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Showing most liked content on 03/18/2017 in all areas

  1. 7 points
    Final Results Supreme Champion: Kyto Worthy Adversary: Ramagan Maybe Next Time: Danskq 4th place: furioness 5th place tie: j1gs4w dansendansen 7th place tie: LuGia DazedSpartan 9th place tie: def w96k stolAdd Gretel 13th place tie: Qualx Vie capo METSENPLEIN 17th place tie: yakcyll Samytsi demos: https://drive.google.com/file/d/0Bw0gspcUQg85UVlYMUtfRS1wR2c/view?usp=sharing full cup stream: https://www.twitch.tv/videos/129289092
  2. 4 points
    Thanks again to everyone involved, it was awesome to watch!
  3. 3 points
    /fragile

    ffa arena mutator

    Currently the arena mutator introduces round based gameplay into ffa (and other modes) rendering the mode ffa + arena mutator combination stale (avoiding early fights and just getting into the action at the end seems to be the most promising way to win). I suggest to add another mutator "round based" and to alter the arena mutator so it only adds "full stack, all weapons, no self/team damage". This way affa could be played round and frag based (+ as a side effect atdm could be played on a team frag basis + regular tdm could be played round based).
  4. 3 points
    howdy rowdies, GREAT TOPIC! @Pill_ now, i wanna take the chance to call for a collaborating and productive spirit for map making in reflex! we (the map artists) are effectively a part of the developer team! we do this for the game and the players! :thumbsup: creating maps is not working without the players to do the testing and giving profound and comprehensive feedback. this process is very complicated and time consuming, though. map artists are biased from the first room and won't be able to judge objectively. players aren't objective either, because some like red armor spots like on Aerowalk or Quickfire, others hate them. same for overall concepts, nice angles or bad angles, easy trickjumps or hard ones and even item distribution and balance. giving useful feedback is pretty demanding and many players have problems in expressing their opinion or do it without playing the map for a few times. to sort all this into a long lasting quality map project, "bigger" game titles usually have a producer (among others) for handling the mapping resources. for reflex, it is (mostly) mappers helping mappers in my experience. but i believe that the responsibility for quality control on new maps is in the hands of those with the most ingame experience. | in 2002, Uncle Ben said: | Remember...with great power comes great responsibility! therefor i think it is a must that the top 10% of the players (or some representing committee) goes through new map uploads and supports potential candidates. this support is best done by sharing opinions and theory about the concept of a map, playtesting, discussing and reviewing the map until it is ready for an artpass. yeh, actually hard work! yet and still, players from all skill levels should approach the map architects and share their opinion so we get most of all the human resources. there is already a whole lot of great maps with great design that would work for MM pools from my perspective. reviewing and adjusting those (if needed) might reveal some forgotten jewels! maps are probably the most controversial subject in this game and there won't be a map that suits everyone! but with all this potential we can definitely exceed existing and upcoming arena fps competitors in terms of quality, diversity and longevity! cheers
  5. 3 points
    fuglaa

    requests

    force enemy limb colors option to disable the viewmodel pitching (this just looks weird) more non head cosmetics (especially with more of the flat color bit) bot dodging without items CP for whitelisted cups as a reward recommended addons/huds on the front page for new players cooldown applies when you shoot with an empty weapon (?) spawn points indicated in warmup (you could do this in the editor with a dark glass textured hostile but this was removed?)
  6. 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.
  7. 2 points
    sesen

    Localization

    Mb in the next release, you will put all the text in a separate lua-file (gametext.lua for example). And replace TitilliumWeb with OpenSans. Then the community could localize the game to other languages.
  8. 2 points
    I think I have an idea of what might be causing the lag this time in Brazil, waiting for some information will update you guys soon.
  9. 1 point
    I've decided on a final mappool. The maps will be Monolith, Spider Crossings and Cofe. Mono and Cofe are somewhat controversial picks and I'm aware of that. A lot of people complain that they don't get enough FPS on Monolith, however, right now, you will struggle to get good FPS on any CTF map because the engine doesn't deal well with high playercounts. I compared demos with 8 players on both Monolith and Spider Crossings and on average the difference was 10fps (to be fair, Monolith did fluctuate more). Cofe is somewhat untested, however it's the least untested compared to other potential maps. I will provide a discord link in my next post and I will start working on a short guide for the (many!) participants who are new to CTF in Reflex.
  10. 1 point
    Muleke_Trairao

