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Showing most liked content on 03/19/2017 in all areas

  1. 4 points
    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.
  2. 3 points
    DazedSpartan

    [dp5] furnace

    After seeing this map a whole lot in the dp5 masters tourney I have a suggestion for it. Seems like a large amount of frustration is caused by the linked teles between mega and lg yellow room. People spamming or going back and forth fast is not fun because it's frustrating for the in control player and unsatisfying for the out of control player with such a chance for telefrags. If the teleport exit point on the megahealth side was moved a little further towards the mega it would mean that it would take a second to go back through the tele. This change would also reduce accidental hopping back and forth in a chaotic fight for less randomness overall. Def seemed to like the idea and wanted to know what you guys thought.
  3. 1 point
    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. 1 point
    Jaguar

    FFA and Quick Play/Matchmaking

    I'm hoping the devs would like to try a different system for quick play FFA games - I think it would be ideal to keep an FFA game going and let people join soon in. I really enjoy FFA and play it whenever I see a game going on, and I've tried playing FFA and instagib games using the new MM system - it is only ever three people (which is fine, that's a playerbase thing for now). The other night I had a three player FFA game, and afterwards we were all in the lobby afterwards (that is, the same server)... but we couldn't ready up to play again, and we couldn't vote for mutators. I'd like to see how it would go if there is just an EU FFA game going on at any one time, like an official server, that people can quickly join if they go through the quick play option. Make it clear that it isn't ranked and there will be a big difference in player skill if necesssary, but I don't think people mind to be honest. I'd rather play with 7 other players and be at the bottom of the scoreboard than I would play with just two other players. The MM system is fantastic for duels and doubles and so on, but FFA and instagib, I think, need a different approach. FFA is much, much more accessible than other modes for casuals and beginners, and is in fact a good introduction to the game mechanics, movement, weapons, aim, items and so on. I quite literally did this when I first started playing the game. It was only later on that I started to get interested in the 1v1 game. Hopefully the devs have statistics for who queues for what, and maybe they'll see people queuing for FFA and not getting a game for a long time. So yeah, discuss? This is something I am a little concerned about right now.
  5. 1 point
    capo

    Alternative statistics view

    Are you still working on this? Bcz its really good. Id use it a lot also noticed some mods on discord use it already for informations, seems like its becoming major thing. Its really good, i could like to see next. -best elo you got, and best elo you beat -ratio which maps you win most This two could be really nice next features thanks
  6. 1 point
    def

    Thermal Blast

    fixed some clippings for the themed version + added jumppads + bots
  7. 1 point
    def

    Thermal Blast

    oh yea i forgot about that. we just removed it since it has never been used. will do for the clean version thx edit: done
  8. 1 point
    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
  9. 1 point
    AwesomeAndy

    ffa arena mutator

    Arena-FFA is highly carcinogenic. There should be warnings and shock-pics on the loading-screen, like on cigarettes.
  10. 1 point
    Thanks again to everyone involved, it was awesome to watch!
  11. 1 point
    I remember Memphis had very nice Phrantic "remake" ,just changed quit a lot things , more hallways, bigger rooms etc. Love that map , it plays really good in Reflex too.Also IMO stake stake launcher(fixed,not that useless 100 damage per hit sissy weapon) in this map would work great.
  12. 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.
  13. 1 point
    Duck

    FFA and Quick Play/Matchmaking

    I think you shouldn't queue for casual modes. You should just click a button and it sticks you in a server that's already going.
  14. 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.
  15. 1 point
    Designing even a decent duel map is one of those things, you don't know how hard it is until you try it. Whatever the case may be, it's pretty disheartening putting 200 hours into creating a duel map, for people to dismiss it instantly & pretty much never play it. IMO there needs to be some kind of a massive knowledge dump on HOW to actually DESIGN a proper duel map. Also guys, if someone asks you for feedback THINK ABOUT WHAT YOU SAY. Just saying "map is shit" is no help atall.
  16. 1 point
    Grybzt

    FFA and Quick Play/Matchmaking

    Fully agree Quickplay should be separated from MatchMaking. Quickplay should be drop in/out. Atm it's just better join empty server than use MM.
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