Team Defender Gametype : Design & Implementation (Scripting Programming)
Originally created under the name “Swarm,” it was officially released as “Team Defender.” It was entirely created and developed by me.
Demolition Gametype : Design & Implementation (Scripting Programming)
Originally created under the name “Assault,” it was officially released as “Demolition,” and its third objective was removed. It was entirely created and developed by me.
Survival Mode : Design & Implementation (Scripting Programming)
Originally created as “Waves,” it was adapted to remove defensive zones—allowing players to roam the map freely—and subsequently released as “Survival Mode.” It was entirely created and developed by me.
Juggernaut : Design & Implementation (Scripting Programming)
Originally created as “Assassin,” it was the first game type in history where an individual-style game was played in teams. It was adapted to remove the VIP as the Assassin’s primary target (with the role renamed “Juggernaut”) and eliminate the escape zone, subsequently being released as “Juggernaut.” It was entirely created and developed by me.
Intelligent Server : Design & Implementation (Scripting Programming)
With the ever-growing number of server configuration options, setting things up the old-fashioned way became impractical. To address this, I created and developed an AI designed to run on the server; it determines the best gameplay experience based on the administrator’s preferences and the number of active players, cross-referencing all available data and options to ensure a fresh experience for everyone. Part of the IS (Intelligent Server) was officially released, but because Activision completely sabotaged dedicated servers—stripping them of ranking features—the project was a total failure; very few people even heard about the IS or tried to learn how to use it. Nevertheless, it was launched alongside the dedicated servers. It was entirely conceived and implemented by me.