    Localization

    Yes, I want the game to be localized too! I even asked about this here: http://steamcommunity.com/app/328070/discussions/0/371918937283140118/ I hope to be able to translate the game in the future to Brazilian Portuguese just like I did for Warsow, Xonotic and other games. I recommend the devs to use a crowdsourcing localization website for this, like OneSky or Transifex. They are really easy to use for both developers and translators. These websites support a variety of file formats, too.
  11. 1 point
    Hey, I'm running an TDM/CTF server at the moment and I have a lot of trouble in getting it to work with the limited options. First things is that I want to restrict certain mutators from being allowed to vote for. You can turn off voting all together but that doesn't solve my problem. I want a (a)TDM (a)CTF server with instagib restricted but there is no way to do that. If I want instagib disallowed (from voting) the server can't turn TDM into Arena TDM from voting. I sometimes enjoy instagib but there are tons of servers who have it and if I'm in the mood and people suggest it I wouldn't mind changing it. I should be able to do that with referee. Secondly I would really like an option to make people vote for more or less players. Let's say I have a small CTF map that is suited for 3v3. In my server files it will say "sv_maxclients 6". There won't be a way to increase it without a server restart should the 6 people in the server want to switch to Arena TDM with 10 players. I would suggest having an server command for maxclients and for maxclients per gamemode. Like CTF will have 8 max allowed and TDM will have 12 max allowed. If people want a 3v3 in CTF they can vote for it. Normally CTF would be 8 players but with a simple vote they can turn it down to 6 players. Only problem would be if the server is full with 4v4 players. Best thing is to move 2 to spectate. Reflex community is pretty friendly overall and I personally wouldn't mind to have someone else play while I spectate (even if I didn't get moved to spectate). Thirdly, I think voting by the same person shouldn't be allowed too much at the time. A simple sv_votetimeout would work wonders. It doesn't have to be long of course. 30 to 60 seconds would already do wonders. Fourthly I would like a way to restrict the number of spectators. In team games 1 person being afk for 10 min is annoying. My suggesting is to have a command to limit the amount of spectators and an command to kick a spectator if he is afk for too long. He can join right back of course but if someone is afk for long periods of time it's kind of annoying and this would solve it. Another option other people might like is to disallow spectators all together (sv_allowspectators 1 for example) Of course I can see people going AFK in the game instead of in spectator mode. A simple sv_inactive <seconds> would do. If someone doesn't show any movement for an set amount of time he will get kicked from the server. Example: sv_allowcallvotemutators 1 sv_allowmutators lowgrav arena bigheads (or sv_disallowmutators instagib) sv_maxclients 16 sv_maxclients ctf 8 sv_maxclients tdm 12 sv_votetimeout 60 sv_allowspectators 1 sv_maxspectators 3 sv_maxallowedspectatortime 300 (or just sv_maxspectatortime 300) sv_inactivekick 300 Also there is this issue: I'm wondering why it removes the flags in CTF :P. You might think why I don't just take 2 servers. One for CTF and one for TDM. The reason is really simple. Reflex is really designed to have seamless callvoting and steam workshop integration. The server options are in my opinion limiting the usefulness of this. If a guild/clan would have 2 servers it would divide the community. Most cases this would be unavoidable but in Reflex it could be avoidable. Thanks for the read. I doubt I've explained everything properly and that everything is completely thought out. Leave a comment on what you think.
  12. 1 point
    Lifell

    ffa arena mutator

    I agree. I've tried Arena mutator on CTF and it removed the 2 flags. I would expect that health, armor and ammo pickups to be removed and the buffs stay. Of course the flags should stay as well. CTF without flags doesn't make a lot of sense.
  13. 1 point
    def

    dp5 masters - March 17, 2017 at 6:00 PM CET

    http://defproject.challonge.com/dp5 March 17, 2017 at 6:00 PM CET dp5 masters signup: here map pool: furnace (original) ruleset: competitive format: BO1, semi-finals BO3, Grand final LB player has to win 2x BO3 location: EU donations: paypal embrance1@gmail.com (plz type your reflex nickname so i know who donated) prize pool currently: 140€ [ 1st 66%, 2nd 33% ] stream/cast: https://www.twitch.tv/arenafps meeting place: discord <- you HAVE TO be there to play just a small cup to have some fun good luck guys
  14. 1 point
    GoneM4d

    Invisible or sound free shots

    Ran in to this bug where some of the shots would go off but were invisible once fired(all but, plasma, ion, burst, shotgun) or it would fire but there no sound just animation and projectile. Also had more than few times happened where I heard firing sound from Rockets Launcher go off but no rocket after during my death, Anyone else? Solutions?
  15. 1 point
    qlf

