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Showing most liked content since 03/21/2017 in all areas

  1. 43 points
    I'm working hard. I'm not going to promise features or hype anything, because what ends up being in the next build might change. When (or "wen" as people like to keep poking/hounding with) isn't known at this stage too, might be a few weeks away still. I'm more so interested on refinement than inflating/polluting the game with more features. In an ideal world large games would happen and mysteriously have people appear out of nowhere to form endless queues of large matches, but it just doesn't happen. For example, we put a lot of time into doing CTF (a lot more than just flags...), the tech for larger maps was pretty huge, team visibility/customisation of all the colours and having those go into the maps also, sounds, events, hud/lua... there's quite a bit to it. Regarding the abusive people saying they paid for X, game is ded devs are ded and pickering about trivial trash. You paid $10 or less and typically have hundreds of hours in-game. I'd like to know how many other games you pay for that have given as many hours and costed more. Get a reality check. Sit down. Think about how much money is pumped into marketing for other titles from big studios and what their player numbers are at or typically hours played. Millions of dollars pumped into marketing alone which far exceeds any actual revenue for the entire project, but people still like to draw comparisons... yep, well done. A lot of people like to think they have the secret magical answer to wave their wand and it's everything anyone ever could have possibly imagined, but the reality just isn't that. I know people will probably slam me, but they slam me anyway regardless. Bust our asses on a huge update monthly... slammed, what about X or Y? wen. Hype anything, get poked wen constantly, release, slammed... what about X or Y, do the devs even care. wen is X coming. Don't say anything, try focus on working. Slammed. Say something. Slammed. Stop with the negativity. Enjoy something, the amount of content is insane. The updates have for a long time have been huge and frequent. The update is yes taking a bit longer this time, no need to get out the pitch forks and abuse.
  2. 41 points

    Custom Ruleset Poll

    Officially confirmed for next update. Everything from my end is done with implementation of it. Just want to say, this is how custom rulesets should be handled. Everything about the process was done right. Documentation, discussions, changelogs and explanations. Thanks to everyone that provided feedback and to Rama for coordinating it all. I believe it addresses a lot of consistency issues while providing more solidified roles for weapons. By providing this contrast it makes the gameplay less flat/uniform overall. I think it'll give an improved platform moving forward. Another added bonus is that for the most part, the more casual players won't notice any drastic changes. A good step towards evolving the gameplay I think. Thanks again everyone.
  3. 41 points

    Reflex 1.1.0

    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
  4. 35 points

    Reflex 1.2.0beta

    Hey lads, So the long-lasting 1.2 is finally upon us! Quite a few changes have occurred! We'll be going in to beta for this one to ensure things are stable as a lot of things have changed under-the-hood. Custom Rulesets: Let's go through a bit of history Over the years people have given great passionate feedback about their balancing concerns. This has been both exciting to see and also a very fine line to walk as everyone has a different perspective. We started with just one "Reflex" and modified the game accordingly. After a while we split Reflex into two rulesets, "casual" and "competitive". This allowed us to have a "casual" version for new/casual players while keeping the high end play wrapped up in the "competitive" mode. After some time with this setup we wanted to try out different balancing options. We didn't want to just change the "competitive" ruleset around often for two reasons: it was used for competitions, and we wanted a standard known Reflex. So what we added here was an "experimental" ruleset which we could change more quickly without affecting things, and it would allow us to iterate faster with the community. This worked rather well, but it took up a lot of time. We only had a very small team, and it was easy to be spend a full day or more balancing / testing things. And while we were going through this, people wanted quicker turn-arounds, and different groups of people wanted to try different options. We needed another solution. From here, we went to "experimental plus". This idea of "experimental plus" was to allow the community to modify the games "experimental plus" ruleset themselves. We had different feelings about this. Allowing the community to try/test rulesets was fantastic, it was near-instant turn-around, and different groups could try different settings as they pleased. At the same time however, we were concerned people might break the game doing silly things. So we limited the "experimental plus" builds to a small group of players who were giving the most gameplay feedback. We kept it to this group only as the games presentation means a lot to us, we want to be seen & experienced in the best and most consistent way. So this catches us up to recent times. What's happened recently is the experimental plus build was obtained by quite a few people and they started tweaking the game as they desired. On one hand this was great to see and it had more people playing! On the other hand it was dividing the community and complicating the user experience with the requirement of special builds and servers. Ultimately it feels unfair as not everyone gets to play with it. We had some discussions / decisions to make. The last point release disabled the experimental plus build, and we continued our internal discussions. We had a lot of feedback in the discord which was great. We also had a lot of internal discussions about this. To us, modifying rulesets is people wanting "modding". While full modding is out of scope for us, it is an interesting way to look at it. At which point we pivoted and started to consider delivering the system in that fashion. So what did we do? Going with this new thought, we've integrated custom rulesets directly in to the game. You can now create a ruleset_fred.cfg in your game/ folder, and set a whole lot of variables in it to define your ruleset. This will allow you to "callvote ruleset fred", and correctly present ruleset "fred". Any client can connect & will have the ruleset correctly applied on their client. Rulesets will appear in the server browser so it's obvious what you're joining in to. We have also exposed the stakegun to the game constants, so people are able to play with this if desired too. The official matchmaking servers will continue to run the internal "casual" and "competitive" rulesets. But this will allow the community to update / refine their own rulesets & experiment as they have desired. New Weapon Skins + Curated Workshop: We have planned to add curated workshop support to Reflex for a long time. With 1.2 we have achieved this! Players can now create their own skins and submit them to the workshop to be voted on and ultimately added to Reflex. We've added an in-game forge where you can tweak & see live updates of your custom skin. Please check out the documentation provided here for how to create your own: http://www.reflexarena.com/documentation/forge/ We're greatly looking forward to see what the community comes up with! To prepare for this, all (non melee) weapons have been further optimised, uv'd and had full art passes in readiness for community skins. We have also added dozens of official weapon skins to be collected. As seen in other Steam titles, curated content that makes it into the game has the opportunity to earn the creator money from marketplace sales. We're also considering selling community group items directly on the store to help support their efforts. Purity checks / sv_pure: Purity checks essentially ensure people are running non-modified assets on their client. Such assets could include modified sounds, lua scripts, damage counting widgets, particle effects etc. The goal of this is to ensure an equal playing field for all parties. This is desired for high level play as obviously it is an unfair competition if one player is playing the stock game, and another is playing the game with lighting disabled + damage counters + armor timers + mega airhorn sounds + etc etc. So the big question is how should Reflex handle this. Internally we've discussed & tried quite a few different options / solutions. We started off with a solution which would simply prevent you joining the game if the server was set to pure mode and you had custom addons. This functionally worked but it required players to manually uninstall all their addons, which completely fails on usability. Extending this, we had Reflex hot loading/unloading assets as you join sv_pure servers / normal servers. This way the user can have all their addons installed, and it just hot-unloads them all for sv_pure servers. This was good, and we took it further by hiding sv_pure and associating it with the competitive ruleset. While functioning, this ran into further issues, where now the user has to maintain two HUDs. Their "normal" custom one, and a stock HUD. While implementing solutions to this, things really didn't feel right. A lot of what makes Reflex unique is customization. People love their custom huds, sounds, weapon packs, extra addons. The majority of these addons add to the game without pushing past the bounds of giving an unfair advantage. Just forcibly disabling all addons really fights directly with what Reflex is all about. At this point we discussed other solutions such as white listing (which was rejected as it's going to turn into a nightmare - both technically and socially). We discussed simply blocking certain assets being modified only in sv_pure. But really none of them fully work. At the same time, we didn't want to break all the addons in the workshop + force people to update things. So that pulled us back to the drawing board, we had a solid thought about what Reflex is. Really what it offers right now is great. Rather than coming along with a sledgehammer and totally changing things, we can take smaller steps to remove things people are doing we disagree with, and keep the entire ecosystem people have grown to love still functional. So the decision we came to was to prevent modification of several assets we deem core to the game. These include weapons, sounds etc. Armor, Mega respawn & fade sounds will be locked down, as part of this we've tweaked and increased the mega expire sound volume, as yeah it's been a little too on the subtle side. We recognise that a large portion of the community has been playing with reduced particles for a while now, and while we're not totally fond of it, it is very popular (top in addon workshop), so we'll be leaving that one alone for now. Also, we've restricted access to lm_clear inside the level editor as it was made for the level editor, NOT the game. To combat the "darkness" people are complaining about, we've increased the upper limit on the gamma slider. We'll also be hiding damage done (per weapon) during match to combat damage counting widgets. Ultimately, we want Reflex to be a fair environment to compete in, but we need to be careful to not to remove what makes Reflex unique. - Change log - Cosmetics: Luchador Head Lunk Head Knight Head Horned Head Goat Head Knight Torso Knight Legs Knight Arms Speed Legs Tech Shield Barricade Shield Berserker Shield Skins: Radiant Burstgun Winter Camo Burstgun Polygonal Burstgun Black Honeycomb Burstgun Neon Grunge Burstgun Radiant Shotgun Winter Camo Shotgun Polygonal Shotgun Black Honeycomb Shotgun District Shotgun Radiant Grenade Launcher Winter Camo Grenade Launcher Polygonal Grenade Launcher Black Honeycomb Grenade Launcher Scorcher Grenade Launcher Radiant Plasma Rifle Winter Camo Plasma Rifle Polygonal Plasma Rifle Black Honeycomb Plasma Rifle Neon Plasma Rifle Radiant Ion Cannon Winter Camo Ion Cannon Polygonal Ion Cannon Black Honeycomb Ion Cannon Unit Ion Cannon Radiant Rocket Launcher Winter Camo Rocket Launcher Polygonal Rocket Launcher Black Honeycomb Rocket Launcher Carbon Rocket Launcher Radiant Boltrifle Winter Camo Boltrifle Polygonal Boltrifle Black Honeycomb Boltrifle Prototype Boltrifle Mapping/Meshes: Abandoned Shelter (DP4) has had an official art pass tyre pallet garbage bag traffic cone more cable variations standard signage font bench Code: Implemented new menu flow Implemented crates Implemented skins Implemented forge Implemented custom rulesets Thumbnails now baked in game rather than generated on load (to reduce VRAM usage) Implemented texture streaming, r_texture_memory_stream_cache controls cache size seen as "Texture Stream Cache" in settings Custom rulesets: Added ability to load separate .cfg file for each ruleset (eg ruleset_frag.cfg) gconst_ cvar's now always exposed and attached to active ruleset callvote ruleset will report on client list of available rulesets Added gconst_stakelauncher_enabled cvar Added ruleset column in server browser Purity checks: Asset system will now (silently) ignore assets that are modified but not allowed to be Assets in internal_skins/weapons/* are not allowed to be modified Prevent megaspawn & megacooldown sounds from being modified Prevent armor pickup sounds from being modified .ttf fonts can now hot-update .wav files can now hot-update Game: Updated megahealth expire sound Accuracy / stats are now hidden from players during game Increased r_gamma range from 1.4 -> 3, to 1.4 -> 4 r_lm_clear / r_lm_build now only available in editor mode Known issues: Rare error in Menu.lua when opening last crate Visual clarity addon is being blocked when it shouldn't RL has visual issues in preview with r_mesh_quality 0 Speed legs cause issues on ragdoll/gib
  5. 33 points

