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Showing most liked content on 03/03/2017 in all areas

  1. 8 points
    A good way to not discourage mappers would maybe be to not endorse publicly mappers or maps that only focus on artwork. As a competitive player, there is nothing more infuriating than seing the devs adding maps officially to the map pool just because it has pretty meshes and the mapper has apparently spent alot of time on it. Sanctum was never play tested for a long period, was never in any tournament but it got added straight away just because it was a promeus map and looked "good". If I was a serious mapper that wanted to produce a good 1v1 map, I'd be pretty pissed about maps being arbitrarily added in the mm map pool and could just take the easy route on by working on art rather than proposing very solid gameplay in my map. Map making is not about the facade, if your map looks good but plays badly, it'll maybe be added in the match making pool if you make it shiny enough so the devs notice, it won't be however in any serious tournament or competition. If your map is good, it'll get played, if it isn't it won't, it's as simple as that, people still wonder why The Catalyst is the most played map in match making (check the replays), very simple explanation, it's the most balanced map currently in the game, people might not agree with that statement but it's the objective truth. Nobody is forcing people to play The Catalyst more than 421, certainely not the 10 people that make up the "top players". Shoving new maps down our throat in the mm competitive pool without a vetting process is not the right way to get them approved and is counter productive for the mapper. Also, I do agree that new maps can make it easier for some players to catch up, you'll have to invest alot of time anyways if you want to get to the top, regardless of the maps currently being played, it's not like it makes a difference, don't be delluded into thinking that new maps will magically make you catch up faster or even get to the top, it takes alot more than new maps being played. tldr : don't add maps just because they look pretty or because it's made by this mapper. Work on gameplay, not art. Don't shove maps down our throats.
  2. 3 points
    @wh1te, the only one of those I'd call "major" is the sound and, even then, it's not "completely fucked". It certainly is less than ideal, but I can still hear what's going on. The issues are fairly subtle and not glaringly obvious to 90% of players. The rest are minor/petty. And I totally disagree about maps. The game is ready to go on this front. There's fucktons of maps and, like the devs have already said, the maps will rotate with the seasons. And people will continue making solid maps. It's just a question of how those maps make it into the MM map pool. DB and Reflex are direct competitors. Both are indie titles. DB does have more resources from their KS but certainly not enough to make it any more than an indie title. QC is in a entirely different league from both DB and Reflex. If you think DB is a direct competitor of QC, I gotta ask, what are you smoking?! QC is coming from a big studio, and has a multi-million dollar budget. Even 2GD, as much of an arrogant ass as he is, probably cannot say, with a straight face, that DB is going to seriously compete with QC. QC will have tens of thousands of players out of the gate for no other reason than it has the name "Quake" in its title. However, @Necrophag1st makes a perfectly valid point. Once DB and QC are released, there's naturally more competition for players. That's irrefutable, common sense. So this is a smart move for Turbo Pixel and it's well-timed, too, because I do feel Reflex is ready. There's some minor things I -- as someone who has played AFPS for 10+ years -- would like to see but for most new players jumping into Reflex (or AFPS) for the first time should feel they have lots to do, lots of options, and lots of fun to be had. If Reflex can get some good marketing, it will be in a good position to not only build a good player base but also be the alternative to QC. Right now, all DB has going for it is a lot of style -- seems like there's no substance there yet. And if they're hoping to compete with QC on the basis of how fancy/cool it looks, that's going to be really tough given that QC probably has 10x the number of artists/animators working on it.
  3. 2 points
    In my eyes, the main thing Reflex offers over any other AFPS is the promise of new maps, because new maps allow the new players to catch up. If you want evidence for that theory, look no further than The Catalyst. It might be hard to imagine these days, but back when THCT7 was released, it was the go-to map for up-and-coming players. Almost everybody who rapes you on T7 these days used the map as their opportunity to get good. Without new maps, the influx of new players into the higher tiers becomes near non-existent. The only ones who can pull it off are the people who are extremely dedicated and willing to spend a frankly unhealthy amount of hours on the game. When that happens, the game has started dying. Most new players will give up and the experienced players will get bored and both will go on and look for different challenges. We're already at this point in Reflex. Everybody who's part of the 'top,' has been part of it for well over a year. If we want the game to sustain itself, we need to give hungry players a viable way to climb the ladder and in my eyes there's no better way than new maps. We need to stimulate map making and playtesting as much as possible. Right now, we're at arguably the worst possible time for map makers. The vast majority of games is played through Quick Play with its set map pool. There's no logical road to getting your map into said pool and when it somehow does get in, people are guaranteed to shit all over it because it hasn't been tested enough. Why make a map when nobody will ever play it? We need to create a viable method to get a map into the competitive pool and an easy way to gather