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  1. 67 points
    We are excited to announce the release date for Reflex Arena! Many of you have been here from the very beginning. Thank you so much for being with us on the first part of our journey, and we are thrilled to launch Reflex Arena out of Early Access very soon. Check out the trailer for the official release date, the features we are celebrating, and more. To thank everyone who has been a part of our community, all our Early Access players will receive the limited edition Golden Founder Melee Wrench in-game. We handcrafted this to say thank you, and will forever mark you as one of ‘The Originals’ before we launch Reflex Arena out of Early Access. Be sure to log in before March 8th to get your Golden Founder Melee Wrench, accessible from the Reflex Arena home screen! Just start Reflex Arena before the official launch to receive your very own Golden Founder Melee Wrench! The launch out of Early Access adds so much content and features that our community has helped shape. We will have full details soon, but we can reveal that we are adding: Bots: We are adding full bot/AI support to the game (hell yes!). This means a better in-game experience for new players, with more training, tutorial, and solo options for offline play. Our bot system also means that our seasoned players can sharpen skills with target practice while waiting for matchmaking. Join a matchmaking queue, and wreck bots in offline target practice while you wait for a PvP match to launch! Competitive Seasons & Online Leaderboards : PvP is at the very soul of Reflex Arena. When we launch out of Early Access, so begins Competitive Season One. Face off against the global community to earn your place in a new Online Leaderboard, with a new Competitive Points system. Matchmaking Rewards: We are celebrating our new Competitive Points system in matchmaking and our competitive season launch, where the CP you earn in matches against players can be used for glorious golden weapons. This will kick off with the upcoming competition Season 1 - stay tuned for more information! Brutal new skins and cosmetics are coming, as well as training map improvements, shiny new weapons and more are all coming in the Reflex Arena launch out of Early Access. It’s important to note that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community. With cheers and celebration, The Turbo Pixel Team
  2. 44 points
    Hi guys, Matchmaking was released with a blast. We've had over 10,000 games played in just 2 weeks! The focus of this build is to directly improve on our first pass matchmaking implementation with our observations made the community feedback we have received. Matchmaking: Vote system We have re-worked the map voting system to a pick/drop solution where you cannot see your opponents vote until vote time is over We wanted to keep the 3 random map selection still, but we do agree with giving the power to down rank a map, and have this map not played. So your down vote will out-rank the opponents up vote. With larger groups the voting is cumulative, so be strategic when voting as a party! Matchmaking: Spectate games People want to be able to watch active MM games (and so do we!). We've made this possible, and even added it as a tile to the home menu! Spectators can only talk with other spectators, to ensure the people playing are not interrupted. Matchmaking: Party support We've added party support! So you can now grab your friend and queue up in the fun Party chat is available in menu of course. You can also party chat in game via sayparty (default bind U). Matchmaking: Lobby now optional We've added a lobby checkbox on the Quickplay screen so people can chose to go play other things while they wait for the matchmaking queue to pop! We also re-positioned the overlay so it wouldn't overlap game time widgets since you can play other games while in queue. Matchmaking: Backend changes We have re-structured how data is stored behind the scenes to split regions into US/EU etc This is an ongoing process that's setting things up for the near future MMR has been reset as a result. Matchmaking: Servers Added Brazil servers Russian servers have moved location to hopefully provide better pings UI improvements: Health bar widget: added options from armour bar Server browser: added option to sort servers by hostname Server browser: restored "show old" option Added prev/next page button to addon browser MMR values now refreshed when going to main menu to ensure they're up-to-date on profile tile overlay Updated twitter link in home menu Art improvements: Thicker MH pickup trails for improved visibility Reduced IC impact sparks amount and size Fixed bone orientation for adjustable wrench