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  1. 41 likes
    Hi person(s), Wen is now. Here's your log of changed things. Art Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds) Removed ribbon trails off plasma eject cases Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire) Cosmetics Modified Jaguar head to reduce clipping Added Plague head Added Bunny Head Added Turtle Head Maps Furnace (dp5) has had an art pass Fixed name for Stage 1 Combat Changed name for Stage 2 Combat to follow the same convention Aerowalk update: now in sync with workshop version for match making (previous clip fixes) Code Added Announcer - He says things about the match and things you do Greatly improved performance of client-side particle collision Added map editor sun enabled property Added cl_weaponcycle to UI Teleporter meshes now appear in the content browser Fixed post-fix string issue on date formatting Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical Increased max length of addon description Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case) Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs) Players no-longer suicide if they change to the team they're already on (important for master server drop-in on team games) Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore Sounds in these effects are limited to max length of 3 seconds: internal/items/armor/armor_green_pickedup.effecttxt internal/items/armor/armor_red_pickedup.effecttxt internal/items/armor/armor_yellow_pickedup.effecttxt internal/items/health/health_50_pickedup.effecttxt internal/items/health/health_mega_expire.effecttxt internal/items/powerup_protect/powerup_protect_pickedup.effecttxt internal/items/powerup_quad/powerup_quad_pickedup.effecttxt Shotgun low ammo warning is now at 5 Added Gamma Slider and r_gamma Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo). Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.) If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted) If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue cl_predict_items now defaults to 0 Matchmaking Full MM ladder now shown Added drop in/out for casual modes Match history now can be filtered by player Doubles earns 15 CP, CTF earns 20 CP Losers now receive 20% CP reward added matchhistoryraw/ for importing to your own databases Competitive MM unavailable below level 15 Added 'Proving Grounds' playlist - Thread Here Lua Replay editor now hides with cl_show_hud TeamHud: fixed an error due to clients disconnecting Fixed issue where widget selection wasn't being applied properly Added AccelMeter widget
  2. 38 likes
    I'll be starting a Duel guide series on youtube, mostly aimed at current and upcoming duelers that want to improve. Feel free to provide feedback on the videos and suggest topics you want to cover, the first few videos will be about the basics, I'll probably go into the more advanced stuff as the series goes on. Playlist 1. Introduction 2. Fundamentals 3. Movement Thank you for watching !
  3. 37 likes
    Please see announcement post here: http://forums.reflexarena.com/index.php?/topic/4266-reflex-arena-launch/ See full changelog below. Cosmetics: Golden weapons now available - these are purchasable with competitive points in the profile menu New character parts "Ronin", including legs, arms, chest, head New melees: Katana, Tech Katana Added arms: Colossal Added heads: Jaguar, Owl, Monkey, Hockey, Hog, Cyborg, Roo Art: Added jumppad effects to jumppad brushes, subsequently jumppad green surfaces are no longer visible during play Training maps have had a quick spit n polish applied Maps: Updated Ironguard: Isengard off workshop Added map Aerowalk Bots: We've added bots to the game! They are not designed to beat the #1 player in the world, they are designed to practice against. You can find bots under TRAINING -> bots. You can add bots to your game via PLAY -> Host Game in the menu. Alternatively you can use sv_addbot (additional available parameters displayed in console) Bots are a first pass and will likely receive future improvements and fixes. Bots (to map creators) To use them in your levels, you can build navmesh with the editor toolbar (or with nav_build), these are saved when maps are saved, and published to workshop when maps are published To debug the navigation, you can use nav_debug 1 Use EntityNavLink's to set up special jumps for bots, you can also help them take jumpads which are not usual trajectory note: You'll need to upload your nav to the workshop before people can play bots on your maps! General improvements: Country code length from 2 to 7 chars (sct flag for CrazyAl) Can now forfeit in overtime r_smaa 1 is now default AA screenshotClean will now ignore replay primitive objects (camera spline etc) Entity reflection probe position now effects lighting hash (i.e. moving reflection probes will now cause lighting to become invalid) MM improvements: Blocked MM if game owner isn't same as logged in steam id (i.e. using family sharing) Now receive CP for winning competitive games Added Turbo Tuesday! Double CP Matchmaking CA / TDM now strictly 4v4 Updated map pool (see announcement) UI improvements: Added team colours to kill feed, in non-team modes own results in kill feed take your primary colour, your kills are highlighted brighter Added PickupNotifier widget Added FragNotifier widget Added TeamHud widget ScreenEffects widget: added hurt/damage feedback Awards now display for the correct time during replay export. Crosshairs.lua updated: added hit feedback (additional drawn (choose from 1 of 7 available), configurable size, end size, intensity, duration), preview displays combined result that will be seen at initial damage dealt Replay editor: We've added a UI for the replay editor, including timecode + dropdown to select who you're following ESC now works properly in replay editor, with a context-sensitive replay menu Gameplay improvements: Spawn system: suicide kills are no-longer random spawn. Spawn system: LOS test now much looser (i.e. it won't pass if spawn point is hiding behind a pillar for that instant) Changed gconst_grenade_trace_radius_world 1.0 -> 0.5 Changed gconst_grenade_trace_radius_entities 0.25 -> 0.0 Bug fixes: Fix for crash occuring in client remote console when attempting to format bogus strings MatchPicker widget: added clip on author name to prevent long names overhanging map tile Fixed issue around "Start" button on menu where it was trying to show an empty hovertext next to it Removed sounds heard during load screen Game countdown no-longer aborts if someone disconnects in MM games. (I believe this was the cause of behaving players receiving bans - the countdown would stop as opponent has DCd, then they'd DC (rather than wait for the full timeout) which would give them short ban.)