feedback. Personally I believe that every season at least one map should be swapped out for a new one, but how do you go about selecting which new map? I've come up with two ideas so far: A map testing quick play queue. Map makers can submit their maps and players who are so inclined can test and rate these maps. Maybe add some rewards you can only get from the test queue to give players an extra incentive. When the regular quick play queue gives you a game, every once in awhile it asks if you'd be ok with testing a new map without any consequences to your rating. If both players agree, you go over to the new map, else you just go to the regular pick drop screen. Let me end this post with a small reminder. Way back when Reflex was still in closed alpha the defining feature was the map editor. That's what people got most hyped about, the prospect of new maps. Right now the editor is just a cool gimmick gathering dust.
  4. 2 points
    Competition is good for the spirits. All I want to do is support Reflex more.
  5. 2 points
    Cool, nice upcoming release but there are so many issues that are not fixed or addressed yet and people just seem to be happy that the game is being released in few days. I am not going to sweet talk the developers and would rather stay skeptical towards the subject of the game release. If I'm wrong about any of the points I make in this post, feel free to tell me so I can either remove the point or rephrase it. List of major issues: Sound system: I don't have to elaborate on it, everyone knows it's completely fucked and a placeholder. It's been said numerous of times by you guys (since 2015) that you are planning on working on a proper sound system from the very beginning of 2016. It's fucking 2017 already. I get it, there are other things you need to focus on doing but implementation of sound system is vital for everyone as a player before releasing the actual game. Again, if that's going to come with the release, great! UI: This shit hasn't been developed for any modes despite duel. New users either don't know about widgets, how they work and/or are forced to download them, which shouldn't be the case. Whenever you decide to play ATDM, CTF, TDM or any team mode game, new players are forced to use the same UI that has been designed for duel. The easiest fix for that is if you don't have enough time, make Qualx's hud the default one as it fits all the game modes (if I'm not mistaken). Leaderboards: I know you said you will be releasing leader boards but you haven't elaborated whether it's only going to be for duels or all game modes such as Race, ATDM, TDM, CTF etc. Maps: It would be great to see more official maps for ATDM, TDM and CTF. I am aware a lot of people are working on them at the very moment, polishing them gameplay wise as well as art wise but I personally don't think we have enough maps for the new players to choose from. In-game Tutorial: Fairly disappointing. There is no direct approach and mode of address to the new players as they are only put in a room made full of boxes where there is also no art. There is no narrator who would be so much better than the text in the middle of the screen. It feels super-rushed. There is enough people in the community who are willing to redesign the tutorial map and probably do a voice over. It's all in your reach guys, you just have to ask for it. Push to talk: Where's the in-game push to talk? It would benefit the AFPS genre so much instead of using binds for team modes or any modes for that matter. It's time to get out of the 1999. Also, the kickstarter supporter weapon. Really? I would have thought you would put more effort into actually creating a custom weapon for all the supporters to make it unique rather then using already made wrench but making it gold. Not a lot of people care about cosmetics but if you really want to show your gratitude to people that supported your project since .25 untill .50, you should have made something a lot more special. P.S. This is directly to @Necrophag1st "To everyone saying it's too early for full release - do you really think they'd be dumb enough to wait even longer and risk competing with Quake Champions and Diabotical?" Dude, do you really think it would make difference for Reflex? I am not trying to sound rude but rather reasonable. Both QC and Diabotical have more than 10 people working on the game with resources that allow them to create a game full of features. Whether Reflex would be released now or in couple of months, I highly doubt that it would make any difference to its playerbase. There is no competition, not even slight competition between Reflex and QC/Diabotical. This is not Shooter's or Erectro's fault, it's purely the people and resources that they are lacking.
  6. 2 points
    I totally agree with you pill, and while I can see the counterpoint of "reflex dun have gud maps lul" and maps need to be properly tested and balanced etc, playing The Catalyst / Pocket Infinity / Furnace forever gets pretty stale... Atleast for me. Tho I know many people would prefer to grind those maps to perfection, the balance "upsets" on new maps is a refreshing change IMO. And if you are a good player shouldn't learning maps be a skill in itself, or easy enough to not be a problem? I dunno, I respect peoples wishes to not get fucked over in MM by untested maps, but do people really need 2 years to perfect their playing on one map? And while Sanctum is a "controversial" map just added to the pool, it seems pretty love/hate (like most maps apart from the golden 3) and people have learned it, noobs have a map that's not been played 50.000 times by vets to see improvements in their play. Also people need to whine less about maps in general, apart from the top 10 players not many people can really abuse maps to a degree that it's broken. sorry for rambly rant - I'm all for new maps and tired (but with the upmost respect that the maps are good) of the golden 3..
  7. 2 points
    great news! finally our beloved game is out of early access. Thx for making a dream come true <3.
  8. 2 points