and pipe wrench Armour mesh changed to hostile torso Game improvements: Disable previously set mutators when starting training from the menu Added mutator: infinite ammo Removed weapon hum in instagib mutator Can no longer forfeit on racemode Added enemy sounds for jump/land etc (thanks Greed) Tweaked damage sounds for friendly/enemy players Added new keybind mark replay, defaults to M Added new loading tip: "Remember to hit 'Mark Replay' in your matchmaking games, you might be famous!", Added new loading tip: "Matchmaking replays can be found at replays.reflexarena.com" Lua changes: Log type notification now has subtypes: generic, party, pickup Log type chat now has additional subtype: party Bug fixes: Game now clamps cl_playercolor* to safe ranges Fixed potential crash bug when matchmaking popup times out & user is disconnected --Shooter
  3. 44 points
    Today we're releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes! Matchmaking: So how does it work? Under "PLAY" in the menu, you will see "Quick Play" which is the new Matchmaking, "Find Match" which is the server browsers, and "Create Match" which is the old Start Server. Under Quick Play you can select all the "playlists" you want to queue for, and hit start. At this point, you're put in a lobby server, here you can run around / practice etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue. Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you'll be automatically re-queued to matchmaking. Is it ranked? Competitive modes are ranked. After your first 10 placement matches you'll be able to see which division you have achieved. We also display a progress but which shows your progress through the division. At the end of a match you'll see your division progress change due to the match results. Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP. What ranks are there? There are 7 ranks to work through: Bronze Silver Gold Platinum Diamond Overlord Prime Overlord Where are the servers hosted? We'd like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We'll be watching server load and adjusted server numbers as required. If you select "Region" in the "Quick Play" screen you can see your ping to each region. If there's demand for another region please reply and if it's popular enough we'll look at adding servers there. Further Notes: We don't have the resources to test matchmaking on a larger scale, so please be patient if it's a bit bumpy over the new few days/weeks as we tweak the system as players start to use it. The playlists are not set in stone. We're interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones. Update: I'll put a post together later day listing all playlists & map pool selection Iron Guard: Iron Guard our recent 2v2 competition winning map has been release with an art pass. We've added several new supporting art meshes which now can be used in your own maps. Bridge Tool: The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes. In editor, hold shift to select a face, push "B" to start now go to another face and you'll see the wire-frame outline of brushes to be generated you can use mousewheel to decrease/increase tessellation when you click, the brushes are created. New Cosmetics: Stun baton Spartan head Supporter pipe Supporter cleaver Mapping changes: Added authorString to worldspawn. This allows users to set a custom author string to support multiple authors. The mode1v1, modeCTF etc properties in worldspawn now all default to off, you need to set these up properly next time you publish! Hopefully this will help cleanup the workshop somewhat. Server Improvements: Added ip cvar for multi-home support (use +ip xxx.xxx.xxx.xxx as command line parameter) Implemented rcon support following Source RCON protocol Added sv_mode, sv_mutators, sv_ruleset to allow you to instantly change without callvote Added sv_allowcallvote Gameplay improvements: Added forfeit option Added 2v2 gamemode Team damage now off in casual ruleset Casual CTF time limit reduces to 10 mins (from 15) Casual arena score limits reduced (atdm 8->5, affa 8->5, a1v1 12->5) Bug Fixes: Server STDIN now reads from console input rather than STDIN. This fixes issue where if STDIN is re-directed, we would end up spinning eating CPU usage. Fixed bug in callvote shuffle where it would pull too many players over Fixed issue where "Spectors", "Players", "Editors" etc titles would receive incorrect colours in scoreboard Optimisation/fix: widget list only sent to when it changes (rather than every frame) Server countdown won't start if server is still downloading from workshop (previously you could hear it on load screen) Cheers! -- Shooter
  4. 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.
  5. 41 points
    Electro