  4. 28 likes
    Hey guys, With 1.1 we are adding a new competitive playlist to Match Making - Proving Grounds. At this stage, it will be for 1v1 maps only, this is mainly due to the fact of the current large backlog of potentially good 1v1 maps available. We will look to expand this to 2v2/CTF etc soon. This will be a playlist featuring new and upcoming maps to test their potential to enter the official map pool for upcoming seasons. Full Match Making Rank and CP awards are available in the Proving Grounds - we want to encourage play, testing and feedback. Each round of maps will run for a 1 month cycle. All picks + drops will be recorded with the results shown at the end of each cycle. Top maps from each cycle will be collected and voted on by the community before they take a place in the next seasons map pool. Authors of selected maps that make it to the official map pool will be rewarded with special unique personalized customization options (will be able to discuss with devs). For the initial cycle, we'll kick it off with a selection of maps based on community buzz to get this feature rolling immediately. For future cycles, we'll start threads and put the call out, do votes etc. to narrow it down and get you all involved more. To access the Proving Grounds, simply go to find a Match Making game like you would normally, and tick "Proving Grounds". If selected, you will be matched against others that want to play in the Proving Grounds map pool. In no particular order, these are the first cycle of maps: Sanctum by Promeus - https://steamcommunity.com/sharedfiles/filedetails/?id=803273126 Immortal Share by KovaaK - https://steamcommunity.com/sharedfiles/filedetails/?id=608668643 Quickfire by Greed - https://steamcommunity.com/sharedfiles/filedetails/?id=684976774 The Pandemonium [thct1] by Tehace & Arkcoss - https://steamcommunity.com/sharedfiles/filedetails/?id=900335975 Calendar by Terifire & fht & def - https://steamcommunity.com/sharedfiles/filedetails/?id=620887104 xy7 by Xytaglyph - https://steamcommunity.com/sharedfiles/filedetails/?id=898760373 Fata Morgana by Terifire - https://steamcommunity.com/sharedfiles/filedetails/?id=888460764 Abandoned Shelter [clean] - http://steamcommunity.com/sharedfiles/filedetails/?id=775755349 Note: We don't endorse clean versioning of levels, however in this case we're purely curious to see how gameplay and popularity goes. Please use this thread to provide any feedback with the maps. Also feel free to discuss potential candidates for future proving grounds cycles.
  5. 23 likes
    Bug fixes: Fixed issue in sound manager that would cause the game to progressively run slower over time HealthBar: fixed coloured bar incorrect offset
  6. 20 likes
    Waiting for comments http://reflex-arena.ru/ http://reflex-arena.ru/player.php?sid=76561197983432480 http://reflex-arena.ru/match?guid={893C7903-FE26-4F35-98C4-773EBB88C5E8}
  7. 16 likes
    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.
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  9. 13 likes
    Its gently week boys! On 24th of April until 1st of May you all gonna have the best Reflex Time of your life! We will present a new and fun gamemode and you'll be able to win some stuff like an Angry Droid Head or a set of your choice. To join the raffle, all you have to do is send a screnshot of you and i together in reflex. You can find me in the global discord channel and pm me with your steam id. You can always text me anytime you want to play with any mode you want! We are also hosting a 3v3 atdm cup on the 1st of May.
