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Ruptura 2V2

  • 3d
  • first-person-shooter
  • arena
  • tactical
  • bots
  • multiplayer-style
  • military
  • browser
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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. VINICIUS ZILIOTTO DOS SANTOS built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Ruptura 2V2 was built by VINICIUS ZILIOTTO DOS SANTOS 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 Ruptura 2V2 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 Ruptura 2V2

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.

Recreate “Tropa de Elyte” as a browser-based 3D first-person tactical arena shooter, with Portuguese UI and a cinematic military sci-fi presentation. Use a Three.js-style real-time 3D scene with mouse-look and pointer lock, a centered crosshair, soft shadows, atmospheric fog, and a bright outdoor arena under a pale blue sky. The camera should begin at the player’s team side of the arena, around x=-28, and the player is an invisible first-person soldier represented through the weaponless camera view.

Opening screen: show a dark blue/black radial-gradient background with a centered angular tactical card, thin cyan border, subtle shadow, and clipped/chamfered corners. Title reads “TROPA DE ELYTE”, with “DE ELYTE” in red and the rest off-white, using a bold military display font. Subtitle: “Arena 2v2 com visual tático, luz cinematográfica e bots rivais.” Below it, provide two mode buttons: active red “2v2 ARENA” and inactive dark “TREINO”, followed by a full-width orange-to-red button labeled “ENTRAR EM OPERAÇÃO”. Add the explanatory text: “A partida local usa bots para preencher as equipes. O foco desta versão é o combate rápido em uma arena original — não é uma cópia 1:1 de Free Fire.” The mode selector should visibly switch active styling, while the playable setup remains a local bot-filled arena.

Gameplay is a 2-versus-2 match: the player belongs to team “Tropa”/team A, alongside bot “Sargento Alves”; team B contains rival bots “Rival Rocha” and “Rival Prado”. Spawn team A on the west/left side, with the player at approximately (-28, 0, 0), and spawn team B on the east/right side, approximately (28, 0, 0) and (20, 0, 7). Use two character model types/visual silhouettes: a warrior for Cabo Silva and Rival Rocha, and a wizard-style fantasy character for Sargento Alves and Rival Prado, all scaled up and casting shadows. Team A models face toward the right/east and team B toward the left/west. Give bots simple autonomous behavior: seek the nearest opposing living character, move toward them until roughly 11 units away, turn to face them, and periodically fire when within 42 units. Bot damage should be probabilistic, with shots dealing 18 damage to the player.

Build the arena on a large 120x120 green grass plane with a muted natural material. Surround it with scattered tactical cover: tall narrow side walls at the far west and east; orange cover pieces on the west side and cyan cover pieces on the east side; gray concrete central blocks; low rectangular barriers at the north and south of center; several smaller blocks and six squat cylindrical rock towers. Arrange the main cover approximately as follows: tall walls around x=-41 and x=41; orange/cyan 10x2x6 blocks around x=-22/22 and z=±18; a central gray block around (0,0) about 7x4x7; low barriers around z=±14; smaller cover near (-12,4) and (12,-4); and additional cover near opposite corners. Add a glowing cyan circular torus/ring on the ground at the center (radius about 11), plus glowing beacons at the center and near each team’s spawn: red on the team-A side and cyan on the rival side. Lighting should combine a strong warm directional sun, cool cyan rim/fill lighting, a bright hemisphere light, ACES-style tone mapping, and distance fog fading the arena into the sky.

Core controls and combat: WASD moves, Shift runs, Space jumps, mouse aims and left mouse shoots, R refills the magazine to 30 rounds, and Tab is shown in the help text as the scoreboard key. The actual weapon can be represented by hitscan from the camera center: each shot consumes one round, is rate-limited to about 120 ms, raycasts forward up to roughly 110 units, damages the first living enemy hit for 34 HP, and draws a very brief glowing yellow tracer line from the camera toward the hit point or far endpoint. Start with 100 HP and 30 ammunition. When a character reaches zero HP, hide that character, mark it dead, and award one point to the opposing team. If the player is killed, respawn the player and their team leader position after about 1.8 seconds with full HP at the west spawn, unless the match has ended.

HUD during play should be a clean tactical overlay. At top-left show “TROPA DE ELYTE”, with “DE ELYTE” red. At top-center show a clipped dark translucent score plate reading “TROPA 0 — 0 RIVAIS”, and below it a countdown beginning at “03:00”. At top-right show Portuguese controls: “WASD mover · Shift correr · Espaço pular” and “Mouse mirar/atirar · R recarregar · Tab placar”. Put a white/cyan glowing plus crosshair at screen center with a small red center dot. At bottom-left show a dark cyan-edged panel with “VIDA”, the numeric health value, a horizontal health bar transitioning red to yellow, and “Equipe Tropa”. At bottom-right show large remaining ammo such as “30/30”. Keep the aesthetic dark, angular, cyan-accented, red-team-versus-cyan-team tactical UI.

Match rules and ending: update the score whenever a bot or player dies. End the round when 180 seconds expire or either team reaches 10 points. Hide the gameplay HUD and show the same angular centered overlay card with a result title: “VITÓRIA DA TROPA” if team A leads, “OS RIVAIS VENCERAM” if team B leads, or “EMPATE” if tied; beneath it show “Placar final: [team A score] — [team B score]” and an orange-red “JOGAR NOVAMENTE” button that resets the match, score, health, ammo, timer, entities, and spawns. Preserve the polished stylized look visible in the menu: bold condensed/military typography, clipped panels, red-orange action buttons, cyan borders, dark navy backgrounds, warm/cool cinematic lighting, and readable Portuguese labels.

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