    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.
  6. 41 points
    Electro

    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
  7. 38 points
    Ramagan

    Reflex Duel Guide

    I'll be starting a Duel guide series on youtube, mostly aimed at current and upcoming duelers that want to improve. Feel free to provide feedback on the videos and suggest topics you want to cover, the first few videos will be about the basics, I'll probably go into the more advanced stuff as the series goes on. Playlist 1. Introduction 2. Fundamentals 3. Movement Thank you for watching !
  8. 37 points
    shooter

    Reflex Arena Launch - Changelog

    Please see announcement post here: http://forums.reflexarena.com/index.php?/topic/4266-reflex-arena-launch/ See full changelog below. Cosmetics: Golden weapons now available - these are purchasable with competitive points in the profile menu New character parts "Ronin", including legs, arms, chest, head New melees: Katana, Tech Katana Added arms: Colossal Added heads: Jaguar, Owl, Monkey, Hockey, Hog, Cyborg, Roo Art: Added jumppad effects to jumppad brushes, subsequently jumppad green surfaces are no longer visible during play Training maps have had a quick spit n polish applied Maps: Updated Ironguard: Isengard off workshop Added map Aerowalk Bots: We've added bots to the game! They are not designed to beat the #1 player in the world, they are designed to practice against. You can find bots under TRAINING -> bots. You can add bots to your game via PLAY -> Host Game in the menu. Alternatively you can use sv_addbot (additional available parameters displayed in console) Bots are a first pass and will likely receive future improvements and fixes. Bots (to map creators) To use them in your levels, you can build navmesh with the editor toolbar (or with nav_build), these are saved when maps are saved, and published to workshop when maps are published To debug the navigation, you can use nav_debug 1 Use EntityNavLink's to set up special jumps for bots, you can also help them take jumpads which are not usual trajectory note: You'll need to upload your nav to the workshop before people can play bots on your maps! General improvements: Country code length from 2 to 7 chars (sct flag for CrazyAl) Can now forfeit in overtime r_smaa 1 is now default AA screenshotClean will now ignore replay primitive objects (camera spline etc) Entity reflection probe position now effects lighting hash (i.e. moving reflection probes will now cause lighting to become invalid) MM improvements: Blocked MM if game owner isn't same as logged in steam id (i.e. using family sharing) Now receive CP for winning competitive games Added Turbo Tuesday! Double CP Matchmaking CA / TDM now strictly 4v4 Updated map pool (see announcement) UI improvements: Added team colours to kill feed, in non-team modes own results in kill feed take your primary colour, your kills are highlighted brighter Added PickupNotifier widget Added FragNotifier widget Added TeamHud widget ScreenEffects widget: added hurt/damage feedback Awards now display for the correct time during replay export. Crosshairs.lua updated: added hit feedback (additional drawn (choose from 1 of 7 available), configurable size, end size, intensity, duration), preview displays combined result that will be seen at initial damage dealt Replay editor: We've added a UI for the replay editor, including timecode + dropdown to select who you're following ESC now works properly in replay editor, with a context-sensitive replay menu Gameplay improvements: Spawn system: suicide kills are no-longer random spawn. Spawn system: LOS test now much looser (i.e. it won't pass if spawn point is hiding behind a pillar for that instant) Changed gconst_grenade_trace_radius_world 1.0 -> 0.5 Changed gconst_grenade_trace_radius_entities 0.25 -> 0.0 Bug fixes: Fix for crash occuring in client remote console when attempting to format bogus strings MatchPicker widget: added clip on author name to prevent long names overhanging map tile Fixed issue around "Start" button on menu where it was trying to show an empty hovertext next to it Removed sounds heard during load screen Game countdown no-longer aborts if someone disconnects in MM games. (I believe this was the cause of behaving players receiving bans - the countdown would stop as opponent has DCd, then they'd DC (rather than wait for the full timeout) which would give them short ban.)
  9. 37 points
    shooter

    Reflex 0.49.1

    Hey Lads, This update includes several bug fixes + optimisations. It also includes the addition of a time penalty for leaving matchmaking games early. We've had some feedback recently with regards to people leaving matchmaking games early. This ruins the experience for the other player. To combat this we've added a time penalty if you don't play your game the whole way through. The forfeit option is still there and should be used if you concede defeat. If you forfeit there is no time penalty. Matchmaking Improvements: Can now only forfeit after > 2mins and losing by > +5points If you quit a game in progress, you now incur a time penalty. Leaving lobby no-longer removes you from MM queue Disconnecting from server no-longer removes you from MM queue If you disconnect from a MM game you were playing in, it will still remove you from MM queue Added MM spinning icon next to "Quick Play" to help show that MM queue is still going Timer says "Lobby" instead of "Warmup" when in lobby Detailed match results now sent to masterserver on end of game Added new Russian server in Novosibirsk Added new EU server in Berlin Improvements: Added seconds to replay file name Reduced suicide delay to 2 seconds (from 5) in race mode Bug fixes: Fixed default bind for cl_replay_marker to be 'M' UI now only informs you that leaving will count as a loss in a MM game if you're actually playing Fixed crash on command line +play blah.rep Fixed rich presense text to be correct when in lobby as party Fixed bug where party leaders would remain in queue when members left Optimisations Fixed spatial coherency optimisation between player steps. should greatly reduce CPU load on client+server. Cheers, -- Shooter
  10. 31 points
    Yasashii

    Reflex Arena Launch!