  10. 13 likes
  11. 12 likes
    Hi guys, it's my first reflex map. I noticed that there's not so many DM maps out there and I decided to make deathmatch map. I playtested it with decent amount of players. Have fun! PS: Comments and critiques will be appreciated. Steam workshop link - http://steamcommunity.com/sharedfiles/filedetails/?id=873541130&result=1 (Version 1.0) Name: Instant Momentum [WRDM1] Type: DM Description: This is tight close-combat deathmatch map. Author: Ubuska Thanks for playtesting and ideas: D-X, w96k, Thoughcrayfish Screenshots:
  12. 12 likes
    This isn't meant to list all the unlisted effects and materials, only the ones which are useful. If you think some useful ones are missing PM me on discord with the info and I will update the thread. //Sounds industrial/sounds/sludge_bubble industrial/sounds/ambient1 industrial/sounds/ambient2 industrial/sounds/machine ancient_japan/sounds/wind-light ancient_japan/sounds/wind-heavy ancient_japan/sounds/water //Emitters internal/effects/steam/steam internal/effects/steam/steam_sml internal/effects/steam/steam_lava internal/effects/steam/dust_clouds_blow internal/effects/fluid/bubbles_tank_192 internal/effects/environment/snow/snow_192 internal/effects/bugs/bugs_flies //Random stuff internal/effects/godrays/godrays_256_64 internal/debug/primitives/primitives_sphere //Materials internal/generic/wireframe internal/effects/race/race_checkpoint internal/effects/race/race_finish internal/effects/race/race_start //Armor Hologram Materials internal/items/armor/armor internal/items/armor/armor_green internal/items/armor/armor_yellow internal/items/armor/armor_red //Ammo Glow Materials internal/items/ammo/ammo_rockets_glow internal/items/ammo/ammo_bolt_glow internal/items/ammo/ammo_burst_glow internal/items/ammo/ammo_grenades_glow internal/items/ammo/ammo_ic_glow internal/items/ammo/ammo_plasma_glow internal/items/ammo/ammo_shells_glow internal/items/ammo/ammo_stake_glow //Powerup Materials internal/characters/common/characters_quad internal/characters/common/characters_resist internal/items/powerup_protect/powerup_protect internal/items/powerup_quad/powerup_quad internal/items/powerup_regen/powerup_regen internal/effects/powerup/resist/fx_powerup_carnage internal/effects/powerup/resist/fx_powerup_resist
  13. 11 likes
    xy7 - Battery by: Xytaglyph with art & design help from: messik This is a 2 atrium 1 versus 1 map with a design philosophy similar to cpm3a or catalyst. The map is fairly standard with 1 Red Armor, 1 Mega Health, and 2 Yellow Armor. The defining feature of this map is the fact that there is no Bolt Rifle, while being a map where Ion Cannon is very strong. Thank you to all testers, specifically: bn, hoyt, metrical, kalameet, and soh And Thanks to Visitor for the XY7 logo And Promeus for some art/design ideas Screenshots:
  14. 10 likes
    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
  15. 10 likes
    Reflex was just released last month and enjoyed a small population boom that took the concurrent users and multiplied it by 2-3. It was great until something like 90% of the newer players stopped playing. So we must ask ourselves why the population tanked back to pre-release levels already. Was it the community? No, I highly doubt that. The majority of us have been very welcoming and took time to show newer players what the game has to offer. Parkourstation and reflextrain saw a lot of play time on public servers. Even in duels, veterans stopped and explained why they were surviving through multiple direct rockets to the face, toned down their game, and let newcomers grab some armors. Bringing people to the official discord has gone pretty well too. I'd love it if this was a success story and I was only here to report these facts... So why didn't people stick with the game? To use a metaphor, I think it's that new players see a pit of depth for how good you could possibly be at reflex, but there are no lights pointed down there. There is nothing that illuminates why prime overlords can convincingly beat overlords, who can stomp on diamonds, who can dominate platinums, who can destroy... All the way down to bronze. As we all know, combat skills don't define everything in this game, but that is the only thing that is outwardly obvious before a new player buys the game. And even after they have played for a week, they are aware movement plays a big part, but the depths of strategy are still a murky black pit that makes no sense to them. Compared to Overwatch, it's really obvious that depth in the game (outside of combat skills) comes from finding the right times to use your abilities and coordinating with teammates. You don't go into the game without knowing what you eventually need to improve upon. In Reflex, so many people bought the game and quit before they even knew how to improve. There is an old video that described the ways in which Mega Man and Mega Man X were amazing games. The tl;dw: is that the games