Hello, Forge Hub! I want to share with all of you my new and exciting twist on Slayer, Hunted: Deathmatch. Read on for details on this innovative gametype. Overview: Hunted: Deathmatch is a two-round asymmetrical Slayer variant designed for two teams of 2-4 players. Players on one team are designated "Hunters", while players on the other team play as the "Hunted". The Hunters are equipped with enhanced motion sensors with a range of 25 meters, Promethean Vision, AA Efficiency, Active Camoflage, and increased movement speed. To balance things out, the Hunters are rather weak and cannot deal huge amounts of damage with their weapon without backup. In contrast, the Hunted players lack the high-tech goodies of the Hunters. They have no armor ability, no Active Camo, and have a standard motion sensor with only 10 meters of range. Their strength lies in their higher damage setting, which allows them to cut through reckless Hunters with relative ease. This gametype is highly tactical and requires teamwork because of these differing traits. Hunters must use their stealth to sneak up on unwary players and strike quickly, while the Hunted players must band together and watch each others' backs. It's a clash of stealth and intelligence against brute force. If you enjoy an intense, strategic gametype, Hunted: Deathmatch is for you! Please note that if you decide to download this gametype, make sure that you also download the map provided above. It contains Trait Zones that are required for the gametype to function properly. Here are a few screenshots of the game in action: Rules and Scoring: In Hunted: Deathmatch, players must be split onto either Red Team or Blue Team. Please note that players using split-screen should be placed on the same team to eliminate screen watching. In the first round, the red team plays as the Hunted, while players on the blue team play as the Hunters. In the second round, the roles are flipped so everyone can play both sides. Hunted: Deathmatch requires tight teamwork since it is needed to bring opponents down effectively. As an incentive to stick together, I set point bonuses for earning Assists. This rewards players for focusing their fire. Hunters can also earn a point bonus by assasinating opponents, which should encourage them to use their stealth capabilities. Also note that a waypoint will appear over a player for two seconds after respawning to give other players an idea of where the action will be next. How the Gametype Works: Most of the player traits are actually controlled by Trait Zones within the map. Each zone is set to only affect players of its assigned team, so players inherit most of their abilities from the map rather than the gametype. This means that the map provided above is required to use this gametype. With that, please download and enjoy! If you have any comments or suggestions, please leave them below! Happy hunting!