    Announcing the Reflex Arena launch date!

    Congratulations for releasing the best arena FPS in years! Thank you so much for making this a reality. So much hard work, we owe you a lot you beautiful devs. And thank you Reflex Community for being great!
  9. 2 points
    Congratulations guys! I took a longish break after getting stressed out by some community-related stuff, but I'm looking forward to getting stuck in again. I hope anyone else who loves the game but hasn't been playing recently does the same thing -- let's make the 1.0 launch as big and as welcoming as possible! P.S. In that picture the top of the wrench looks like a dinosaur head (in a good way).
  10. 1 point
    This provides an alternative way of editing and laying out your HUD without having to use sliders and guess positions through the widgets menu. UPDATE 1 (2016/08/09) Show/Hide widgets Snapping Widget Options Anchor Based Grid Installation Make sure to delete any old versions of the pak. Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/03/16) Now available through the steam workshop. Instructions While in a game go to your widgets menu, and press the “Hud Editor” button.
  11. 1 point

    How to create your own addon

    With 47 comes the release of addon support. This is where you can bundle your lua scripts & other assets together in one package, and share them over the workshop. 1. Firstly you'll need to create your addon locally Create the folder reflex/base/addons/myaddon/ Fill it with any .lua scripts or .wav files etc you wish to use You are able to override game assets by inserting a base/ in the root of you asset directory. For example to override the jump sound create a file: reflex/base/addons/myaddon/base/internal/characters/hostile/hostile_jump.wav Upon loading Reflex, you should now see your addon in the addon list under options->addons. 2. Later you'll be ready to publish your addon to the workshop, to do this You need a workshop ID for your addon, easiest way of getting this is to go into the map editor, click publish, click user items -> create new, and note this workshop ID. We'll turn this one into an addon. Rename your addon folder to start with the workshop id. i.e. reflex/base/addons/1234567_myaddon/ Now return to the options->addons screen, your addon is now flagged as a workshop addon, and will have download and voting buttons. Since you own the addon, there is also an upload button, which is where you enter the publishing process. Take care, that download button _will_ download the addon and override your local changes, I highly encourage addon creators to use some kind of source control, or at very least backup your addons. Your addon should now be on the workshop for all to experience Cheers!
  12. 1 point

    Announcing the Reflex Arena launch date!

    I don't think Diabotical and Reflex are going to compete much anyway. As far as new players are concerned, more exposure for AFPS in general brings more people into both games. No need to be salty. Keep on 'flexin.
  13. 1 point

    Announcing the Reflex Arena launch date!

    ?????????? The last time I checked (which was the end of January) the game was filled with placeholders and the streams consisted of concepts and ideas of what they will do. Almost nothing was finished. I don't see how you could argue otherwise.
  14. 1 point
    If stunning art is the primary factor that brings someone to Reflex, then most of such people will be swiftly disappointed. I personally don't think it's necessary to bring people to the game in whatever ways. Good marketing, which involves showing how playing the game can be fun, will do the trick.
  15. 1 point

    Announcing the Reflex Arena launch date!