avoided explicitly telling people what to do because the mechanics of the game were revealed naturally while forcing the player to recognize what was going on, and mechanics that didn't work well in earlier games were removed in later games. This video brings home a really good point to me: my Reflex tutorials shouldn't need to exist. At least 90% of what I say in my tutorials should be forced on the player or made much more transparent. New players shouldn't be forced to listen to me talk - the game should make the important aspects completely obvious through the player exploring the game. This is why I thought item timers were a step in the right direction - it enhances mechanic transparency. As we observed, the more hardcore players fought against it because it diminished known strategic depth. It wasn't the ideal solution, and I'm willing to admit that. But it's still painfully clear that something needs to change with the fundamental gameplay of Reflex, and it won't be easy. I have two proposed changes we could try out, and I'm curious if anyone can poke holes in them. I'm also interested in other ideas people might have. Proposed change 1: bring back item timers in competitive modes, but make them unreliable. A mechanic could be introduced where if you shoot at an item that is not yet respawned, it adds or subtracts time from the respawning item (perhaps to a max of 5 seconds). Item timer widgets could represent what the unmodified time would be, and players could throw off timing by hand. Maybe you could tweak this idea and make it so the last person/team to collect the armor adds time to respawn by shooting it, and others subtract time by shooting it (or vice versa). To accommodate new players, you'd want to clearly show that respawn time is being changed by their actions with "-1 second" popping out of the item colored according to the action, and a default UI widget like apheleon's timer timeline with visual uncertainty (instead of discrete red armor on the time line, a red armor on a bar that extends to the possible ranges) would go a long way to help. Or... Proposed change 2: all armors respawn at :00 and :30 on the clock. Other items keep their existing respawn properties. An additional benefit to this drastic change is that it removes the full lock armor cycle state of control, which means small skill differences will be less likely to result in huge score differences. With armor cycling removed, positioning yourself between multiple armors and timing your attacks appropriately become a stronger part of the game's higher end strategy. A simple but prominent UI widget showing time until all armors respawn would go a long way to teach new players what they need to focus on. I know #2 is harder to get buy-in from older players, but I want you guys to think seriously on it. We need to community to grow. I think #1 might not take it far enough. Perhaps #1 along with other changes to help make the game's important mechanics more transparent world be ideal, but I'd really like to try out things that make the game more approachable. I also have a list of changes I'd recommend to the game's tutorial system, but that is less important than gameplay changes at this point.
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    Gently Week Raffle Details Enter! Take a screenshot of gently anytime between 4/24 and 5/1 (it could be him shooting you, it could be you shooting him, endgame scoreboard, whatever) and PM it to him on Discord at gently#5760. Don't forget to include a link to your steam profile! Prizes 4 Winners! Here's what you could get: Gently Week 3v3 Clan Arena Tournament Forum post: Sign up as a team now on the site linked! Gently Week Edition Maps Log in NOW and play on your favorite Clan Arena maps, but gently-week-ified!: Campgrounds Overkill Ascension Bazinga_test_v1 Sepulcrum Special Custom Map Release: Hide and Seek! Play it now! Search for "Hide and Seek" under Team Deathmatch in the workshop. Arena mutator, round-based gameplay: Hiders: Run, hide, survive at all costs until the round ends! Seekers: Work together to eliminate all the hiders, or you will die when the round ends! Screenshots:
  18. 9 likes
    but what IS it? Here's some test I posted in the discord the other day
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    http://steamcommunity.com/sharedfiles/filedetails/?id=911461976 Fun and casual round-based game mode. Team Alpha, Hiders: Utilize the fun movement options and countless secrets to run, hide, survive at all costs until the round ends! You cannot attack, you win by staying alive. Team Zeta, Seekers: Work together to eliminate all the hiders, or you will die when the round ends! Rockets and grenades are disabled. The map tells you all this, but you need the mode to be TDM and mutators: arena. Screenshots:
  22. 8 likes
    why can't we queue for proving grounds and the normal map pool at the same time? I can't see an obvious downside.
