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Showing most liked content on 04/14/2017 in all areas

  1. 8 points
    S°I

    Bunny Cup 2v2

    Game Type: 2v2 Draft Cup Date : April 29th, 2017 Starting Time : 14:00 EST (13:00 to 14:00 for check-in) Stream : https://www.twitch.tv/Delementary Brackets : http://challonge.com/BunnyCup2v2 Team Sign-ups : http://challonge.com/tournaments/signup/Cf4HseK08a Draft Sign-ups : https://goo.gl/forms/ARDFvvIRFAlzm0rc2 Draft Sign-up Deadline: April 28th, 2017 Discord: https://discord.gg/z28x7HZ Prize Pool : $200 USD + 2 Supporter Mjolnirs Prize Pool Distribution : 1st : 50% $50 per player + 1 Supporter Mjolnir per player 2nd : 30% $30 per player 3rd : 20% $20 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: 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 Streamers / Co-Caster: Delementary / TBA
  2. 4 points
  3. 3 points
    Furioness

    Map compression

    Yo. Recently played race server. Was voted some map with 500mb size. U know, it's take time (feels same long as soon^tm in this context). So, what about add some compression? Like pure map (lighting to be correct) is 586mb, zipped 491mb, rarred 381. Here for sure some simple to use and free library that u can integrate to client. So, add to publishing process compression. Sounds nothing hard, but giving feeliable good feature.
  4. 2 points
    From my post in Kovaak's thread: "ZOMBIES": Round based. At the start of each round, 1 player is chosen to be the first "zombie". They have no weapons (except melee), full 200/200 stack, extra speed boost, and are "infected" (basically, they have a bright green "carnage" damage amplifier). As a zombie, you can melee the ground to do a jump but with no self-damage. When the zombie melees someone, the melee'd player doesn't die but also becomes a "zombie". Round ends when either all zombies are dead OR every player is a zombie. You get 1 point for every second you're not a zombie. # of rounds depends on the number of players in the game. "ODDBALL": 10 or 15mins, team or FFA. A "ball" is spawned somewhere on the map and a player can pick it up by walking over it. When they hold the ball, they accumulate points. The person who holds the ball cannot shoot any weapons but they have resist and carnage buffs. They can use the ball to melee. The ball also obeys physics so you can shoot a rocket at it and it'll bounce around. (Basically, this is a rip off of an old Halo 1 game mode.). "KING OF THE HILL": 10 or 15mins, team or FFA. Accumulate points by standing in a given area on a map. "FREEZETAG": You know this one... One more comment and idea. Consider that we have a mode to practice movement (race) and mutators/maps to practice aim (arena, warmup, instagib). But there's no modes/mutators really focused on strategy and timing items. Here's a couple random ideas: "STAY ALIVE" (Mode): Single player. You spawn with 100/100 stack and start taking continuous/steady damage, slowly at first. You accumulate a point for every second you're alive. Then slowly the damage you start taking increases and becomes faster and faster. Therefore, you'd need to be increasingly strategic about what items you pick up. Then have leaderboards per map (like Race) for the # of points accrued. "PAC MAN" (Mutator): Multiplayer. You get points for armors and health, not for frags. Points for armors are based on their damage-resistance (i.e., more points for RA).
  5. 1 point
    I started this new thread here in reference to Kovaaks "we need to talk..." discussion. This thread is all about the idea of finding and play-testing a new mode, utilising the tools that we already have available to us (just like how we botched in instagib before it was a mutator); therefore trying not to waste developers time with ideas that could be unsuccessful. Having said that, I don't think it would be unreasonable to put forward an argument to the devs towards implementing a perhaps hidden test feature / ruleset / mutator should it be paramount to get a working beta environment going for a new mode, so long as enough interest is gathered. Right! So in the other forum post, in my opinion I saw three viable ideas that could be playtested right now. Using 'capture-pits' as a means to force the map to be played in each specific way. I have quickly modified Promeus' map Skytemples to cater for the three variants: Capture - represents attackers having to get to the enemy (defenders) base and take that flag back to the attackers base, similar to regular CTF. http://s000.tinyupload.com/index.php?file_id=58718908736903488391 Push - This is where the attackers take a flag and push it into the enemy's base, like UT4's mode "FlagCap" http://s000.tinyupload.com/index.php?file_id=41061708048871532109 zRush - This represents Kovaaks suggested mode where any one member of the attacking team must simply get to the defending teams flag. http://s000.tinyupload.com/index.php?file_id=94094345603529066356 I have ALSO converted and uploaded to steam an old map of mine that I felt useless for current ctf, and so was binned long ago, a bit large perhaps especially for zergRush. I have placed extra placed flags that are blocked off with a glass brush, so anyone can simply and quickly convert it to a Push or zRush type mode. http://steamcommunity.com/sharedfiles/filedetails/?id=804370302 If anyone has some other ideas and modes that can be manifested in Reflexes current state, I would love to see your idea in .map form if it isn't too difficult to portray. p.s. For the maps I have converted and linked here to work in their most basic form with the least amount of effort from the devs, it would need perhaps a mutator that makes the match a game of two halves. Think about that if you want to suggest a different mode, 'how can the devs make your mode testable in it's most basic form'
  6. 1 point
    I uploaded these maps to my server and put them on a rotation. It's called "1Flag Prototype Testing Rotation -- Salad Days" It's US East/Central. I left it on instagib to even the playing field, but if there's a lot of interest I can switch it off or to warmup or whatever. Downloading the Skytemple variants from the server does work, but it's kinda slow so you might just want to snag them from the links above and throw them in your map folder. The workshop one is fine obviously.
  7. 1 point
    well, it wouldn't necessarily involve a full rewrite, but it would involve another layer of code on top of the existing stuff - you'd have to add the stuff so that the game can process the scripts etc. there would also be bugs etc. not to say its not doable etc, but it would take a while to complete and have it working bug free etc. not to mention the documentation needed to allow content creators to start working on modes etc. matchmaking is more about having a queuing system so that games can seamlessly organised and played etc. what would be great would be a sort of mix like you suggest - perhaps an 'official' teammode that is always included in matchmaking, and then a rotating slot for custom gametypes that changes every few weeks or something. that way it exposes new gametypes, allows them to be played and enjoyed etc, without cluttering the queuing system with too many options. ideally we'd get both, a great official teammode, and the ability to make our own with some kind of support from the dev team exposure wise etc. you never know, some genius idea might get cooked up and transform the FPS genre, like other mods have before!
  8. 1 point
    irish

