R to reload, number keys 1/2/3 to switch weapons, and M to rotate maps. On touch devices provide movement on the left side, aiming by dragging the right side, and large touch buttons for Fire, Reload, Gun, and Map. The player is represented by a first-person camera; show a crisp white four-segment crosshair in the center, briefly enlarging while firing, and use a red translucent damage vignette when hit.

The core loop is a single-player bot skirmish: select one of three combat spaces, spawn with 100 HP and a 2.75-second spawn shield, then fight a wave of enemy soldier bots. Enemies use humanoid soldier character models, cast shadows, animate between idle/holding, walking, and shooting, turn toward the player, advance when farther than 18 units, strafe between roughly 8 and 18 units, avoid nearby obstacles, stay within map bounds, and shoot only when they have line of sight within 84 units. Each enemy has 100 health; player weapons use hitscan raycasts with slight spread and are blocked by buildings, cover, and boundary walls. Show bright colored tracer lines for both player and enemy shots, a brief hit sound on impact, and a stylized synthesized shot sound. Enemy shots deal about 8–13 damage, while the player can kill bots and earn one kill per defeated enemy. Dead enemies play a death animation, remain briefly, then disappear. When every bot in a wave is dead, display “Sector clear — rotating to next map,” advance the round, and automatically start the next map while preserving the score; cycle through the three maps.

Implement three distinct long-range firearms. ASSAULT is automatic, deals 23 damage, has 165 range, fires every 0.115 seconds, holds 30 rounds with 150 reserve, reloads in 1.25 seconds, has the widest spread (0.0048), and uses orange-red tracers. DMR is semi-automatic, deals 42 damage, has 235 range, holds 14 with 70 reserve, fires every 0.34 seconds, reloads in 1.55 seconds, has 0.0018 spread, and uses cyan tracers. SNIPER is semi-automatic, deals 100 damage, reaches 320 units, holds 5 with 25 reserve, fires every 1.05 seconds, reloads in 1.95 seconds, has extremely low 0.00065 spread, and uses pale-gold tracers. Automatically begin reloading when a magazine is empty; display “RELOADING [weapon]...” during the reload and prevent firing while reloading. The three weapons have separate magazine/reserve counts. Include weapon switch banners such as “[weapon] equipped,” “Target down,” “Mag empty,” and “Reloading [weapon].”

Build the maps as large outdoor arena-like industrial combat spaces bounded by invisible collision geometry and dark four-sided boundary walls. Use a ground plane, cross-shaped road strips, multiple pale lane markings, darker shoulder sections, subtle irregular grime patches, distant blocky skyline towers, atmospheric fog, strong directional sunlight, hemisphere fill light, shadows, and map-specific sky/fog/ground/accent colors. Populate each map with scaled industrial building models plus solid cover blocks that obstruct movement and bullets. Map 1, “STEEL YARD,” should have a gray steel palette, open lanes and wide flanks, bounds around 72 units, spawn the player near (0, 1.25, 42), and use several buildings around the sides/back with low rectangular cover in the lanes. Map 2, “RIVER BLOCK,” should use blue-gray colors, bounds around 76, spawn near (-42, 1.25, 0), and emphasize dense parallel chokepoints/river streets with repeated long vertical barriers and buildings on both sides. Map 3, “BROKEN MESA,” should use dusty tan/brown colors, bounds around 78, spawn near (0, 1.25, 48), and emphasize hard-cover angles and long sight lines with scattered industrial buildings and tall narrow cover. Give each map eight possible enemy spawn positions distributed around the far sides and use up to five enemies in the first wave, increasing by two per round up to the available spawn count.

The in-game HUD should be unobtrusive but readable: at the top, two dark translucent rounded stat panels labeled “Health / Targets” and “Loadout / Map.” Show values such as “100 HP,” “8 HOSTILES,” current weapon, current map, and “0 KILLS.” At bottom center show ammo as “30 / 150” (or the active weapon’s values), with a “RELOADING...” state. Put a centered translucent banner for contextual announcements and a full-screen red damage flash. On mobile, place the action buttons at lower right: a large circular red-orange Fire button, plus Reload, Map, and Gun buttons; keep the ammo panel above them.

Start with a full-screen darkened menu over the 3D scene. Use a centered rounded dark glass card titled “Crossfire Range,” with the subtitle describing it as a gritty offline shooter slice with longer sightlines, denser road markings, layered combat spaces, and desktop/mobile controls. Include pill labels: “Single-player bot skirmish,” “Long-range rifles,” “3 map sets,” “Works offline after first load,” “Mouse-look + keyboard,” and “Spawn shield on drop-in.” Show a loading line while assets load, then three selectable map cards: “STEEL YARD — Open lanes and wide flanks,” “RIVER BLOCK — Dense chokepoints and river streets,” and “BROKEN MESA — Dusty hard-cover angles and long sight lines.” Include a Controls button that displays the desktop control instructions. When the player dies, stop the match and show a dark “Down.” game-over card with text like “You dropped [number] enemies on [map],” plus “Respawn” and “Map Select” buttons. Keep the overall art style grounded, muted, industrial and slightly gritty, with gray-blue steel environments, dusty mesa lighting, realistic shadows, foggy depth, bright tracer accents, and polished responsive glassmorphism UI. Do not add unrelated modes, powerups, score types, or mechanics beyond this wave-based rifle-versus-bots loop.

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