  23. 8 likes
    Drop in/out system should keep the same server going after the map finished. Right now the server is turned into lobby server after FFA game ends, but as Sulit said in Discord, the server should cycle to the next map (after a map vote) keeping the existing players in the server. This is how CSGO matchmaking system works in casual mode, players are not kicked from the server after the map ends but they can leave whenever they want to. TL;DR: Current drop in/out system is actually 'drop in, forced drop out' goat head wen???
  24. 8 likes
    A number of responses (here and in DMs elsewhere) have suggested a new, casual game mode would be good for player retention. This is a really good point that I'd neglected. In fact, I played Quake 1 in a very casual setting for a few years before I even knew there was a competitive community. I mentioned this a few years ago, but there was a really cool idea for a mod that my friends had me program in Quake 1. I think it would work beautifully in Reflex as well... Basically, it's an asymmetrical mode in which one team is defending a flag/capture point, and the attacking team is attempting to touch said point. When the attacking team does manage to touch the point, everyone on the map is killed, and the sides are swapped. Everyone starts out with all weapons and an appreciable amount of health/armor/ammo, but there are pickups on the map that respawn at an accelerated pace - mostly clustered on the defending team's side. You could give points over time to the defending team depending on how long they were able to maintain control, and have a timelimit on the map before the round is over. https://www.youtube.com/watch?v=UNWqp5Fd5Ug is a video of it in action in Quake 1. The awesome movement systems of Quake and Reflex allow it to be something like an obstacle course that the attackers have to traverse while being shot at by defenders. It's great fun, and the map making tools+workshop for Reflex could turn it into something pretty amazing. Also, thanks everyone for the great discussion and ideas. <3
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    I've just set up a new server with a forced map rotation (no callvoting) consisting of easy race maps that any beginner should be able to complete, and quickly improve on. Currently map rotation is: Edge Abyss The Mustard Tiger Escape bej-red bej-black easy skills challenge dbro-race2 'Jaguar [RACE - easy maps]' - reflex.laerad.net:25797 Hopefully this will encourage new players to experience race mode and provide a more fun way of practising movement and jumps.
  26. 8 likes
    We've got 6 new/recent 1v1 maps that are being currently developed and a couple others (of which I'm less familiar with the progress of). gt3 by @Greed Fata Morgana by @Terifire Lorem Ipsum by @Duck Relentless by @Joe Immortal Share by @KovaaK Bishop by myself Please, if you are dueling with a friend, find the time to test out these maps and provide the mapper some feedback!!! Is there any interest in holding a "new map" tournament? If I had the time, I would happily organize it but I am probably too unreliable (schedule-wise) to do it. However, I will happily sponsor the tournament with a donation. Are there any casters/organizers who could take up the reins and help us mappers out? @MnstH @Pill_ @Delementary @CrazyAl @dev @S°I @w96k @Kev! Some other duel maps that I know are being developed are by @Xytaglyph and @Necrophag1st. I don't think they're on the workshop yet, though, afaik.
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    On the 8th of April at 14:00 CEST I will be hosting a Doubles Draft Cup in Europe. Players of any region and skill level can sign up here: https://goo.gl/forms/LTFvYH4peEW1HIlr1 Draft Players will specify their skill level on the signup form. Admins will make up teams of one higher skilled player and one lower skilled player in order to make teams as fair as possible. Format Double Elimination WP Bo3, LB Bo1, finals 2x Bo3 if needed Maps & Picking Ironguard, Phobos, Thermal Blast. All matches are pick, pick. Both teams will use 'roll 100' in console. The highest roll decides which team picks first. The Winner Bracket finalists will pick first in finals. Rules All players must join our Discord server in order to be contacted by admins or other teams. 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. Don't be a fucking dick. Admin: @CrazyAl Links: Discord, Sign up.
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    Or just learn to play Aerowalk lol, it's about time.
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    Screenshots Default look (ammo hidden): Animated Health and Armor text (configurable): Animated Crosshair transitions and automatically fading Ammo: Q3 style fragged messages (configurable): Spectator messages with Better Spectator Controls enabled, camera controls hooked to attack, jump and crouch buttons (no rebinding required):
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    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.
