Appearance
Arcade › Frontline 5v5
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Christian Trask built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontline 5v5 yet. Play it, then tell Christian Trask what you would add next.
Frontline 5v5 was built by Christian Trask 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 Frontline 5v5 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.
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 first-person 3D arena shooter titled “FRONTLINE 5v5.” Begin with a dark blue-black, military-industrial menu screen. On the left show the large title “FRONTLINE 5v5,” the description “Boots-on-the-ground arena combat with deliberate movement, compact maps, and classic match pacing,” and a highlighted notice explaining that enemies are AI bots and online accounts/matchmaking would require a backend. Provide vertical navigation buttons: Play, Create a class, Leaderboards, and Options. The main panel should let the player choose one of three modes—Team Deathmatch, Capture the Flag, or Domination—and one of three maps—Depot, Courtyard, or Crossroads. Show cards indicating Blue team is the player plus 4 AI teammates and Red team has 5 AI opponents, with a gold Deploy button and pills for an 8 minute standard timer and mouse + keyboard controls. The Play screen launches a real-time Three.js-style FPS match. Use an eye-level first-person perspective with a 72-degree perspective camera, a compact square industrial arena enclosed by low gray perimeter walls, a dark gray ground, fog, and a muted blue-gray skybox with a pale horizon. Populate the maps with blocky concrete/metal cover laid out differently per map: Depot has barriers along the center and ends, Courtyard has a central structure and long horizontal cover, and Crossroads has a central block, perpendicular cover, and corner blocks. Add industrial props such as cargo containers, pipes, and fence/conveyor pieces around the arena. Render a simple dark first-person firearm model in the lower center/right of the view, consisting of a black rectangular receiver and cylindrical barrel. The player begins near the blue side at approximately (0, 1.65, 12) and can move with WASD or arrow keys at deliberate speed, look with mouse movement after clicking to lock the pointer, and fire with click. Use a centered white crosshair. R reloads, Escape opens a translucent pause overlay with Resume and Leave match buttons, and the HUD also shows the hint “WASD move · mouse look · click fire · R reload · Esc pause.” Include a visible mobile-style overlay with left and right virtual sticks and a FIRE button on narrow screens. Keep movement bounded within the arena; there is no jumping or crouching. Spawn nine simple block-bodied AI characters: four blue teammates near the blue spawn and five red opponents near the red spawn. Blue and red should be visibly differentiated by blue and red body colors. Bots wander toward random targets, turn toward the player, and red bots periodically damage the player when within about 42 meters. The player has 100 health; on death, increment deaths, reset the streak, restore health, and respawn near the blue side. The player’s hitscan weapon fires from the center crosshair at red bots within weapon range, consumes magazine ammunition, tracks shots and hits, damages bots, and kills them after their health reaches zero. Killed bots disappear and respawn after about 2.5 seconds at a random red-side location. Track player kills, blue score, kill streak, and display a short kill feed such as “You eliminated red_bot_5” or “You were eliminated.” Implement the class screen with primary choices M4A1, MP5, P90, UZI, AK47, and SCARH, sidearm choices Pistol and RPG, and attachments None, Red dot sight, Silencer, and 2x scope. Show weapon type, damage, magazine size, rounds per second, and effective range. Use these weapon stats: M4A1 24 damage/8 rounds per second/30 magazine/90 range; MP5 20/12/30/62; P90 17/14/50/58; UZI 18/13/32/55; AK47 32/7/30/95; SCARH 38/6/20/110; Pistol 28/5/12/55; RPG 100/1/1/70. The selected primary appears in the gameplay HUD; magazines start full with three magazines of reserve ammo, firing is rate-limited, and reload takes about 1.15 seconds. For Team Deathmatch, run an 8-minute countdown and award blue points for player kills while red bots can damage the player; when time expires, stop the game and show a centered result overlay announcing BLUE TEAM WINS or RED TEAM WINS with the final score. For Domination, place three colored square zones across the center at x positions -18, 0, and 18; standing near a zone assigns it to blue and gradually increases blue score while red score rises slowly. For Capture the Flag, place a blue flag at the blue end and a red flag at the red end; approaching the enemy red flag picks it up, and bringing it back to the blue home flag scores for blue and resets the red flag. Keep the implementation lightweight and visibly prototype-like rather than adding unshown online or matchmaking systems. The in-match HUD should be clean and dark translucent military UI: a minimap at top-left showing arena borders, cover, colored live bot markers, and a white player marker; beneath it a rank panel initially showing “RANK Recruit I” and “0 / 100 XP.” At top center show “0 BLUE — 0 RED,” the timer, and the current mode label. Bottom-left show “HEALTH 100” and “STREAK 0.” Bottom-right show the selected weapon plus attachment and ammo such as “M4A1 · None” and “30 / 90.” Put the kill feed at upper-right, a centered crosshair, and small text near the bottom saying “classic recoil · controlled fire.” Use a restrained palette: charcoal/navy backgrounds, light gray text, gold accent buttons/timer, muted blue for blue team, red for red team, and industrial gray geometry. The Leaderboards page should show session statistics in a table for You, Rook, Vega, Mason, Sable, and Ghost, with Kills, Deaths, K/D, and Accuracy columns. The Options page should provide a Music checkbox and editable bindings for forward, back, left, right, fire, and reload, with a Save options button. Preserve match statistics such as kills, deaths, shots, and hits during the session and calculate the player’s accuracy as hits divided by shots. Ensure the entire presentation remains grounded in a functional browser prototype: geometric assets, simple AI, foggy compact arenas, mouse-and-keyboard FPS combat, and dark tactical menu/HUD styling.