
QBCore Project
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$400
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Description
Experience Level: Intermediate
I want to flag an important update before we proceed further.
Monetization is now confirmed to be implemented at the END of the project as a separate stage.
However, the following are mandatory and must be supported in the core architecture from the start:
- Full PvP mechanics
- Gang system
- Tournament Pass system (paid entry + seasonal skin + access to tournaments with real cash prizes)
I’m attaching the updated specification reflecting this.
Please review and confirm:
1) That your proposed architecture fully supports these mechanics
2) That monetization logic can be cleanly added later without refactoring core systems
3) Any technical risks or adjustments you recommend
Godzilla DM — Full Technical Specification
Platform: FiveM (GTA V)
Server Type: PvP / Arena / Competitive
Target CCU: 150–200 concurrent players
Architecture: Modular, optimized, scalable
Framework: QBCore (repurposed, NOT full custom from scratch)
Monetization: Separated & implemented at final phase only
PROJECT GOAL
Build a competitive PvP-focused FiveM server where core gameplay mechanics come first, with tournaments, gangs, and progression, and all monetization added at the end.
The server must be promotion-ready during development (early playable mechanics).
PHASE STRUCTURE
Phase 1 – Core Foundation & Server Setup (UNCHANGED CORE)
Purpose: Prepare a clean, scalable FiveM base for all future mechanics.
Includes:
FiveM server setup (production-ready)
Repurposed QBCore framework (customized for PvP, not RP)Authentication system (email / nickname / age)
Custom auth UI (login & registration)
Character creation environment (blue neon room)
Starter outfits
Language selector
Spawn points (Main / Arena / Gang placeholder)
Base optimization & structure for 150–200 players
Deliverable:
Playable server with login, character creation, and spawn flow
PHASE 2 — Core PvP Combat & Arena Systems
Objective: Main gameplay loop
Includes:
Custom PvP combat logic
Weapon damage balancing
Headshot rules
Kill-feed system
Hit detection & sync optimization
Arena modes
Duels
Team fights
No-respawn arena logic
Score tracking & match results
Zone types
Green Zone (Safe)
Yellow Zone (Arena)
Core admin panel (basic controls)
Deliverable:
Fully playable PvP & arena experience
PHASE 3 — Territory Control & Events
Objective: Competitive map control
Includes:
Territory capture system
Small zones (10 min)
Large zones (15 min)
Kill-based scoring
Defender wins on tie
Manual admin-triggered events
Tournaments
Competitions
Special PvP events
Deliverable:
Competitive territory gameplay loop
PHASE 4 — GANG SYSTEM (MANDATORY)
Objective: Elite team structure
Includes:
Gang creation & management (admin-controlled)
Gang roles
Leader
Trainer
Fighters
Invitation-only joining (no public join)
Gang-only UI
Gang-only voice chat
Gang territories integration
Gang restrictions & permissions
Deliverable:
Fully functional gang ecosystem
PHASE 5 — TOURNAMENT PASS & SEASON SYSTEM
Objective: Competitive seasonal progression (MANDATORY)
Includes:
Tournament Pass logic (core system built early)
Seasonal progression tracking
Pass ownership verification
Tournament access control
Unique seasonal skin entitlement
Tournament registration system
Support for real-cash prize tournaments
(Payment handling logic only; no real money processing)
Deliverable:
Tournament-ready system (without monetization enabled yet)
PHASE 6 — WEAPONS, SKINS & FINAL MONETIZATION
Objective: Revenue systems (LAST PHASE)
Includes:
Weapon system
8 weapons at launch
4 skins per weapon
Skin selection & ownership system
Custom gun sounds & hit sounds
Inventory system (weapons only)
Monetization logic
Tournament Pass purchase
Weapon skins
Final UX polish
Performance optimization (150–200 players)
Bug fixing & launch prep
Deliverable:
Production-ready, monetized server
Total budget is 400$. this is milestone based project.