  31. 8 likes
    Hi Everyone, Well I found out about Reflex from a friend at least 4 months ago but I didn't think much of it or even look at a video for it until I saw it on steam sale and scored a 4 pack after looking at the insanely low player count on steamstats a few days ago, I thought as it's still in early dev i'll give it the benefit of the doubt and go with it as it's not expensive and I can get my friend the game as a gift and hopefully reinvigorate our competitive sides with this new game, my friend is a god at CSGO, i'm a god at TF2, and he's always complaining that I never want to play games with him as he mainly played css & csgo (2000hrs) while I whored tf2 (1700hrs) I have a long history with video games, I was born playing quake and unreal tournament, arena shooters and fps games are my bread and butter but mind you I've not played an arena shooter for 7 years, I use to play Team Fortress 2 at a highly competitive level for years and i've still retained my prowess with the Soldier class even years after leaving the scene and game. I use to play a lot of Star Trek Elite Force Holomatch too if any of you remember that gem. Reflex sold me with the movement mechanics (I love bunnyhopping and going as fast as i can while controlling items and dominating players with the rocket launcher) and with the sheer scale of customisation in terms of widgets, crosshairs etc, also because the rocket launcher is similar to the one in TF2 i'm having an easier time making the transition, but when it comes to the bolt rifle god damn i've got a lot of aim practice to do! I'm loving it so far even though i have to stick to playing private games with friends as i've joined a few public servers and had players like Tripw1re wipe the floor with me
  32. 7 likes
    I'd love to see new mutators. Some suggestions: Remove the arena mutator and split it up into - Round based mutator (arena modes can be played continuously without it, other modes can be played round based with it. I would love playing 1v1 in the fashion a1v1 is played, ctf would be the same salad suggested) - no self/team damage - full stack - explosive stake (stake explodes if it hits the wall in a very short time allowing to use it as a rocket jump alternative for stake instagib). - no pickups Some additional scripting stuff would be great as well.
  33. 7 likes
    My #1 request would be an easy way to play replays of your matches. As a noob player, the best way to improve myself is to watch my own replays and also to watch replays of best players. Yes, I can return to desktop, open browser, go to ladder website, find my match, download the replay, put it to the replay folder, open up the game, open the console, write "play furnace_blablablabla_long_name.rep", BUT, wouldn't it be wonderful if your last 10 MM replays were automatically saved to local folder and you can access them via menu (visually), and just click on it to play it? It would take 5 seconds to go to your replay without any effort. Also it would be nice if we could drag&drop downloaded replay files onto "reflex.exe" so that it directly opens up with that replay playing. This would make watching downloaded replays of other players a breeze. So, #1, making replays easy to play. #2 reflex-arena.ru is great but could be better, and real-time. Everybody likes seeing his progress, his statistics etc... #3 would have been new maps and cosmetics to keep the game fresh but it is already addressed in latest patch. Hopefully we will keep the ladder fresh with a few new maps every now and then. And the new cosmetics look great. #4 nameplates widget which shows the players' names and health/armor on top of their heads can be official since it is so useful and simple. #5 there is probably a hud for this but still: when watching a replay it would be nice if we could see both POV player's and the opponent's weapon/ammo information in the same screen so that we can know who has what without changing the POV. I might do a mockup for this to express it better. #6 I use third party solution and it works well for now, so it is not urgent but a borderless windowed mode would be nice. #Bonus It does not matter much at my level but at high ranks, players are complaining a lot about the sound engine. Maybe it can be improved as well? I will add as things come to my mind.
  34. 7 likes
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    http://steamcommunity.com/sharedfiles/filedetails/?id=900335975
  36. 7 likes
    New duel map, needs lots of testing. Nothing is set in stone, it probably needs lots of adjustments to spawns, item layout and possibly geometry. Some info: 2xYA 1xRA 1xIC 2xRL 1xPG 1xSG 1xGL 1xMH http://steamcommunity.com/sharedfiles/filedetails/?id=888460764 Also, thank you def, greed, ammaccabanana for the feedback and help!
  37. 7 likes
    Update: Opened up angle from gl to ra Added bolt: https://www.youtube.com/watch?v=NToqa5hdlVg
  38. 7 likes
    No1 will ever agree on weapon balance... it always degenerates into people thinking they know best and calling every1 else retards who don't have a clue.
  39. 6 likes
    personally, im not keen on people replacing stock art assets with modified ones. I wouldn't mind too much if the differences were purely cosmetic - but the vast majority of these widgets are about gaining a competitive advantage. the armour sound one might not be that big a change in reality, but it makes information processing easier and requires the player to dedicate less to paying close attention to sounds etc. for instance, the Megahealth expiration sound - if you are listening closely you'll hear it expire in a fight with the default sound, but its relatively easy to miss. with the modified one, its really hard to miss... this applies to removing the sparks, explosion effects etc aswell imo. the baseline sound and gfx assets reflex provides have more than enough clarity already. i wouldnt mind cosmetic changes that fit the basic design of the stock ones - so that the decision to use them is purely about cosmetics, rather than advantage.