    Reflex Monthly Cups

    Welcome to Reflex Monthly Cups Reflex has been in need of a more established competitive scene for some time. The goal of the Reflex Monthly Cups is to give those who have the drive to compete in duel the guarantee that their commitment will be rewarded. Our goal is not to provide two tournaments or ten tournaments, but to provide a sustainable framework for competitive and dependable Reflex duel tournaments that will continue as long as there is demand and people willing to organize them. Our target is to hold one tournament every two weeks, alternating between NA and EU, In other words: one duel tournament every 4 weeks for each region. RMC is a purely volunteer effort, but we will do our best to consistently meet our goal of hosting a duel tournament every 4 weeks for each region. Upcoming Editions Reflex Monthly Cup NA#4 Starting time : Sunday, April 1st, 2018 at 02:00 PM EST (UTC-5) Stream : https://www.twitch.tv/delementary Bracket : http://reflexmonthlycups.challonge.com/RMCNA4 Sign-up : http://challonge.com/tournaments/signup/nEzNTgDiiC Communication : https://discord.gg/cmNasKK Prizepool : https://matcherino.com/tournaments/9839 Reflex Monthly Cups EU#4 Start Time : Sunday, April 15th, 2018 at 5:00 PM CET (UTC+1) Stream : https://www.twitch.tv/tyronesama Bracket : http://reflexmonthlycups.challonge.com/fr/RMCEU4 Sign-up : http://challonge.com/fr/tournaments/signup/hWr05PUnFU Communication : https://discord.gg/P3UAvB8 Prizepool : https://matcherino.com/tournaments/9947 Custom Ruleset 2 Tournaments https://reflex.fun/cr2 Reflex Monthly Cup NA#4 Starting time : Sunday, April 1st, 2018 at 02:00 PM EST (UTC-5) Stream : https://www.twitch.tv/delementary Bracket : http://reflexmonthlycups.challonge.com/RMCNA4 Sign-up : http://challonge.com/tournaments/signup/nEzNTgDiiC Communication : https://discord.gg/cmNasKK Prizepool : https://matcherino.com/tournaments/9839 CR2 2v2 Cup Map Pool : Ironguard, Phobos, Thermal Blast. Rules : http://reflex.fun/rmc_rules#2v2 Start Time : Sunday, April 8th, 2018 at 5:00 PM CET (UTC+1) Stream : TBA Bracket : http://reflexmonthlycups.challonge.com/fr/CR2_2v2 Sign-up : http://challonge.com/fr/tournaments/signup/DY8kTGuhrW Communication : https://discord.gg/zUXuDcg Prizepool : https://matcherino.com/tournaments/9945 The 2v2 cup will be played on EU servers (London, Frankfurt) but registration is open to all regions. CR2 AU Start Time : Sunday, April 8th, 2018 at 4:00 PM AEST (UTC+10) Stream : https://www.twitch.tv/ztkfps Bracket : http://reflexmonthlycups.challonge.com/CR2_AU Sign-up : http://challonge.com/tournaments/signup/srOvxG5QxX Communication : https://discord.gg/zUXuDcg Prizepool : https://matcherino.com/tournaments/9943 CR2 JP Start Time : Sunday, April 8th, 2018 at 7:00 PM JST (UTC+9) Stream : TBA Bracket : http://reflexmonthlycups.challonge.com/CR2_JP Sign-up : http://challonge.com/tournaments/signup/FzWZABDPEF Communication : https://discord.gg/zUXuDcg Prizepool : https://matcherino.com/tournaments/9942 Reflex Monthly Cups EU#4 Start Time : Sunday, April 15th, 2018 at 5:00 PM CET (UTC+1) Stream : https://www.twitch.tv/tyronesama Bracket : http://reflexmonthlycups.challonge.com/fr/RMCEU4 Sign-up : http://challonge.com/fr/tournaments/signup/hWr05PUnFU Communication : https://discord.gg/P3UAvB8 Prizepool : https://matcherino.com/tournaments/9947 Registration Participants must sign up on challonge before the official tournament starting time : http://reflexmonthlycups.challonge.com/. Players must also join https://discord.gg/zUXuDcg on discord and ask for the RMC_EU/NA_Participant role in order to access the na/eu-cup-general channels where servers will be assigned on tournament day. On the day of the tournament, participants must check-in on the challonge page. Players will have a 1 hour window to check-in before the tournament begins. Each cup is limited to 32 participants, when full you should still register, you will be added to the waiting list and will likely make it in before the tournament begins Map Pool The Catalyst (http://steamcommunity.com/sharedfiles/filedetails/?id=608558613) Furnace (http://steamcommunity.com/sharedfiles/filedetails/?id=608417285) Pocket Infinity (http://steamcommunity.com/sharedfiles/filedetails/?id=609506884) Ruin (http://steamcommunity.com/sharedfiles/filedetails/?id=595872330) Simplicity (http://steamcommunity.com/sharedfiles/filedetails/?id=609501573) Tournament matches must be played on the official versions if the game is streamed, both players can agree to play on a clean version otherwise. Prizepool Current cap : $100 (for each single tournament) The prizepool cap will be increased if community donations allow it. Distribution : : 45% + Reflex Monthly Cup Shovel (In-game unique melee item) : 25% : 15% 4th Place : 7.5% 5-6th Place : 3.75% ($2.5 will be used at each edition to cover server costs). You can contribute to the prizepool by donating on Matcherino in the prizepool links above (supports paypal). Remember that the goal is sustainability. Donating small amounts regularly is more helpful than a single large donation. Thank you for keeping competitive Reflex alive! Rules Reading the rules is mandatory when participating in a tournament : https://reflex.fun/rmc_rules Previous editions -RMC NA#1 : Final Bracket - VOD - Replays - Prizepool -RMC EU#1 : Final Bracket - VOD - Replays - Prizepool -RMC 1st Editions Highlights : https://www.youtube.com/watch?v=D09-7wBvV2 -RMC NA#2 : Final Bracket - VOD - Replays - Prizepool -RMC EU#2 : Final Bracket - VOD - Replays - Prizepool -RMC 2nd Editions Highlights : https://www.youtube.com/watch?v=EE7IpHDVznw&feature=youtu.be -RMC NA#3 : Final Bracket - VOD - Replays - Prizepool -RMC EU#3 : Final Bracket - VOD - Replays - Prizepool Official RMC youtube channel : https://www.youtube.com/channel/UCt3JBOnzAk4WD1dgnHGOvJQ Official RMC challonge organization : http://reflexmonthlycups.challonge.com/ Reflex Monthly Cups --- Staff Head Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 Tournament Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 erad – joined 24.11.2017 Trial Admin(s) : bitstream – joined 20.02.2017 Server Admin : Ramagan – joined 01.11.2017 Public Relations : DazedSpartan – joined 01.11.2017 Goulox – joined 05.12.2017 Video content : cat_smoker (Highlights) – joined 09.01.2018 cupcake (Highlights) – joined 01.11.2017 lolograde (Highlights) - joined 01.11.2017 Zuluu (VODs) - joined 20.02.2018 RMC banners created by lolograde Original logo created by s.i. Volunteer Reflex Monthly Cups is looking for volunteers eager to help us improve the quality of these tournaments: Another Public Relations member who can advertise the cups on discord and other sites and platforms 2 to 4 additional tournament admins Additional Video Editor A tournament admin issues periodic announcements, reminders, and information throughout the tournament. Tournament admins are responsible for assigning servers for matches and managing the challonge page. They must be available throughout the tournament to assign servers as games are finished, as well as in cases where rules need to be enforced. The more tournament admins available for a tournament, the less the workload will be for each one. If you are interested in any of these roles, please contact @DazedSpartan#3488 on discord. Thank you!
  6. 28 points

