Prisoner Rescue gametype : Design & Implementation (Scripting Programming)
Originally created and developed by me under the name *Rescue*, it underwent adjustments for the final version, adding an extra hostage and making “Help Mode” mandatory—whereas it had been optional in the original.
Cyber Attack gametype : Design & Implementation (Scripting Programming)
Originally created by me under the name *Docs*, with the option to play with or without Help Mode, it ended up being released as *Cyber Attack* with Help Mode always active.
Knock Out gametype : Design & Implementation (Scripting Programming)
This is an alternative version of Cyber Attack but with a different context: instead of an EMP, it involves a Cash Package, and there is no need to travel to a specific location to score—simply holding the package at the end of the round is enough. Both modes are played here with Help Mode mandatory.
Control gametype : Design & Implementation (Scripting Programming)
Entirely created and developed by me.
Bounty gametype : Design & Implementation (Scripting Programming)
Originally created and developed by me under the name “Officers,” it underwent a slight adjustment here: it retained fixed bonus points for killing Officers (Team Leaders), whereas in the original version, these values increased over time. What distinguishes “Bounty” from “Team Leader Deathmatch” is that, in Bounty, the Leaders are marked on the HUD and map.
Invasion : Design & Implementation (Scripting Programming)
Originally created by me to work with various random maps forming the territories of a massive war, this version was scaled down to a single giant map, and many features were cut from the final release. The reception was mixed—quite different from the original War Server, which I had fully created and implemented myself. Previously released as Ground War in 2019’s Modern Warfare.
