Skip to the content.

Frontline

Game Mode Type: Pre-Battle Construction with Territory Control
Player Count: 32v32 (64 players)
Match Duration: 60-90 minutes (5-min setup + 55-85 min combat)
Difficulty: Advanced - Requires strategic planning and construction coordination


Overview

Frontline revolutionizes territorial warfare by letting teams design the battlefield itself before combat begins. In a 5-minute setup phase, both teams simultaneously construct their defensive networks, define strategic road systems extending into enemy territory, and place three critical objectives that will determine victory. Once construction completes, teams battle for control of the infrastructure they’ve collaboratively created, where every road, settlement, and objective placement reflects pre-battle strategic decisions.

Inspired by Source Forts’ construction mechanics, Frontline emphasizes strategic foresight over reactive tactics. Teams must balance defensive depth with offensive positioning, infrastructure connectivity with resource efficiency, and fortification strength with construction speed. The battlefield becomes a living testament to both teams’ strategic philosophies, creating unique match experiences every time.


Construction Phase

Setup Period (5 Minutes)

Simultaneous Construction:

Construction Teams:

Failure Conditions:

Map Structure

Blank Canvas:

Territorial Divisions:


Construction Requirements

Road Network (Mandatory)

Primary Roads (Team Must Build 3):

Construction Mechanics:

Road Types:

Primary Roads (Mandatory 3):

Secondary Roads (Optional, Unlimited):

Tactical Roads (Optional, Unlimited):

Road Placement Rules:

Objectives (Mandatory 3)

Critical Capture Points:

Objective Placement Constraints:

Minimum Distance from Own Base:

Maximum Distance from Own Base:

Inter-Objective Spacing:

Road Connection Requirement:

Objective Types (Team Chooses):

Type A: Town Center

Type B: Military Outpost

Type C: Supply Depot

Settlements (Optional)

Additional Structures:

Settlement Types:

Small Garrison:

Fortified Checkpoint:

Forward Base:

Placement Rules:


Combat Phase

Match Start

Fog of War Lifted:

Strategic Evaluation:

Victory Conditions

Primary: Objective Control

Secondary: Objective Domination

Tertiary: Time Limit

Objective Capture Mechanics

Standard Capture:

Capture Benefits:

Recapture:


Strategic Construction Patterns

Aggressive Forward Deployment

Road Layout:

Objective Placement:

Settlements:

Strategy:

Defensive Depth Strategy

Road Layout:

Objective Placement:

Settlements:

Strategy:

Hybrid Projection Strategy

Road Layout:

Objective Placement:

Settlements:

Strategy:


Road Warfare Tactics

Road Control

Importance:

Offensive Road Use:

Defensive Road Denial:

Road Interdiction

Denial Tactics:

Counter-Interdiction:


Resource System

Logistics Points (LP)

Generation Sources:

Base Generation:

Construction Costs (Recap):

Combat Costs:


Team Roles

Construction Phase Roles

Commander:

Squad Leaders:

Engineers (Critical):

Infantry:

Combat Phase Roles

Objective Assault Teams:

Objective Defense Teams:

Road Interdiction Teams:

Mobile Reaction Force:


Map Design Requirements

Terrain Features

Mostly Flat Construction Space:

Natural Obstacles (30%):

Aesthetic Environment:


Advanced Tactics

Deceptive Objective Placement

Feint Objective:

Road Network Traps

Channelization:

Settlement Surprise

Hidden Forward Bases:

Adaptive Construction

Mid-Match Building:


Developer Notes

Design Pillars

  1. Strategic Foresight: Pre-planning determines battlefield
  2. Creative Freedom: Teams design own infrastructure
  3. Asymmetric Battlefields: No two matches identical
  4. Infrastructure Warfare: Roads and settlements have value
  5. Combined Arms: Construction and combat skills both essential

Balance Testing Focus

Metrics:

Adjustment Vectors:


Future Expansion

Advanced Construction

Bridges:

Tunnels:

Defensive Lines:

Dynamic Weather

Construction Phase Weather:

Combat Phase Weather:


Conclusion

Frontline transforms players from soldiers into battlefield architects, where strategic vision during the setup phase determines tactical options throughout the combat phase. Teams must think like military engineers, designing infrastructure networks that support their intended strategy while anticipating enemy plans.

The mode’s emphasis on pre-battle planning creates a unique blend of creative construction and competitive combat. Every road placement, objective selection, and settlement location reflects strategic intent, rewarding thoughtful design while punishing hasty decisions. The battlefield becomes a physical manifestation of competing strategic philosophies.

Frontline is architectural warfare: build the battlefield, then dominate it.


Document Version: 1.0
Last Updated: November 2025
Status: Post-MVP Expansion - Design Complete
Target Implementation: Month 36+