    Proving Grounds

    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.
  7. 25 points

    Reflex 1.1.1 hotfixes

    Hello humans! (and other species so we don't offend) We've put together a bunch of hotfixes for you. There's more under the hood that accompanies these as usual, but you get the idea.. Code Carnage pickup sound is heard again (now clamped to 4 seconds -- ours is 3.7) cl_playercolorX is now blocked when not in menu cl_player<inventory> cvars are now blocked when not in menu Player name now flood protected Drop in support now preserves existing player states in arena games Fixed issue where in arena1v1, game would end if a playing player left (while there were queued people that could come in next round) UI/Widgets Added: MapAutoSave widget! Intervals and backup counts configurable in options Replay editor: now properly stays visible in edit mode Replay editor: can no-longer select spectators in replays Accelmeter: added race mode/training mode only options Proving grounds now includes on/off/both options (so now you can queue for both proving grounds and standard map pools)
  8. 24 points

    Custom Ruleset Duel Tournament [EU]

    Hi everyone, as some of you may know already, I've been working on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. Here is the full detailed explanation : http://reflex.fun/ruleset.html The goal of the ruleset is not to "divide" the community but to refine these changes and then to propose them to the developers. This testing is only temporary. I'll be hosting 4 tournaments on this ruleset : 09/07/2017 : Custom Ruleset Duel Tournament [EU] 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [JP] 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [NA] 02:00 PM EDT (01:00 to 02:00 for checkin) --- 18:00 UTC 23/07/2017 : Custom Ruleset Duel Tournament [AU] 05:00 PM AEST (04:00 to 05:00 for checkin) --- 07:00 UTC Players from all regions and skill levels are welcome in each tournament, servers will favor players from the original region ! How to play on the ruleset : http://reflex.fun/ruleset.html#Playing Changes from the current competitive ruleset : http://reflex.fun/ruleset.html#Changelog Custom Ruleset Duel Tournament [EU] Information : Date : 09/07/2017 Starting time : 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC Stream : https://www.twitch.tv/arenafps (Gilanguar + Delementary) Bracket : http://challonge.com/7fbmgb95 Sign-up : http://challonge.com/tournaments/signup/OFddSVQMqq Map pool : -The Catalyst -Furnace -Pocket Infinity -Ruin -Simplicity Prize pool distribution : : 50% + 1 Supporter Short Sword from @Jaguar : 25% : 18.75%4th : 6.25% Current total : 400€ You can contribute to the prizepool by donating to the following Paypal address, Please indicate in your message if it's for the NA, EU or JP tournament : guillaumeaj@yahoo.fr Donators : -Ramagan : 10€ -danfel : 10€ -lolograde : 80€ -hello! : 10€ -beat0n : 40€ -Anon : 10€ -uaedude : 118€ -Kyto : 12€ -FlabCaptain : 25€ -chortas : 10€ -FrAgGy : 14€ -tripats : 10€ -Pakho : 10€ -erad : 31€ -Alva : 10€ Rules : General : Join https://discord.gg/KkmVPWp on discord for communication Please use the same nickname on challonge and discord ! Be autonomous, contact your opponent, play your match, report the score on discord. Unsporting behaviour may be penalised. Match system : Winner's bracket matches will be BO3, grand final will be double BO3 (if needed). Loser's bracket mathes will be BO1, except the last two matches which will be BO3. Map picking system : Use the 'roll' command to determine which player drops first. (Player with the highest roll is the roll Winner) W: Roll winner L: Roll loser BO3 : Drop(L)-Drop(W)-Pick(L)-Pick(W) - The last map is the tiebreaker map (Maps are played in order of picks) BO1 : Drop(W)-Drop(L)-Drop(L)-Drop(W) - The map remaining is the map to be played Servers/non EU players : No unauthorized spectators will be allowed on the servers. Servers will be provided, most likely DE, NL and one Dallas server. (Players from different regions than EU are allowed, they'll however have to play on EU servers if facing an EU opponent, EU vs NA will be played on a London server, if the EU player has a higher ping than the NA player on the London server, a German server will be used) In case of a ping/server disagreement, a DE server will be used. Good Luck ! Admins : DazedSpartan Ramagan
  9. 21 points
    Hey everyone, here's a full race movie featuring top records on maps with weapons on them! I had a bunch of fun running these maps and editing this video, and I hope everyone can enjoy it as much as I did creating it. I'm open to any feedback/critique from anyone
  10. 20 points

    Reflex Monthly Cups

    I'm pushing a 1.1.2 expplus build to the expplus steam branch for this. This will allow you to use the custom ruleset on the 1.1.2 build. note: If you go this way, only the server will need the expplus branch, connecting clients just need to callvote ruleset experimental_plus Been sitting on it for a while with anticipation that 1.2 would beat it - but it doesn't look like that's the case. Please let me know if there are any issues setting up the expplus servers.
  11. 19 points