    Invisible or sound free shots

    I have this problem too.
  16. 1 point
    Thank you. MTR results |------------------------------------------------------------------------------------------| | WinMTR statistics | | Host - % | Sent | Recv | Best | Avrg | Wrst | Last | |------------------------------------------------|------|------|------|------|------|------| | 192.168.1.1 - 0 | 644 | 644 | 0 | 0 | 5 | 0 | | 192.168.0.1 - 0 | 644 | 644 | 0 | 0 | 23 | 1 | | 10.17.64.1 - 1 | 640 | 639 | 3 | 30 | 142 | 8 | | 10.242.0.177 - 1 | 640 | 639 | 7 | 31 | 153 | 11 | |global-crossing-argentina-s-a.xe-0-3-1.ar3.eze1.gblx.net - 0 | 644 | 644 | 7 | 33 | 260 | 10 | | xe-0-3-1.ar3.eze1.gblx.net - 0 | 644 | 644 | 7 | 32 | 272 | 10 | | ae1-100G.ar4.GRU1.gblx.net - 0 | 644 | 644 | 34 | 59 | 283 | 39 | | amazon-com.xe-5-2-1.ar4.gru1.gblx.net - 1 | 640 | 639 | 34 | 59 | 180 | 37 | | No response from host - 100 | 128 | 0 | 0 | 0 | 0 | 0 | | No response from host - 100 | 128 | 0 | 0 | 0 | 0 | 0 | | 177.72.240.119 - 0 | 644 | 644 | 35 | 62 | 286 | 43 | | No response from host - 100 | 128 | 0 | 0 | 0 | 0 | 0 | | No response from host - 100 | 128 | 0 | 0 | 0 | 0 | 0 | | No response from host - 100 | 128 | 0 | 0 | 0 | 0 | 0 | |ec2-54-233-189-46.sa-east-1.compute.amazonaws.com - 0 | 644 | 644 | 36 | 74 | 317 | 47 | |________________________________________________|______|______|______|______|______|______| WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider
  17. 1 point
    Jaguar

    requests

    'Recommended addons/HUDs/widgets' is a must! Could do with a re think of the main menu screen maybe.
  18. 1 point
    Jaguar

    FFA and Quick Play/Matchmaking

    Thanks for posting I am sure there are plenty of others like yourself who would prefer this too!
  19. 1 point
    Jaguar

    Reflex Duel Guide

    likewise, I'd be happy to show you some things. I was actually thinking of doing a 'tips out of control' kind of video.
  20. 1 point
    dansen

    Reflex Duel Guide

    hey @Menno hit, hit me up on discord if you see me around. i can try and show you some stuff
  21. 1 point
    grayman222

    FFA and Quick Play/Matchmaking

    Hi, first time playing since match making was added. I did find getting into an FFA game and then having all the players booted once time ran out to be jarring. Just my own opinion but I would have preferred being put onto an active server midmatch and be able to stay across maps.
  22. 1 point
    It is a hot lap format, you get a window of time to post your fastest time on the maps released, once that window is up, you move onto the next map. The idea is to follow (mostly) the DeFrag World Cup format. Actual, live races would be very... unorthodox, as well as largely uninteresting as each player improves at a different rate, and a live, side-by-side race could be determined literally from the circlejump of the players. This way is time tested and fair for those involved, as a week gives each player enough time, life permitting, to practice/route find as much as they choose before trying to grind a demo for their best time. Further, race players like to see the best racers/defraggers post ridiculous times at ridiculous speeds doing ridiculous tricks, and this is the biggest appeal of the DFWC and this format, which you can only get if you give the players enough time to practice enough. Ideally, the interest would be built from the maps, as each map should have varying themes and playstyles (i.e. pure speed strafe compared to skill jumps) as well as lengths and difficulty. If you go through some DFWC archives, you can find some great examples of what I mean by map variety. Here's three pretty good examples,
  23. 1 point
    Yes, the new BR servers are stable with low ping and no lag spikes at all. Thank you! For real! Let's give a round of applause to Mercano for worrying about the South America experience in Reflex and took the initiative in reporting the issue. Thanks, buddy!
  24. 1 point
    /fragile

    ffa arena mutator

    Warmup is nice but as you mentioned it has self/team damage (+ a lower stack) and no self damage is an essential part of arena. I think it's just a design decision how to get to the non round based arena experience (warmup without self-damage or arena without rounds). Arena is just no self damage + full stack to me so I just suggested to just "outsource" the rounds. I would be happy with a no self/team damage mutator as well.
  25. 1 point
    Joe

    New Duel Map - Relentless

    http://steamcommunity.com/sharedfiles/filedetails/?id=883323737 1x RA 2x YA 1x GA 1x MH Art is very simple, I have no passion for art. The random numbers on the walls are some of the scores from duels during testing. Feedback Always Appreciated. Enjoy.
  26. 1 point
    Aliencat

    [dm / 1v1] Roundhouse Kick

    Hey everyone. Old q3 player here, loving Reflex Arena! I made a small 1v1 / deathmatch map with all weapons, RA, YA, MH, for fast action. It's my first try so I'm looking for opinions/feedback. What do you guys think? Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=880748260
  27. 1 point
    Mercano

    Reflex Duel Guide

    Awesome!
  28. 1 point
    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..
  29. 1 point
    Yasashii

    Publishing your map - how to video

    Great tutorial vid from Nathan taking you through the process of publishing your map to the workshop.
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