    Map compression

    for now: here is a guide for mappers "how to upload a workshopitem without a lightmap" https://steamcommunity.com/sharedfiles/filedetails/?id=892726203 maps by itself are usually only around 1 - 4mb.
  9. 1 point
    For the Noobs: -More training levels especially for movement (like parkour station 1st floor style) -Better bots that are easy to set up on any map/game mode (co-op too) -Lock competitive mode until hard training levels are completed For the Casuals: -Drop in/out quick play servers -Rematch button and game mode votes available for MM -More than 3 player FFA etc. -New game modes especially slower paced ones like freezetag or 1 life per round stuff For the Pros: -Make "Approved" widgets only for competitive mode -Tier cosmetics/sprays for highest rank reached per season -Rotate maps per season The official release was definitely rushed, but this game is too good for us to let die when all we need to do is make more approachable and advertise it better
  10. 1 point
    i don't know how gametypes are represented/handled in the game's code but i can't imagine it would require a full rewrite to implement some lua hooks for gametype stuff. furthermore, giving gametype scripting abilities to players is not incompatible with matchmaking. for instance, the devs could have a matchmaking playlist that plays a set of hand-picked popular/good custom gametypes that are cycled out every month or something another thing to keep in mind is that not everyone wants to play matchmaking. i dont like how duel plays in this game and i dont give a shit about it
  11. 1 point
    salad

    We need to talk about the state of the game.

    @bej Single Flag CTF, could use existing symmetrical CTF maps, no need to make new ones specifically for this mode, but only one team's flag spawns per round. Teams would be assigned offense or defense, offense tries to enter the enemy base, take the flag and return it to their own. Basically CS's hostage rescue mode instead of UT's new flag run mode. Teams could switch roles after each round or have multiple rounds per half, doesn't really matter imo. 2 minute rounds? 1:30? Round time would need to be established. Would have a clear objective for new players, but still at least a little depth in deciding if you want to pool all of your defenders at base to protect the flag with numbers or send off an aggressive defender to flank/ambush elsewhere in the map. It would play like Clan Arena without the bullshit spawns and with an added focal point for the action. Don't sit in a corner and wait out the round timer, get to the flag idiot! Also instagib. Actually, because CS has such a fast time-to-kill, if you played this "flag rescue" with instagib, it'd basically be CS but with better movement and no weapon RNG. :thinking:
  12. 1 point
    while warsow style gametype scripting would ofcourse be really cool - it would probably be more work to implement a fully scriptable system than to make one new gametype. whats more, with the matchmaking/queuing system, you cant have all the gametypes that people make in it. also, warsow had this system doesnt have too many gametypes to show for it, though there are some really cool ones with loads of features and content. the one gametype that eventually was adopted by the dev team and made official; bomb, which is essentially CS with loadouts, was pretty popular, with one or two full public servers and lots of pickups on irc etc. teams formed and cups were run etc. warsow is pretty much dead now though. eitherway, the point is that a good (and bomb was only really decent, nothing too special) 'casual' objective style gametype, that is well supported can be really successful (relatively speaking, it wont suddenly make reflex the top game on steam ofcourse) and get people playing teammodes again... theres definitely an element of this - i think CS/CA style out for the rest of the round is too long though sometimes. 10s-15s of 'downtime' before you get back in the action properly would fit a fast paced game like reflex better. overwatch handles this decently by having a spawn cooldown and you having to walk back to the front - though OW is a bit slow movement wise so it can sometimes take too long sometimes.
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