    Reflex 1.2.0

    Moving 1.2 out of beta, thanks to everyone for the feedback ! General Fixes: Fixed RL lod not working with skins Fixed Plasma lod not working with skins Fixed bolt rifle lod not working with skins Fixed issue where UI would crash when opening last crate Gamma now clamped at 2.7 when in menu (so menu is readable) Hid "buy (in store)" item in profile menu when selecting non-purchasable items not yet found in a crate Increased ui2EditBox/textRegion max length from 256 to 8000 so addon descriptions don't get truncated Main menu forge/map editor buttons now ensure sv_allowedit 1 is set Old replays using rulesets removed from game (experimental, experimental_plus, experimental_stake) should now playback as desired Gib explode directions should now be more consistent when playing back replays continously Removed 'blip' sound from menu.rep Forge: Fixed issue where UI would break when adding bogus values to text entry boxes Updated Reflex_Weapons.zip to include all base textures Added Digi Pink skin set Art: Fixed issue where Speed ragdoll legs crash the game Fixed previous optimisation pass which disabled several particles (such as steam, steam_lava etc) Fixed jump anim that was bugging out the arm Purity: Fixed issue where pak file assets were always taking precedence Visual clarity mod verified to work, as it should be Custom sounds now work too Custom Rulesets: Fixed issue where gconst_stake_enabled (and others) wern't properly reset when returning from a custom ruleset Fixed Crash in “map” with “sv_startruleset” used Fixed issues switching between two custom rulesets Custom ruleset are now always "based on" competitive. i.e. if you don't set a gconst, it will to default to what's in competitive. Exposed gconst_expose_timers_to_lua Exposed gconst_powerups_drop Exposed gconst_default_game_timelimit (keep in mind this will set to ALL gamemodes! don't specify if you want the default of different values per gamemode)
  12. 19 points
    We've had a lot of great feedback and extensive testing over the past previous months. We'd like to extend thanks to Rama and crew (sorry if you're in the crew and not named specifically, we have no way of knowing everyone involved, but we appreciate you just the same! Even just for playtesting (update!: here's the list of everyone!! https://reflex.fun/special_thanks.txt <3) for his work with his ruleset and hosting custom servers to make that all happen. The progression and documentation through all the iterations as well as theory behind all the changes are really what made it a comprehensive write-up. This is the result of months upon months of testing across a variety of skill levels. For the full write-up please see: https://reflex.fun/ruleset This is the gameplay changes moving forward and will obviously be part of 1.2, but we're providing this portion early so it can be used in competitions people are running. We loved being able to provide everyone in the community with the experimental plus ruleset, which internally we called more of a "sandpit" to let people play in. This was explicitly stated to be an exclusive testing and development circle in order to reduce noise and dilution among the community. Somebody has taken a massive shit in the sandpit and as a result it has now been removed. Reflex monthly cup melees have also been added and awarded to the winners. Congratulations to everyone involved with this cup, both the players and organisers/admins!
  13. 18 points

    Ishdm12 - Angarr's Gate

    Angarr's Gate FFA/CA map by Irish & promEUs [Workshop Link] Screenshots slightly outdated, will be fixed SOON tm
  14. 17 points

    Reflex Monthly Cups

    Done up some custom melees for the winners each month
  15. 17 points
    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.
  16. 16 points
    Hi All, I made a fragmovie and it's about Reflex Arena. Enjoy: Hasu.
  17. 15 points

    WRDM2 - Downfall

    Hi! This is another DM map I made. Have fun! Comments and critiques will be appreciated. Steam Workshop link Name: Instant Momentum [WRDM2] Type: DM Description: This is tight close-combat deathmatch map. Author: Ubuska Thanks for playtesting and ideas: D-X, w96k, Ivan/O, chortas Screenshots:
  18. 15 points
  19. 14 points

    Reflex Replay Helper

    Hello, I created a software to make it easier to download and play latest replays from official match history web site. You can download and play replays with only 1 click, it takes care of downloading, copying it to the replay folder and starting Reflex and playing the replay automatically. So downloading and watching replays becomes almost a delight. I am thinking of adding some filtering options for the downloaded replays in the future. A small note: since the official match history web site is a little bit slow, it takes a little bit of time to load/refresh the list of recent online replays. Download link: http://bit.ly/2rjF4qC (redirects you to my Dropbox shared file) Source: https://bitbucket.org/ZuLuuuuuu/reflex-replay-helper A screenshot:
  20. 14 points

    Reflex Monthly Cups

    Reflex Monthly Cups Player Profiles (EU) : Vigur RMC EU#1 - 2nd Place RMC EU#2 - 3rd Place Player Profiles is a fun project that allows us to learn a little bit about our fellow competitors. These interviews give an interesting look at the best duelers competing in Reflex Monthly Cups. Vigur 1. Could you share a little about yourself? (Gaming background, IRL hobbies, job/studies, etc.?) Hello, my name is Hardi, im 21 and i hail from Estonia. I finished serving in the army last year and currently work in forest maintenence (The gist of it being just cutting down trees with a trimmer). My first arenaFPS game was Quake Live. I was introduced to it by my brother when it was still in open beta. Played it on and off for a few years until i started Reflex. 2. What's the story behind your in-game nickname? No real story to it, started using it at some point because it sounded short and nice. Its an estonian word which is kind of hard to explain but the word itself should translate to mischievous or frisky ;). 3. How long have you been playing Reflex? (Hours according to steam? First played when?) As of writing this, steam says ive put 700 hours on reflex. I believe i got a firsthand experience of the game in 2016 but started to really get into it in 2017 4. What do you think defines your playstyle? Your strengths and weaknesses? It depends on how i feel and who im up against. Whenever possible i like to have my opponent be the aggressor, since its easier to deal with when you expect him or know where hes coming from. 5. What are your settings (dpi, sensitivity, resolution, fov) and hardware (mouse, keyboard, monitor)? 800 dpi, 8.25 ingame sensitivity (24cm/360), 1920x1080 resolution, 103 fov. Hardware: zowie fk2, random logitech keyboard, LG 24GM79G 6. If you could add/change only 1 thing in Reflex, what would it be? Cant think of any new cool feature so i would just add a new duel map that people would actually start playing 7. Why do you think Reflex isn't more popular? There are already a small number of players playing games like this and those that do are usually loyal to one game. 8. Do you have any advice for new players? Find a player you like to play against or someone equally skilled to practice with. 9. Are there any specific Reflex players you enjoy spectating or playing against? Any rivals? Ive had some fun games with Ivan O and czm is always interesting to play with. There are people id like to beat but i dont consider anyone a rival. 10. Could you, in a few words, tell us what you think of the strengths/weaknesses of each of these players: Vigur, Czm, LKO, Luftwaffel, and Danfel? Ramagan - Hard to break his control, decisive, experienced. czm - Times mega :D. LKO - Gives up too soon. Luftwaffel - Patient, all around good player . Danfel - Plays well when levelheaded. 11. Are there any non-Reflex players you'd like to see starting playing Reflex? Pretty much all of the quake pros. If id have to choose one id love to see ddk play the game again. 12. What do you think of the Reflex Monthly Cups so far? Anything that could be improved on? Taking the playerbase and the amount of people behind it into consideration then i think its going swell enough. 13. What melee/player cosmetics are you currently rocking? My trusty morningstar and owl head. 14. Favorite "frag" or "defrag" movie(s)? Favorite fragmovie: Cypher Cypher Cypher (https://www.youtube.com/watch?v=wY3LZ6Wh0yM) favorite defrag movie: A Journey? (https://www.youtube.com/watch?v=uozFX0MX1Cc) 15. ESREALITY: Cancer or benefit to all mankind? PlusForward (>,<,=) ESReality? I prefer esreality, can get a good chuckle out of it. 16. Anything else you'd like to share? Shoutouts or whatever you want. I have always been a firm believer of respecting the Paco. Thank you to Vigur for taking the time to participate in Player Profiles! Good luck to him in RMC EU#3 this Sunday and respect the Paco.
  21. 14 points

