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FLAG ARENA

  • 3d
  • fps
  • capture-the-flag
  • shooter
  • arena
  • desert
  • multiplayer-ai
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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. THAVANESH built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

FLAG ARENA was built by THAVANESH 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 FLAG ARENA 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 FLAG ARENA

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-based 3D first-person capture-the-flag shooter titled FLAG ARENA. Use Three.js-style rendering with a perspective FPS camera, pointer/mouse look, WASD movement, jumping, gravity, a centered white crosshair, and left-click shooting. The player is on the RED team and spawns deep in the red side of a long, flat desert combat arena; the opposing BLUE team occupies the opposite end. Build a roughly 500-by-110 sandy battlefield extending along the X axis, with the red base around x=-205 and blue base around x=205, and a centerline between the territories.

The environment should be a stylized low-poly desert war zone: a warm orange-brown sky/background with exponential haze, a broad ochre sand floor, drifting dust particles, soft shadows, warm hemisphere and directional sunlight, and sparse blocky cover. Mirror structures on both ends for the two teams: a tall narrow spawn wall at the far end, a barracks block, a tall tower, a ruin, two low walls, a raised metal roof/platform, and small debris pieces. In the neutral lane, place several wooden crates, a few low wrecked-car-like metal blocks, and two long low center walls. Use simple matte materials in sand, dark brown, gray wall, wood, red, and blue. The visible world should feel spacious and hazy rather than densely decorated.

Place a red flag at x=-72 and a blue flag at x=72, each as a slim gray pole with a rectangular cloth panel in the team color. The player must use E near a flag to interact. At an enemy flag’s base, E steals it and hides the world flag while it is carried. At a dropped enemy flag, E picks it up; at a dropped own flag, E returns it to base. If the player carrying the enemy flag reaches their own objective/base (red objective x=-205) while their own flag is still at base, the enemy flag enters a placed state and must be held for 30 seconds; then award one team capture point and reset the flag. A flag carrier drops the flag on death; dropped flags visibly reappear where dropped and automatically return to their base after 30 seconds. The match goal is to reach 3 captures, with a 15-minute countdown timer that stops when time expires or the team reaches three points. Include simple pickup, capture, death, hit, and reload feedback using generated Web Audio tones and short on-screen notifications/feed messages.

Load six animated low-poly soldier NPCs: three red bots near the red end and three blue bots near the blue end. Tint their materials to their team colors and use an idle animation. Bots pursue the local player when farther than about 24 units, face the player, and fire periodically when within about 70 units. Enemy fire reduces armor and health; armor absorbs roughly 55% of incoming damage. On death, reset the player to full health and 55 armor, respawn at the appropriate team end with a random small Z offset, and give about three seconds of spawn protection. Bots killed by the player disappear briefly, then respawn at their home position with full health. Use hitscan shooting with a center-screen raycast against enemy bots, range up to about 220 units, hit/headshot feedback, and team-colored soldier models.

Give the player a weapon/ammunition system. Start with an AK-47, 30 rounds loaded and 90 reserve. Display the current ammo and weapon. Support reload with R, automatic fire while the left mouse button is held, and number keys 1/2/3 for weapon slots. Implement the coded weapons and stats: AK-47 (27 damage, 30-round magazine, 90 reserve, 0.12-second fire interval), Pistol (22 damage, 12-round magazine, 48 reserve, 0.28 interval), Knife (80 damage, 0.65 interval), Sniper Rifle (92 damage, 5-round magazine, 25 reserve, 1.2 interval), SMG (18 damage, 36-round magazine, 108 reserve, 0.07 interval), Revolver (45 damage, 6-round magazine, 36 reserve, 0.45 interval), and Balisong (95 damage, 0.45 interval). Headshots multiply damage according to the weapon’s head multiplier and show a HEADSHOT message; normal hits show HIT. Award 5 coins for a normal elimination and 10 for a headshot. Include a simple base store toggle on B near the player’s own far objective/base, allowing the weapon to be changed using the available purchase/equip system, plus Tab feedback showing kills, deaths, and coins.

Build an always-visible HUD matching the game’s utilitarian arcade style. At the top center show RED score, a 15:00-style timer, and BLUE score in red, gold, and blue. At top left show RED FLAG and BLUE FLAG states as BASE, CARRIED, DROPPED, or placed-related status. At top right show a 150x100 minimap: dark brown arena background, red territory on the left, blue territory on the right, a dashed centerline, a white player square, and red/blue flag markers. At bottom left show labeled Health and Armor horizontal bars, red and blue respectively. At bottom right show coins, large ammo text such as “30 / 90,” and the current weapon name. Show a right-side scrolling event feed for eliminations, flag actions, and captures, and centered popups for HIT, HEADSHOT, coin rewards, ENEMY FIRE, and flag events. Press Escape to show a dark translucent pause overlay with RESUME and MUTE AUDIO buttons and a compact controls/help description. The overall presentation should be clean, minimal, blocky, warm, and game-like, with no menus obscuring gameplay until paused.

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