    From my rough calculations, Reflex earned more money from sales in Early Access than Diabotical's Kickstarter campaign raised. Of course it is quite probably that the 2GD Studio/2GD himself is funding development as well. They might even have an investor, I don't know.
  16. 1 point

    Announcing the Reflex Arena launch date!

    would be nice to see a proper UI for each mode in default remember the current one being pretty useless in team modes etc.
  17. 1 point
    ILY matt Looking forward to playing you when you come back
  18. 1 point
    What happened to If I remember clearly enough there was web-site with list of maps and some criteria like armours, spawns, weapons placement, tricks, movement flow ect.
  19. 1 point

    Publishing your map - how to video

    Great tutorial vid from Nathan taking you through the process of publishing your map to the workshop.
  20. 1 point
    I agree, I also think there should be a map rotation once every few months, where one or two (already tested) new maps replace a current map or two. This would help create a road for getting a new map into quick play, and it can prevent the game getting stale.
  21. 1 point
    Great post @Pill_, you're spot on. With the release date now announced, I think this would be a good time for an official map making competition to be honest, just like the one for the 2v2 map. It could be held over the first competitive season and the winner could be introduced for season two. Both of your suggested methods seem viable; the second one is most attractive to me I think. Maps will always be available through the Workshop so people could test them in ad hoc games as well. Let's get some positive exposure for the map editor. I'd like to hear from the devs about this as this is a critical point for the health of the game I think.
  22. 1 point

    Announcing the Reflex Arena launch date!

    If you reset MM ranking, lock Competitive MM with level cap. To protect total newbies from train wreck. I think level 10 to unlock comp mm would be okay. Also HYPE <3 <3
  23. 1 point
    People abused sharing to smurf in matchmaking, it had to go.
  24. 1 point

    Announcing the Reflex Arena launch date!

    Yep! Processing step for them to calculate then they'll be able to play. So many map cases to try cater for but they'll get improvements as tricky spots come up more No manual placement required, although we have simple links that can be placed to help with some trickier spots that aren't automatically detected. We're hoping they're a good start, we have pretty high standards and a LOT of foundations are in place with them. Thanks everyone!
  25. 1 point
    Are the bots going to be able to play any map and if yes, will you have to create paths for them in the map editor? Also nice work on the video entik.
  26. 1 point
    waiting for you in silver bb
  27. 1 point

    Bunny Cup v2: A 2v2 Draft Cup

    Game Type: 2v2 Draft Cup Date : March 5, 2017 Starting Time : 14:00 EST (13:00 to 14:00 for check-in) Stream : https://www.twitch.tv/Delementary Brackets : http://challonge.com/BunnyCupV2 Team Sign-ups : http://challonge.com/tournaments/signup/lgn2xW32ZZ Draft Sign-ups : https://goo.gl/forms/mDMEcb76h9qJjOWv2 Draft Sign-up Deadline: March 3, 2017 Discord: https://discord.gg/z28x7HZ Prize Pool : $318 USD Prize Pool Distribution : 1st : 50% $79.2 per player 2nd : 30% $47.7 per player 3rd : 20% $31.8 per player Donations Welcome! Donations will be divided amongst the top 3 teams according to the percentages listed above. Paypal (innocuoussleep@outlook.com) Current donors: Reflex items. Choice of one item per winner (Including Supporter Weapons!). http://steamcommunity.com/id/capodecima/inventory/#328070 $50 USD $18 USD for good luck $50 USD Map Pool : Ironguard Thermal Blast Phobos General Rules: Please provide us with two points of contact so we may reach you before and during the cup. NO EXCEPTIONS. Join https://discord.gg/z28x7HZ or add me on steam: http://steamcommunity.com/id/adsooeoos/ Competitive ruleset will be used for this cup, utilizing any other ruleset will disqualify both teams. Be autonomous, contact your opponents, play your match, report the score to discord or admins. Tardiness will lead to potential disqualification, make sure to show up to your match within 10 minutes of match announcement. Unsporting behavior (excessive trash talk, rage quit, grieving) will disqualify you. Teams: Individuals signing up through the draft (google forms) will be matched as potential partners become available. Late submissions will not be taken into consideration. Pre-existing teams are able to sign up through Challonge. You will be paired up based on skill level and experience, most skilled player will be matched with the least and so on. If a majority of you would like another system, please voice so in the comments. Thank you! Match System : Winner's bracket matches are Bo3. Loser's bracket matches are Bo3 Picking System : Use the console command /roll 100 (Team with the highest number is declared winner Bo3 : (W)Pick | (L)Pick : The last map will be the tiebreaker map if needed. (Maps are played in order of picks) Double Bo3 Finals: (WB) Pick | (LB)Pick : The last map will be the tiebreaker map if needed. (Maps are played in order of picks) (Another round of drop/pick will be needed if the tournament goes into 2nd BO3) Servers : Authorized spectators will be allowed on the servers, contact admins for details prior to the tournament starting. Severs are password protected, contact admins ahead of time to receive the password and server info. Any server can be used in case we are not able to provide one for you if both teams agree and only if the server replays can be accessed. Concerning regions: If one or more players of any team is from a different region, please refer to following to see where the match will be held. East vs East Coast: Played on East Coast servers. East vs Central: Played on Central servers or East servers. West vs Central: Played on Central servers or West servers. East vs West: Played on Central servers. West vs West: Played on West servers. Canada: Played on Chicago central/Virginia/California servers Mexico: Played on Texas central/California In case of a server disagreement between players, server will be decided by an admin. State divisions go as follows: Thank you Nathan for this map Admins : S ° I CrazyAL Streamers / Co-Caster: Delementary / Possibly Kovaak
  28. 1 point

