Freeze Tag gametype : Design & Implementation (Scripting Programming)
Originally created and developed by me as “Help Mode,” it was released here under the name “Freeze Tag”—though it only resembles the original *Quake* Freeze Tag in terms of visual effects. The actual mechanics are identical to “Help Mode”: there are no freeze/unfreeze guns, and wounded players lie on the ground rather than being truly frozen.
Safeguard gametype : Design & Implementation (Scripting Programming)
Entirely created and developed by me.
Skirmish gametype : Design & Implementation (Scripting Programming)
Originally created and developed by me as a War Server, it has been adapted here to run on just one large map, along with a host of other limitations.
Control gametype : Design & Implementation (Scripting Programming)
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.
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.
Sharpshooter : Design & Implementation (Scripting Programming)
I developed and implemented several weapon modes; one of them was originally named “Random Mode,” in which all players used the same random weapons. This mode was released as a “Gametype” rather than a “Mode” and was named “Sharpshooter.”
Help Mode System : Design & Implementation (Scripting Programming)
Responsible for the design and implementation of the help system—present in all *Zombies* versions.