  40. 6 likes
    If people fear to lose mmr, they really need to see a good psychologist. MMR enables you to play balanced matches, if you lose mmr because you play maps you don't know well, the only drawback that I see, is that you gonna play then a few unbalanced matches (in your favor), waiting for your rank to get back to its normal level. This is not a big deal. There is no particular reason for wanting to maintain the highest possible rank. This thinking is irrational. If you improve and you get good, your mmr will go up, no need to care about that. Just play matches and hf.
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  42. 6 likes
    I don't think the issue is that the game is too difficult, people in general do appreciate challenge and don't necessarily gravitate towards easier games. I think the problem with Reflex and AFPS in general with respect to player retention is that the game's required skillset is largely hidden to new players. Like Kovaak said, it's a foggy pit with no bottom in sight. Any newbie can understand that good players move faster, control the map and aim better, but they can't understand how they do these things. They won't know the maps, they don't know where the items and weapons spawn, they won't know how to move fast. Only aiming skill is immediately obvious to anyone familiar with FPS, and even then the new player won't have any idea about how important map knowledge and positioning are to hitting your shots. So, they'll see the veterans play, but they can't really appreciate the game's insane skill ceiling because they don't understand what the veteran players are doing. For example, they can't really enjoy watching tournament streams like we can, which obviously won't help the game get popular. I don't think there's an easy solution to this, but in my opinion we shouldn't alter the base gameplay as that's not the issue with this game. The issue is the game's mechanical obscurity; the fact that to start learning the game you need to learn the maps, where the items spawn, how to time them, how to cycle them, where the spawns are, what weapon works best in which area of the map, how the movement works, etc (not to mention the countless hours of practice it takes to get competent at these skills), and the game doesn't really guide new players to developing in these areas. I suppose one thing that would help is better tutorials, such as taking a new player through all the popular maps, and they need to pick up all weapons and items on the map to proceed to the next one. New players should also be matched against each other (obviously), and they should be guided towards game modes that aren't as overwhelming, such as ATDM, where they don't need to worry about picking up weapons and items and can focus on developing their combat skills, and race to develop their movement. Perhaps an in-depth tutorial for the game's movement mechanics would also help, as I feel the current tutorials don't really give enough insight for a new player to start learning them.
  43. 6 likes
    Duel is the problem. 1v1 has always been for the hardcore crowd, not newcomers. We already have a great casual mode in the form of ATDM. Just need to inform new players about that. E: even if the devs changed a ton of stuff to lower the barrier to entry, I think we still wouldn't get a whole lot of new players. This may be cynical of me, but I think gameplay is secondary to marketing budget when it comes to a game's popularity. Having a research department dedicated to keeping people hooked is pretty essential as well (see: any Blizzard game).
  44. 6 likes
    You guys too focusing on armours or some another specified aspects but missing main. Main - is human focus possibilities is heavy limited. New player need to keep focusing for thinking about witch weapon he have right now, where he is, how healthy he is, where to find another weapon, how to move, ect. and additionally he need to think what think about all that his opponent and how to play against that. Main difference between new and top player is how many stuff he can focus on same time. Actually, number is near same (7 +/- 2), but in 1 of that runtime memory cell top player has much more information than new. And to get that stuff compressed need training, and if start count of stuff would be not high and increasing by 1 part of game stuff and after previous gets compressed - learning process will be much faster. So, question not in changing armour system (or any another aspect), question on total removing that for new player. Put them to play special simplified maps with only 3-4 main weapons, then add 1 major item with timer, then some bit harder maps with new movement aspects ect. Question where to get players for this training ladder - "simply" BOTS. Also all that must be obviously as some good UI system. Like new player launching reflex for first time, he has blocked competitive mods until he finish that interactive tutorial, he has 1 big button, like New game that instantly put him on server where he getting info about basic keyboard/mouse/hud configuration, then info about few basics aspects like simple w/a/d/s/jump/crouch movement, and 3-4 main weapons and instantly getting fight with bot, after explanation about some few another aspects like armours, half-advanced movement knowledge... Would be great to have it as some "single player" story, with voice actors, some story, video-frames with examples. And for finishing major parts player gets some cosmetics. I think for professional developers nothing hard to found good solution oneself, question do reflex devs have resources and priorities and motivation. Sum up: protection from veterans, step-by-step 1 game aspect tutorial and right after match with bot, fancy UI and some intrigue in process time.