Monetization is now confirmed to be implemented at the END of the project as a separate stage.
However, the following are mandatory and must be supported in the core architecture from the start:
- Full PvP mechanics
- Gang system
- Tournament Pass system (paid entry + seasonal skin + access to tournaments with real cash prizes)
I’m attaching the updated specification reflecting this.
Please review and confirm:
1) That your proposed architecture fully supports these mechanics
2) That monetization logic can be cleanly added later without refactoring core systems
3) Any technical risks or adjustments you recommend
Godzilla DM — Full Technical Specification
Platform: FiveM (GTA V)
Server Type: PvP / Arena / Competitive
Target CCU: 150–200 concurrent players
Architecture: Modular, optimized, scalable
Framework: QBCore (repurposed, NOT full custom from scratch)
Monetization: Separated & implemented at final phase only
PROJECT GOAL
Build a competitive PvP-focused FiveM server where core gameplay mechanics come first, with tournaments, gangs, and progression, and all monetization added at the end.
The server must be promotion-ready during development (early playable mechanics).
PHASE STRUCTURE
Phase 1 – Core Foundation & Server Setup (UNCHANGED CORE)
Purpose: Prepare a clean, scalable FiveM base for all future mechanics.
Includes:
FiveM server setup (production-ready)
Repurposed QBCore framework (customized for PvP, not RP)Authentication system (email / nickname / age)
Custom auth UI (login & registration)
Character creation environment (blue neon room)
Starter outfits
Language selector
Spawn points (Main / Arena / Gang placeholder)
Base optimization & structure for 150–200 players
Deliverable:
Playable server with login, character creation, and spawn flow
PHASE 2 — Core PvP Combat & Arena Systems
Objective: Main gameplay loop
Includes:
Custom PvP combat logic
Weapon damage balancing
Headshot rules
Kill-feed system
Hit detection & sync optimization
Arena modes
Duels
Team fights
No-respawn arena logic
Score tracking & match results
Zone types
Green Zone (Safe)
Yellow Zone (Arena)
Core admin panel (basic controls)
Deliverable:
Fully playable PvP & arena experience
PHASE 3 — Territory Control & Events
Objective: Competitive map control
Includes:
Territory capture system
Small zones (10 min)
Large zones (15 min)
Kill-based scoring
Defender wins on tie
Manual admin-triggered events
Tournaments
Competitions
Special PvP events
Deliverable:
Competitive territory gameplay loop
PHASE 4 — GANG SYSTEM (MANDATORY)
Objective: Elite team structure
Includes:
Gang creation & management (admin-controlled)
Gang roles
Leader
Trainer
Fighters
Invitation-only joining (no public join)
Gang-only UI
Gang-only voice chat
Gang territories integration
Gang restrictions & permissions
Deliverable:
Fully functional gang ecosystem
PHASE 5 — TOURNAMENT PASS & SEASON SYSTEM
Objective: Competitive seasonal progression (MANDATORY)
Includes:
Tournament Pass logic (core system built early)
Seasonal progression tracking
Pass ownership verification
Tournament access control
Unique seasonal skin entitlement
Tournament registration system
Support for real-cash prize tournaments
(Payment handling logic only; no real money processing)
Deliverable:
Tournament-ready system (without monetization enabled yet)
PHASE 6 — WEAPONS, SKINS & FINAL MONETIZATION
Objective: Revenue systems (LAST PHASE)
Includes:
Weapon system
8 weapons at launch
4 skins per weapon
Skin selection & ownership system
Custom gun sounds & hit sounds
Inventory system (weapons only)
Monetization logic
Tournament Pass purchase
Weapon skins
Final UX polish
Performance optimization (150–200 players)
Bug fixing & launch prep
Deliverable:
Production-ready, monetized server
Total budget is 400$. this is milestone based project.
Vukasin A.
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Last project
22 Jan 2026
Ukraine
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