    Replay Editor Guide

    Here's a brief guide to Reflex's replay editor. (FULL DISCLOSURE: I am not an expert. If I've explained something inaccurately or poorly, please let me know.) BEFORE YOU BEGIN EDITING 1. Bindings: You can find all the useful Reflex Replay Editor bindings through the menu --> Options --> Bindings. Use the drop down menu to select Replay Editor: 2. Config: Before you start, always take a few moments to make sure you've got your config the way you want it. Graphics settings, FOV, weapon offsets, force enemy colors, frame rate, depth of field, HUD details, etc.! It is extremely frustrating to start a big project, get half way through, and realize there's an issue with the config. So it is worth a little patience to test out your config before you start! 3. Disk Space: If you plan to use Reflex's re_export function, make sure you have enough disk space. Re_export essentially produces an image sequence, individual PNG image files for every frame you export, which you will eventually want to combine into a video file. Think about it this way, if you export 5 seconds at 60fps and each image is 1MB (at 1080p resolution), that's 300MBs for just a 5 second clip. If you're planning to make a movie longer than 5 second, please keep that in mind! USEFUL CONSOLE COMMANDS The Reflex Files wiki page has a useful list of these console commands located here: http://wiki.reflexfiles.com/index.php?title=Category:Replay_Command. Some are out of date (like re_showtimecode is, sadly, no longer a working command), but most should still be active and working. With the addition of the new Replay Editor HUD, many of the console commands do not need to be used. However, there are still some commands that you won't be able to find on the HUD that may be useful to note: re_set_angle: Used to set camera angle rotation. First set your keyframe and then, without moving from the keyframe, use re_set_angle to update the keyframe's camera angle. re_set_fov: Used to set camera field of view. First set your keyframe and then, without moving from the keyframe, use re_set_fov to update the keyframe's camera FOV. re_export_frame_rate: Used to set the number of frames per second exported. r_depth_export_scale: Used to set how far the depth of field image sequence looks. See Nathan's Depth of Field tutorial for more details. LOADING A REPLAY 1. Lower the console with ` (tilde) and type "play <replay file name>" (without the quotations). For example: 2. When you load a replay, you'll notice that the "timeline" is filling up. That means it is loading. You won't be able to drag the timeline further than where the replay has loaded to. For a 10minute replay, it may take 20-30 seconds to fully load. REPLAY EDITOR HUD 1. MODE: This button lets you toggle between the "EDITING" and "WATCHING" mode. EDITING mode is what you use when you want to make a third-person camera which moves (this is explained in more detail in the "CREATING A SIMPLE CAMERA" section). WATCHING mode is when you are either just watching (duh) or when you actually want to EXPORT. 2. SAVE: I believe SAVE lets you save your camera work. So when you reload the replay later, you can still see the camera path and keyframes you've added to the replay. 3. REPLAY CONTROLS: The outer two arrows (double arrows and bar) are for previous/next keyframes, the second and fourth arrows (single arrows with bar) are previous/next frame, and the middle is play (re_speed 1). 4. MARKERS: If a replay has markers, you can scan to these with PREV or NEXT. 5. EDIT KEYFRAMES: When you want to create a third-person camera, these buttons are the key! ADD and DEL are pretty self-evident. You can use UPDATE to change the placement/angle of a keyframe ONLY if you're at the current keyframe in the timeline. 0 ROLL resets the camera roll angle. RESET, I believe, clears your keyframes. 6. PLAYERS: There's a drop down menu that lets you select which POV you want to view. If you're in WATCHING mode, simply select the player's name and then select ATTACH. If you're in EDITING mode, then selecting DETACH will let you move the camera freely around so you can do some camera work. 7. EXPORT: The START button starts the exporting process. It will export at the framerate determined by the console command re_export_frame_rate. It will also export depth-of-field images (as a separate image sequence). It will export the number of seconds (game time) you've selected in the drop down box. If you want to export some alternative number of seconds, you would need to use the console and type "re_export <seconds>" (without the quotation). For example: re_export 11 8. SECONDS: A convenient way to set the number of seconds you want to export. KEYFRAMES Keyframes are essentially "key" frames that determine a camera's path. By adding a keyframe, you're telling the game to have a camera at whatever given point-in-time, place, angle, and/or fov that you're currently at. Then at a different point in time and place, you may set another keyframe. The replay editor will then linearly interpolate (or "lerp") between the two points (time, position, angle, and fov) to make the camera's movement look smooth. How these keyframes are used to create a camera path is demonstrated in the video below, "Creating a simple camera in Reflex Arena's replay editor". IMAGE SEQUENCES Once the exporting is completed, you will have a new folder in your Replays folder named the same as the replay you're exporting that contains the image sequences. There will be a folder called "colour" for all the normal, color images. If you've also selected DEPTH, there will be another folder called "depth" which contains the depth of field image sequence. You will need some software to combine the image sequences into a movie file. I believe there's quite a few out there but a free, easy to use program that I prefer to use is VirtualDub. To do this with VirtualDub, open the first image in the image sequence folder, colour or depth (File --> Open Video File), set the desired frame rate (Video --> Frame Rate), and then "Save As AVI". NOTE: Keep in mind that VirtualDub does not compress the images at all! It simply combines the images into a sequence in the AVI file format. Therefore, the AVI file size should be at least as big as the sum of all the image files which, depending on the length and resolution of the images, could be multiple GBs in size! AUDIO Unfortunately, I do not believe Reflex Arena's replay editor can currently export audio clips with the image sequences. Getting the audio will need to be done separately from the EXPORT process. To accomplish this, you'll need to play the replay at whatever speed you're exporting at (e.g., 25% speed or re_speed 0.25) and capture the audio with some capture software like Dxtory. REPLAY EDITOR BASICS <Video coming soon of basics of loading replays, using HUD, moving camera, exporting, etc.> CREATING A SIMPLE CAMERA CREATING A CAMERA WITH CHANGING FOV DEPTH OF FIELD Nathan (of ArenaFPS) has a great tutorial on using Reflex's depth-of-field function. You can see that here:
  22. 14 points
    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
  23. 14 points
    My first YouTube video. Enjoy
  24. 13 points

    Custom Ruleset Poll

    I like this thread.
  25. 13 points
    i think most of the people posting here are doing so because they feel that the quality of the product that TP delivered is worthy of more appreciation. the abusive people are a small minority of people (that would exist regardless of what was actually going on). most of the comments here are essentially "reflex is awesome, why dont more people play it and how can we change that" which is fundamentally different from "reflex is shit, what do we change to unshit it". anyway, just thought id offer some words of encouragement as its always sad to see developers frustrated and angry etc.
  26. 13 points
    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.
  27. 12 points
  28. 12 points

    Post your WIP screenshots!

    but what IS it? Here's some test I posted in the discord the other day
  29. 12 points

    WRDM1 - Instant Momentum

    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 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:
  30. 11 points

    SushiFlex Mapping Competition

    Important Dates: March 31st ||| Submission Deadline April 12th ||| Judging Deadline [Grace Period] April 12th - April 15th April 15th ||| Community Vote Begins April 21st ||| Winner Announced Hey, the SushiFlex guys are hosting a mapping competition in our continued effort to bring a more diverse and accepted map pool to Reflex. Submit Your Entry Donate to the Prize Pool This competition is a map layout competition for 1 versus 1 (duel), so do not be worried about art. Depending on how this competition goes, we will host more mapping competitions in the future for different modes. Competition Process: Contestants will have thirty (30) days to complete their map layout. Judging will begin immediately after and continue for ten (10) days. Map voting list releases and a three (3) day grace period ensures. A potential tournament will be held with the map pool being the map voting list during this grace period. Community voting begins once the grace period ends and will continue for seven (7) days. The winner will be announced within a reasonable time frame after voting closes. Submission Requirements: Map must be capable of one-versus-one deathmatch (duel). You may submit up to 2 replay files with your submission (if possible , please send us SushiFlex ruleset replays!) Existing maps may be submitted as long as they were submitted to the Steam Workshop no earlier than January 1st, 2018 00:00 GMT. Multiple entries are allowed, but only your highest scoring entry within the initial judging process will be able to place. Judging Process: Judges will initially weed out any maps that are unanimously deemed poor / incomplete. Judges will then grade the remaining maps on multiple categories using the Sushi Rating Scale (SRS). Judges also will provide a short reasoning for their score as well as may provide potential feedback on the map. SRS - Sushi Rating Scale: ⬥⬦⬦⬦ - Low Quality ⬥⬥⬦⬦ - Average ⬥⬥⬥⬦ - Above Average ⬥⬥⬥⬥ - High Quality Community Judging: The community will then be able to vote on the top entries rated by the judges. Community members will be able to give an overall score to each map within the pool using the SRS. Selecting the Winner: Final score is calculated by: (0.6 * average judge score) + (0.4 * average community score) If a tie develops between the top 2 entries, the judges will reassess both maps. If a tie is developed between the second and third place entries, both maps will be awarded the second place prize. Prize Pool: First Place 40% of Matcherino Prize Pool 120 Sharqcoin within the SushiFlex Discord. Map is added to the SushiFlex Official Tournament Map Pool for the next available tourney and has the potential to remain within it. Second Place 20% of Matcherino Prize Pool 80 Sharqcoin within the SushiFlex Discord. Map is added to the experimental SushiFlex Tournament Map Pool. Third Place 20% of Matcherino Prize Pool 50 Sharqcoin within the SushiFlex Discord. Honorable Mentions 25 Sharqcoin Submission: https://matcherino.com/tournaments/10027/participants Click join and you will be asked to fill out a form and submit your entries! You may only join once so be sure everything is correct. If an error is made send us a message here or on discord and we will clear your entry and you may re-enter. Donating to the Prize Pool: We are doing crowdfunding for the prize pool via Matcherino! It would be awesome if you donated to allow us to not only reward our winning entries but our judges as well. Donate Here: https://matcherino.com/tournaments/10027/description Information: Ask in the thread for more information or share your concerns. Judges receive the remaining 20% of the prize pool. Our Discord: https://discord.io/sushiflex
  31. 11 points

    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
  32. 11 points

    [1v1] xy7 - Battery

    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:
  33. 11 points
  34. 10 points