  45. 6 likes
    I've always thought the tiered armor system is in a way weird (Just think about the number you have to get down to pick up YAs or GAs, it's odd) I think there are some visual changes you could make the whole system more intuitive without changing anything in-game. For example, when you walk over an ammo box and you have full ammo for that specific type, have something that pops up flashing near the weapon bar saying "MAX AMMO" You could possibly do the same with the armor bar, flashing the amount you need to be at to be able to pick up the armor you're standing on. Another change I've thought about for a while is properly implemented 3d item timers (yes even in competitive) that only show up when you're fairly close to an item and they don't show seconds but more inaccurate chunks. (think pie timers)
  46. 6 likes
    What's wrong with 421 and Sanctum? I certainly find them more fun to play than Catalyst. I'd definitely like to see a map rotation. I enjoy learning new maps and it helps keep the game from becoming boring (yes playing Catalyst 24/7 becomes boring). I understand the concern with putting untested maps into the rotation, but if no one is going to test them outside of the rotation, I don't think there's another choice. So either top players need to start regularly testing new maps, or new maps need to be added to the rotation to force people to play on them, so they can get some actual testing. There's no money on the line in the competitive ladder, so I really don't care about complaints about being forced to play on new maps either.
  47. 6 likes
    Do all my maps count as new maps if no one has ever played them?
  48. 6 likes
    The NA Dojo Duel Cup Date and Time: 4/2/2017 3:00pm EST Stream/s: https://www.twitch.tv/dev_vg Prize for 1st Place: $25 - dev Donations are welcome! http://paypal.me/thedojobydev Map Pool: Simplicity -by Tehace The Catalyst -by Tehace & promEUs Pocket Infinity -by Tehace 421 -by Ammaccabanane & Greed Furnace -by Def Picking is done by roll, lowest gets first ban (ban, ban, pick, pick, tie-breaker). This tournament is strictly for bringing the community together and to help one another to have fun and learn duel. If you have questions ask away in the discord or on this post. Please remember to play with good sportsmanship, good luck and have fun. Registration: Signup here on challonge! You must be in The Dojo Discord found here. This is done to help locate and match the players. Discord / Challonge / in-game name must be the same or similar. Competing: You will have to check-in on the Challonge bracket. If you fail to check-in on time, the Challonge website will remove you from the tournament. Check-ins will start a ½ hour before the tournament begins. The tournament is not affected by players signing up and missing the tournament. Feel free to sign-up for any tournaments regardless if you know you can make it or not. Tournament admins will announce when the bracket is final and the tournament has started in the The Dojo discord channel. When this is announced, refresh your Challonge bracket. An admin will contact you and your opponent and will give you an IP address to connect to. BE AUTONIMOUS - After you’ve completed your series, make sure to enter the scores on the Challonge bracket. If there is any disputes contact an admin immediately A connection test is highly recommended before starting a series. Ruleset: Play on the servers provided, or if agreed upon you may choose your own. Players are expected to behave in a reasonable and respectable manner. Players may be disqualified, suspended or possibly banned from future tournaments for not doing so. If you were to ever get disconnected in the middle of a match, you will automatically forfeit the current match. Opposing players may allow to restart the disconnected match if they agree to do so. Disconnections should be immediately reported to a tournament admin. The tournament is double elimination. All players will have the chance to compete in a minimum of two series. All series will be played in a best two out of three format. Grand finals will be a best of five. Map selection will begin with a roll in console, lowest roll wins first ban (Ban, Ban, Pick, Pick). After two stages are chosen the tie breaker will be the final stage left in the pool. If you have any questions or issues, contact a Reflex Dojo Admin in discord or on steam. Feel free to give your feedback, I want to make this tournament good for everyone involved. Steam info: http://steamcommunity.com/id/hhhdev/
  49. 6 likes
    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
  50. 5 likes
    There were a few occasions where the flag got stuck inside walls on each of the maps (Monolith, Spider Crossings & Cofe) during the EU CTF Draft Cup. Hopefully when @Pill_ releases demos people will be able to point out the specific points to help track down the issue. Here's a screenshot from Spider Crossings with the flag inside the wall (notice the tiny bit of glow on the wall) http://steamcommunity.com/sharedfiles/filedetails/?id=891389125