    Reflex Map editor - tips and tricks

    Hello! The purpose of this thread is for mappers to share their knowledge and features of the map editor that might not be apparent for anyone starting out. This is not meant as a guide, more a resource for mappers to increase workflow and productivity. Alright, let's get started. To properly save a light map and making sure that it'll stay valid, make sure you have all the changes you want in before building the light map. Then you want to save the map, then reload the map, build the light map (r_lm_build), then save the map again once it is done. This is the easiest way I've found to be 100% sure the light map will stay valid. Preventing light leaking on outer walls and where possibly, inside the map. Making all of your outside walls and the floor 96u thick (closing corners off with 96u as well) will prevent any light leaking resulting from the light map. You can use the r_lm_showprobes command to see the light probe grid generated with the light map, these are separated by 64u. Working with the vertex editor. The general rule of thumb is to use the same or lower snapdistance than the lowest used to modify the worldspawn. There are situations where this isn't entirely true, but this is the way to modify vertices consistently and efficiently. If anything, snapdistance 1 will almost always work. EXAMPLE: So if you create a worldspawn brush with a snapdistance set to 64, you will be able to modify it with the following snapdistances: 1, 2, 4, 8, 16, 32, 64 Likewise, if you then create a worldspawn brush with a snapdistance of 64, then move it using a snapdistance of 16, you will now only be able to modify it consistently with the following snapdistances: 1, 2, 4, 8, 16. It's a good habit to keep which snapdistances you have used in memory, and in general, only use powers of two to maintain grid accuracy and consistency across your map. In situations where the vertices simply won't budge or align, I usually place a second brush with a corner to where I want the vertices to go, this helps the vertices snap together. Working with snapdistances and proper binds to be efficient with editing. Personally I have bound 1-9 to snapdistances 1-2-4-8-16-32-64-128-256 and find myself never manually entering a snapdistances into the GUI. I have also bound 1-9 on the numpad for my most commonly used entities (1 is worldspawn, 2 is teleporter and such) Optimizing performance with dynamic lights. For dynamic lights and point lights, make sure to adjust the far attenuation so the light will cover the intended surfaces, but not much more than that (use the r_showlights command to see where lights overlap). Overlapping lights can be a massive drain on framerate. You should tick off the 'Shadows' property some lights have unless they're casting a visible shadow on the surfaces around it (or the gothic brazier mesh). Keep in mind when you scale an effect with lights attached to it, you also scale the light properties. Optimizing occlusion is mostly relevant on larger scaled maps such as tdm, ctf or race maps. This mostly includes leaving out windows where you can see large parts of the map through. Example Here you can see pretty much all of the middle area and a bit into the opposing base through their window, and blocking this window off lets the occlusion work its magic. To edit an existing prefab without the already placed prefabs getting displaced you have to place a new prefab entity (not clone from an existing one) and NOT move it around. Ideally place it outside the map so you can easily drag select it when it is time to update the prefab (me_updateprefab) Making invisible water, lava, and glass. If you want to achieve the underwater effect used on monolith, avoid glass z-fighting on any surface it touches or simply want to conjoin two brushes without having them overlap their colors or z-fight, you simply have to set the color of the material to 000000 (fully black). This works with any material with opacity. The darker the material, the less opague it is. Powers of two. Using these numbers exclusively when mapping is a massive help to both vertex editing, maintaining grid accuracy and consistency across your map. I cannot stress this enough. That's all I have for now. Will keep this post updated with tips as I come across them (or remember them). Did I miss something? Do you have a trick you use when you're mapping? Share!