    Reflex Arena on Plus Forward

    Hello! For people who don't know about it, Plus Forward is a community website dedicated to ArenaFPs. It is quite a comprehensive platform for people to gather information about such games : you can post news, articles, guides, movies, etc. On top of that, there is a database of tournaments and matches with a nice looking interface. So, I think this is an awesome place to gather content about reflex. That's why I decided a while ago to add more content and to keep the reflex part of the website updated, as other players did before me. I think publishing content about the game this is a good way to keep it alive, to raise the interest and motivation for players. You have a game filter on the website so that you are able to display only the reflex related data in all categories : https://www.plusforward.net/reflex/ (you can also create an account, and select your games preferences, as well as other parameters such as theme) Here are some examples of the pages you can find : Guides : https://www.plusforward.net/reflex/guides/ Movies : https://www.plusforward.net/reflex/movies/ VODs : https://www.plusforward.net/reflex/vods/ Events : https://www.plusforward.net/reflex/events/ Matches : https://www.plusforward.net/reflex/matchlist/ Players profile : for example Vigur's one https://www.plusforward.net/player/1800/Vigur/10/Reflex/results/ Rankings : https://www.plusforward.net/reflex/rankings/10/Reflex/24/Duel/ : pretty cool. it gathered the data from all reflex matches logged in the website (but only displayed active players with 5 or more matches) Participate in tournaments, and make it grow ! The tournament pages contains lots of info : participants, rankings, challonge brackets (integrated), matches, statistics (about maps, but it requires accurate matches results logging ) For example, this is from the last RMC cup page : So don't hesitate to visit this website to keep updated with reflex intense activity , and to give feedback. I think we could gather in this website some more old content also, like videos & guides, as it is done here or also on this thread : ---> If you want to help contributing to the site : news & articles writing, logging stuff, correct a mistake, share some content, or whatever feel free to contact me on discord : @goulox#6374. Any ideas are welcome to improve. cheers!
  35. 10 points
    To celebrate the launch of this series I will be hosting a newbienight Sunday, March 18th! Information : http://forums.reflexarena.com/topic/4729-reflex-newbie-night-announcements/?do=findComment&comment=36884 Reflex itself is an extremely hardcore game, and yet we have such a great new player friendly community. It's something special to have both, and our responsibility to maintain that by investing in future competition and future competitors. These tutorials have been a long term project of mine where I've tried to incorporate everything I've learned from teaching players into a compete series that will give all the guidance necessary to become competitive at Reflex in a short period of time. Thank you to all the new players who indirectly (or directly) helped out with this series. Watching you guys improve at Reflex has been a ton of fun for me. This series is split into [Basics] and [Patterns] sets. Since the goal is providing the best tutorials possible, I will be releasing them in groups so I have the ability to improve the later videos based on feedback. [Basics] [Reflex Basics 1] Getting Started in Reflex [Reflex Basics 2] Introduction to Duel [Reflex Basics 3] Basic Item Play [Reflex Basics 4] Factors that Determine Fights [Reflex Basics 5] The Secret to Improvement [Patterns] [Reflex Patterns 1] Things that Matter in Duel [Reflex Patterns 2] All Starting Spawns [Reflex Patterns 3] The Catalyst Guide [Reflex Patterns 4] Pocket Infinity Guide [Reflex Patterns 5] Furnace Guide Link to Playlist : https://www.youtube.com/playlist?list=PLoszoDtQjpErdTa8k21We228JOwZnkhRV Feel free to ask me any questions on discord and I'll answer as soon as I can - DazedSpartan#3488. If you are a new player, add me on steam and I will help matchmake you with other new players to play- http://steamcommunity.com/profiles/76561198042185286 I encourage competitively minded players of all levels to participate in Reflex Monthly Cups- Most importantly: play more Reflex!
  36. 10 points
    Probably an unpopular opinion, but I think the game should prioritize on player experience over viewer experience. It's obvious at this point that Reflex won't be the next big thing in eSports, so maybe stop treating it as one. Loosen it up from areas where the strictness of competitive ideals takes precedence over fun, properly finalizing stake launcher as a core weapon would be a good way to start in my opinion. Perhaps add some variety to map scale and the way items are distributed, two megas, two reds, only two yellows, one mega-one green.. one rocket?.. have some experimentation with taboos like these.
  37. 10 points

    Feature Request: REPLAY BROWSER

    Dear Turbo Pixel Studio Gods: I humbly request a built-in REPLAY BROWSER for Reflex Arena. It would be nice to be able to search all replays in your replay folder(s) and be able to select/play them that way (without needing to copy files names and paste into Reflex). It would be especially nice if you could select a replay and it would preview some of the replay details like: map, mode, player(s), scores(s)/time(s), etc.. In the event the devs are spread too thin, perhaps the replay file system can be exposed in LUA and those in the community with the skills can create a browser? Somewhat related: It would also be very nice to have the option to download the game replay immediately following the completion of a game. Perhaps there could be a "DOWNLOAD REPLAY" button on the end scoreboard?
  38. 10 points
  39. 10 points


  40. 9 points

    Shooter's AMA (19 January 2018)

    I've done my best to select tidbits from Shooter's impromptu Ask Me Anything ("AMA"). Obviously the devs are still working hard on 1.2 so give them respect and flexibility. I don't think anyone should hold everything said as rock solid but this is just a glimpse of what the TPS devs are working on. I've added some NOTES in brackets throughout where I thought more context was needed but did not want to post a ton of Discord comments to do so. 1.2 wen? GoaLitiuM - Last Friday at 4:45 PM :wave: is it time shooter - Last Friday at 4:46 PM haha not yet but it's slowllllly getting there so many loose ends in this build About shooter's avatar Skytoon - Last Friday at 4:48 PM What's the story behind your profile picture shooter - Last Friday at 4:48 PM My profile picture is awesome :smiley: googled it many years ago - stuck with it About the Reflex movie (name TBD): GoaLitiuM - Last Friday at 4:48 PM how was the movie shooter - Last Friday at 4:48 PM the movie was good man, i think gamers will dig it :smile: shooter - Last Friday at 5:37 PM Pretty insane seeing Reflex on the big screen shooter - Last Friday at 5:37 PM Not exactly what we had in mind when we started the game :smiley: It's humbling shooter - Last Friday at 5:38 PM Outaimed isn't bad too :smiley: It's up to @CaNi & his crew ultimately :smiley: Send your votes his way :smile: About sv_pure shooter - Last Friday at 4:49 PM adding some sv_pure'y stuff which is taking a bit, but i want it done cleanly shooter - Last Friday at 4:59 PM the svpure stuff is quite clean shooter - Last Friday at 5:00 PM (so far :)) Volume - Last Friday at 5:00 PM Just for mm, right? :^) shooter - Last Friday at 5:00 PM It's for competitive ruleset :smiley: shooter - Last Friday at 5:01 PM They [NOTE: timers, other lua, etc.] will still work in casual/experimental/race etc. shooter - Last Friday at 5:02 PM People are begging for a competitive mode, they want a consistent platform to compete on. This is what competitive ruleset is. Volume - Last Friday at 5:04 PM Ruleset discussions are not for shooter AMA hours! @shooter are custom sounds allowed or no shooter - Last Friday at 5:04 PM atm, nay shooter - Last Friday at 5:14 PM All the custom huds / assets will still work in casual mode (including through *MM)(edited shooter - Last Friday at 5:17 PM People are going to abuse any system out there. Expecially in such a competitive environment. Doesn't really surprise me that big game companies have huge ban waves now and then(edited) Volume - Last Friday at 5:43 PM Is r_lm_clear allowed in sv_pure shooter - Last Friday at 5:43 PM haha Volume :smile: That's going to be a fun one isn't it shooter - Last Friday at 5:44 PM r_lm_clear was made for the editor! shooter - Last Friday at 5:44 PM It is definately not intended. [NOTE: Some banter in chat about using r_lm_clear for regular play. He means r_lm_clear is not intended for regular play] shooter - Last Friday at 5:45 PM use r_gamma shooter - Last Friday at 5:45 PM game looks horrid without them shooter - Last Friday at 5:46 PM every time i see a stream with no lights, sun, fog (i said it :p), lighting, effects, particles turned off.. omg, i die inside r3x - Last Friday at 5:49 PM shooter, im just going to say this about any pure "locks" you are planning on doing- its gonna be extremely unpopular, alot of people dislike sparks,particle effects, darkly lit areas, etc. The default hud is ugly as shit(sorry!) one of my fav things about reflex is how much you can customize, and im fairly sure im not alone, so please don't reduce the playerbase to even lower levels simply cause you like your hud shooter - Last Friday at 5:54 PM @r3x I'm always open to constructive / respectful feedback. The flip side is there competitive ruleset is far from an even playing field. People are using damage tracking widgets, playing with full bright setups, particles disabled. It's not fair at all. Competitive is supposed to be an even playing field. Players want an even playing field. It's been said & heard over and over. So what we do we -- we can either disable lighting / particles / everything for everyone. Or on the flipside, we can force everyone to use extreme particles & dark lighting. I think something in the middle is best, but It needs to be standardized at the competition level. Reflex was designed with visibility in mind, it's already clear, high contrast etc. I'd rather fix the "ugly as shit" HUD so it's good for everyone. I quite like it tbh, if you have suggestions on how it can improve, feel free to send them. Sharqosity - Last Friday at 5:55 PM I thought sv_pure was for tournaments only? If I want to play some practice matches on competitive, I don't want to be restricted to low fps and default hud shooter - Last Friday at 5:55 PM @Sharqosity it wont' restirct you to low fps. You still have all the in-game options Volume - Last Friday at 6:18 PM @shooter is weapon offset allowed in sv pure shooter - Last Friday at 6:18 PM yes shooter - Last Friday at 6:18 PM all in-game settings are Owl Ragnar - Last Friday at 6:20 PM last requesty thing, if we're gonna get pure, can we get a better crosshair widget as default? so we dont have to config fuck shooter - Last Friday at 6:21 PM @Owl Ragnar put something together please :smiley: and show us, IIRC the default crosshair has several settings, they're all not okay? shooter - Last Friday at 6:28 PM i'm standing by the sv_pure About draw distance lolograde - Last Friday at 4:49 PM @shooter any chance of draw distance being expanded? shooter - Last Friday at 4:50 PM @lolograde it hurts perf, it also causes more Z fighting closer to camera... lolograde - Last Friday at 4:50 PM could it be turned off for just re_export, @shooter ? since perf is not an issue then shooter - Last Friday at 4:50 PM you can't just turn it off :smiley: it's how the math works :smile: lolograde - Last Friday at 4:50 PM oh dang shooter - Last Friday at 4:50 PM it's not like i just added it for fun haha shooter - Last Friday at 4:51 PM you can do crazy things like two scene renders and composit them :S but that's kinda mad GoaLitiuM - Last Friday at 4:51 PM reversed-z? shooter - Last Friday at 4:51 PM ah goat knows this stuff aye About MM ladder seasons Skytoon - Last Friday at 4:51 PM @shooter is there a reason the seasons aren't automated? shooter - Last Friday at 4:51 PM @Skytoon we are talking about exactly this.. but shh :smiley: LKO-,- - Last Friday at 5:02 PM @shooter any plans for MM season rewards or other ways of incentivizing people to keep playing ladder? shooter - Last Friday at 5:02 PM I think Skytoon hit that nail on the head before. @LKO- Owl Ragnar - Last Friday at 5:47 PM @shooter I'll be cheeky and throw in a question - any thoughts about how long seasons are gonna be and what kind of revamp you are looking at? (dont know how much you can say other than the vague answer you gave lskytoon) shooter - Last Friday at 5:48 PM @Owl Ragnar We have cool ideas -- i don't want to promise anything though at this stage. 1.2 has taken so long, hopefully it's received well, and we can grow things further from there. About rulesets (Ramaflex v. Sushiflex) and exp_plus ruleset shooter - Last Friday at 4:53 PM Yeah there's a lot of rulesets going on now as people are getting access to expplus build... Really not sure how i feel about it. I like it to be known that when you play Reflex -- this is what you get. shooter - Last Friday at 4:53 PM I also like letting people mod stuff though too -- so yeah, kinda thinking/watching this space :smiley: [NOTE: There was some banter about which ruleset would be adopted. Then shooter responded as below.] shooter - Last Friday at 4:56 PM The ruleset was done in the 1.2 branch months ago shooter - Last Friday at 4:56 PM It was discussed on forums shooter - Last Friday at 4:57 PM It's very hard to please everyone :smiley: Which is a big part of why i put expplus out in the first place :smiley: shooter - Last Friday at 5:08 PM Warlord ruleset discussions have been made & decided on forums, Electro took care of it. I don't want to step on his toes at the moment. Newborn wanted the guns to be useful in Reflex IIRC. If we want to take gameplay discussisions further i'd prefer it on the forums where the original discussion took place! shooter - Last Friday at 5:09 PM I'm still undecided if exp_plus will live the day in 1.2 :smiley: About movement changes shooter - Last Friday at 4:54 PM chaging movement is dangerous! the old 0.37 taught us all this :smile: shooter - Last Friday at 4:54 PM I'm realllllly not in a hurry to change movement :smiley: Warlord Wossman - Last Friday at 4:55 PM yeah movement was changed in 37 for ctf but nobody plays it and the other one feels better for combat :> shooter - Last Friday at 4:55 PM It was changed in 37 yes, it was changed a lot of the way back towards 36 in 37 minor updates too. About steak (sic) gun Volume - Last Friday at 4:57 PM Any news on stakegun? shooter - Last Friday at 4:58 PM Not really unfortunately - it's still there in exp_steak or whatever it's called :smiley: Soh - Last Friday at 8:49 PM does anyone know if stake still has the tele glitch where u come out and ur stuck' @shooter shooter - Last Friday at 8:50 PM steak in the face (i don't know :p) About borderless windows, resolutions GoaLitiuM - Last Friday at 5:04 PM wen borderless, resolution scale? shooter - Last Friday at 5:05 PM directx 11 IS fullscreen borderless always AFAIK?? use console to release mouse? About new cosmetics Volume - Last Friday at 5:06 PM Shooter I know the cosmetics aren't your department per se but are there any that you're particularly excited about?(edited) shooter - Last Friday at 5:08 PM @Volume new cosmetics are great :smile: shooter - Last Friday at 5:08 PM I dig them About new hires, volunteers, and community work shooter - Last Friday at 5:09 PM We can't hire anyone, i don't even pay myself lol #indiedev shooter - Last Friday at 5:10 PM The question of help comes up a lot. I really admire it, and it's a lot of the reason we put effort into map editors / scripts / exp_plus etc. About greater access to Reflex's code for community GoaLitiuM - Last Friday at 5:10 PM just give us all the power to tweak the rulesets, they are very useful in private games too shooter - Last Friday at 5:13 PM @GoaLitiuM As for editing the core game code, it makes things a bit harder. Expecially when it turns things in to security, IP ownership etc. It is a buisness, I am liable if it gets sued. It's something I've thought about a lot over the years. It still really doesn't have a good solution/answer. It's interesting/curious to see Unreal making a difference here (this is the first time i've seen a big company take diffs from the open world) -- I like what they're doing, i'm unsure of the legailities / logistics. Puma - Last Friday at 6:28 PM shooter hire goa & kyto pay them in supporter weapons Volume - Last Friday at 6:29 PM No, just ask them if you can put their Huds in the game They'll say yes. Give them a shovel or something. Lol shooter - Last Friday at 6:29 PM We've done this before, can talk to them in private about it. shooter - Last Friday at 6:29 PM I like the idea of improving base game for everyone. About Discord integration GoaLitiuM - Last Friday at 5:12 PM any thoughts on discord integration? like voice and chat but also inviting people into games via discord shooter - Last Friday at 5:14 PM @GoaLitiuM we were in talks ages ago about discord integration. But we talk about a lot of things :smiley: Talk is easy, integrating to production ready is less easy :smiley: About Discord channel, mods, behavior, etc. shooter - Last Friday at 5:19 PM Oh, someone commented about EU mods before -- Yeah we need more mods. And yes this discord needs to be nicer :smiley: shooter - Last Friday at 5:19 PM I don't really see a lot of the chat (it's when i'm sleeping / working), but ... yeah shooter - Last Friday at 5:21 PM CoC is there for reason. It's a place to come and talk, and be nice. Treat someone as you would in real life really. shooter - Last Friday at 5:21 PM And treat the mods with respect! They have a hard job, and we're all greatful for what they do About MM map selection system Volume - Last Friday at 5:29 PM @shooter one last question, is aerowalk going to still be in the map pool, and will the "pick 1 of 3 maps" still be the method of map selection? shooter - Last Friday at 5:30 PM @Volume I think it works well? Embarassing logs, tbh Skytoon - Last Friday at 5:30 PM @shooter was it you or Erectro that had the blessing of working on the Shrek karting game shooter - Last Friday at 5:30 PM haha @Skytoon how do you know about this :smiley: shooter - Last Friday at 5:31 PM Hey I even worked on a Barbie game :smile: lolloll shooter - Last Friday at 5:32 PM We did a scooby doo game too, 3d person platformer. That was fun :smiley: shooter - Last Friday at 5:33 PM :smiley: Software engineering is my day job Linux support erad - Last Friday at 5:41 PM 1.2 linux support [NOTE: picture of a Linux penguin holding RL on Sanctum ] shooter - Last Friday at 5:41 PM Making a picture is easier than porting it :smile: shooter - Last Friday at 5:42 PM I use my mac a lot, but yeah, Reflex is staying on PC. About r_sun and Reflex performance shooter - Last Friday at 5:49 PM r_sun was added for people with verrrry low end machines. In all honestly, i'm not sure the game needs the option now. It really should always be on IMHO. shooter - Last Friday at 5:50 PM my 780ti is like 4 years old, runs fine there shooter - Last Friday at 5:57 PM my 4gig i7 (it's like 3rd gen, maybe) + 780ti rocks high everywhere, tbh I turn on HBAO+ on top too(edited) shooter - Last Friday at 5:58 PM I don't have a fancy 120hz/144hz monitor :frowning: I have a 30" Dell which is so good for dev work i can't part ways with it :smiley: Yeah ctf does stuffer a bit, expecially on huge maps That's fair :smiley: [NOTE: not sure what shooter was referring to here. Maybe another comment but I left it in.] About the internet (and Reflex community reaction) shooter - Last Friday at 6:01 PM This is the internet, people always overract! :smile: About feedback (general) shooter - Last Friday at 6:15 PM It's easy to shit-cann anything or anyone. Actually building/showing something is the hard bit :smiley: We're going to run in to a lot of this I think with the pure changes. Create a forum post, show before/afters etc, and this will help us all understand & get on the same page. If we just say "that's shit fix it", it really doesn't help. About race mode lolograde - Last Friday at 6:21 PM @shooter is there going to be an official race leaderboard? Race mode needs love! shooter - Last Friday at 6:22 PM It does need love About the sound engine and sounds in general Volume - Last Friday at 6:36 PM @shooter can you give us any sneak peak insider info about any upcoming changes to the sound engine or directional sound in general? shooter - Last Friday at 6:37 PM not yet coz there aren't any :smile: lol... As before, easier solution is to look at the directional sound setup. I'd like to look in to this post 1.2 Xytaglyph 💜 - Last Friday at 7:37 PM id love to see hrtf implemented @shooter do you guys use x3daudio for reflex? if so, this might be something to consider, its free to use and distribute https://github.com/kosumosu/x3daudio1_7_hrtf shooter - Last Friday at 8:34 PM hmm @Xytaglyph 💜 this is interesting... yes we use XAudio2 in fact, we use X3dAudio too.. About rumored F2P plans shooter - Last Friday at 6:52 PM I'm not keen on F2P There i said it :smiley: lol shooter - Last Friday at 6:53 PM I don't want to say never, but at this point in time I don't think it's the answer
  41. 9 points

    Ammo balance in Clan Arena

    Hello=all, I am very happy that Rama ruleset is confirmed for 1.2. This will mean big things for duel, however it brings up an issue for the atdm gamemode. In atdm you tend to have rounds that last a while, and you need more ammo than duel, especially when you're playing a bigger game like 4v4 for example. I've found through playing that the ammo limits with the current ruleset are pretty good with atdm, however the new rama ruleset ammo caps won't give players enough options, especially with only 16 rockets. To fix this, I think voting on the arena mutator should change the max ammo as well. So, what should these new ammo values be? Here I've gathered the values of ammo caps for different versions of reflex and cpma: Current ruleset ammo caps: grenades - 15 rockets - 25 ion - 150 bolt - 10 plasma - 120 Rama ruleset ammo caps: grenades - 10 rockets - 16 ion - 150 bolt - 10 plasma - 100 CPMA CA ammo caps: grenades - 15 rockets - 50 lg - 150 rail - 15 plasma - 50 OLD Reflex ammo caps: grenades - 15 rockets - 30 ion - 200 bolt - 20 plasma - 200 Here's what I think the new ammo values for atdm should be, and why: ROCKETS: I think a good number of rockets would be 25-30, or more. With the current max, 25, I feel like I can comfortably rocket jump around and fight enemies, while still having a few left over each round. Rama ruleset's cap of 16 would pretty much force the player to save all of their rockets for fighting. Increasing this number will let players rocket jump more, which I think is a good thing. I personally don't like CPMA's cap of 50 rockets, because you can stand there and spam an angle forever - idk though, discuss this in the thread GRENADES: Grenades are pretty much only used for spam in atdm, since you should always have enough rockets if you want to directly fight somebody. The current max of 15 grenades is fine, but I think it could be lowered to 10 without changing too much, while also limiting the amount of spam that can come out. ION: The current cap of 150 is enough to take out another player in a prolonged 1v1 ion fight, plus you will have some extra ammo left. I think this cap should stay at 150. BOLT: The current cap of 10 bolts works well enough, however you could play +back rail for a decent amount of time with 10 rails, and most people agree doing this exclusively isn't fun. The rail cap could be lowered to 8, and it would discourage this type of play a little more. PLASMA: I don't really understand CPMA's CA cap of 50 ammo for plasma. In a direct mid-range fight, people will always prefer ion. In a long range spamming situation, it does very little damage, can be dodged, and rail is probably more effective. Plasma sees use in atdm mostly when a player is fucking around, so I think you should be able to use plasma for as long as you want. Plasma's ammo cap should stay at the current value of 120. STAKE: Stake is the most skill based weapon in the game and requires 200 iq and knowledge of advanced physics to use. Please raise stake's ammo cap to 500. What are your thoughts on these values? Please discuss below
  42. 9 points

    Post your WIP screenshots!

    Been a while since I've posted anything here - Latest progress of the map Irish posted screens off up above
  43. 9 points
    In my opinion there's nothing refreshing in QC, it's the zero-level of creativity. It's the perfect example of a generic licence game repeating patterns of current successful other games. Like all big names, they just have money to advertise massively and exploit the natural conformism of people.
  44. 9 points
    Or: How to generate more exposure by separately marketing the map editor for a different target-audience. One of Reflex's most defining features is without a doubt its map editor. Instead of having to download additional software like Radiant to get things up and running, Reflex comes bundled with a ready-to-use, easy-to-learn realtime (engine) map editor. Yet it's not heavily advertised for this unique feature but rather for its 'frag like it's 1999' style gameplay (which caters to a small, niche club of oldschool gamers). In short: it doesn't quite get the attention it deserves. It could spark some major interest if Reflex's map editor was marketed in a different manner, for example by being offered as a standalone (free/trial/cheap/bundled with game assets) product, such as the Unreal engine. Creative people would pick it up and play with it, resulting in maps and generated content (streams, youtube, tutorials). Possible ways: - Release the map editor for free (or cheap, subscription based, whatever) and standalone on Steam, market it as a flexible, easy-to-use mapping tool - Map editor only available in spectator mode, to walk around in it and play the map you have to buy a copy of Reflex - Keep the current pipeline to the workshop, so people can offload their maps (and get all hyped about it because it will be featured in the game itself, giving them a reason to buy the game) - If people want to add existing brushes to their map, they also have to purchase the game on Steam (for the assets) - Maybe give a small discount (coupon code) for the full game after giving the map editor a try ???
  45. 9 points
    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 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! Compatible with all team sizes, you could even play 4v3 or 1v2 - teams don't have to be balanced. Screenshots:
  46. 9 points
    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
  47. 9 points
  48. 8 points

    ColdFire - TDM2V2/3V3/FFA

    My new map : ColdFire http://steamcommunity.com/sharedfiles/filedetails/?id=918483665 A map for TDM 2v2 or 3v3. Could also work for FFA. For those who tried a previous version, the carnage is now under the bridge Any feedback is welcome, mostly about the items balance... Byebye, Have fun
  49. 8 points
    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.
  50. 8 points

    GoaHud - Minimal Animated HUD

    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):