    We're very excited to announce that we will be officially launching out of Early Access! The whole team at Turbo Pixel Studios wants to thank you all for supporting us through the journey of Early Access. Season 1: Along with the launch we will be officially starting Reflex Arena's competitive Season 1. The Season will last 3 months and comes complete with leaderboards and downloadable replays: Available here We’ve updated the map pool after taking feedback and pre-season map vote statistics into account. Competitive 1v1 Aerowalk, The Catalyst, Static Discharge, Ruin, Furnace, Simplicity, Pocket Infinity Competitive 2v2 The Grave Site, Tephra, Iron Guard, Thermal Blast, Phobos Competitive CTF Sky Temples, Monolith, Suna Station During the season you will earn competitive points for your wins, which you will then be able to trade for epic gold weapons. You can preview these in-game in the updated Profile section. Bots: We’ve been working on bots behind the scenes for a while and we’re pleased to include them in this release. Check out the bots section under the TRAINING tab or host your own game to play versus them. The bots are targeted towards new players, and also players who wish to practise their aim. Changelog: The changelog from the last update to now is available here http://forums.reflexarena.com/index.php?/topic/4265-reflex-arena-launch-changelog/ We want to reiterate that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community, and today we celebrate the 1.0 launch - it’s a beginning, and not the end! The Turbo Pixel Team
  11. 30 points
    ReflexMonthlyCup

    Reflex Monthly Cups

    Announcing the Reflex Monthly Cups! Reflex has been in need of a more established competitive scene for some time. Competing at a high level in any game requires time and dedication. 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 this goal. VODs and highlights of the tournaments can be found at https://www.youtube.com/channel/UCt3JBOnzAk4WD1dgnHGOvJQ Replay packs for each tournament will be provided in the result posts (see below, previous editions) The developers confirmed in August that the custom ruleset will replace the current competitive ruleset in the next patch. The Monthly Cups will be played on this finalized custom ruleset. How to play on the custom ruleset : http://reflex.fun/ruleset.html#Playing Players of any skill level and any region are welcome and encouraged to compete in every Reflex Monthly Cup. Each cup is limited to 32 participants, so register early! (if the participant cap is reached, you can still signup, you will be added to the waiting list and get automatically added if someone drops out) Upcoming Editions : Reflex Monthly Cup NA#2 Starting time : Sunday, January 7, 2018 at 02:00 PM EST (UTC-5) Stream : https://www.twitch.tv/delementary Bracket : http://reflexmonthlycups.challonge.com/RMCNA2 Sign-up : http://challonge.com/tournaments/signup/dGJ84UMCC7 Communication : https://discord.gg/VzCft2K Prizepool : https://matcherino.com/tournaments/8746 Reflex Monthly Cup EU#1 Starting time : Sunday, December 17, 2017 at 5:00 PM CET (UTC+1) Stream : https://www.twitch.tv/arenafps Bracket : http://reflexmonthlycups.challonge.com/RMCEU1 Sign-up : http://challonge.com/tournaments/signup/0f64SvK3ap Communication : https://discord.gg/yfezYpx Prizepool : https://matcherino.com/tournaments/8744 Prizepool Current cap : $75 (for each single tournament) The prizepool cap will be increased if community donations allow it. Distribution : : 50% + Reflex Monthly Cup Shovel (In-game unique melee item) : 35% : 15% ($2.5 will be used at each edition to cover server costs). You can contribute to the prizepool by donating on Matcherino. RMC EU#1 - https://matcherino.com/tournaments/8744 (Funded) RMC NA#2 - https://matcherino.com/tournaments/8746 RMC EU#2 - https://matcherino.com/tournaments/8747 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 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. Registration : Participants must sign up on challonge at least 1 hour before the tournament begins. Players must also join https://discord.gg/zUXuDcg on discord to participate. Use the provided EU or NA channels. 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. Communication: Players must be present in the EU or NA channel in the RMC discord : https://discord.gg/zUXuDcg Matches will be started and servers will be assigned by admins in these discord channels. Any question or unusual event that may occur (delay, server problem...) will be announced and discussed by the admins in these discord channels. Nickname : Participants must use the same name on challonge, discord, and in-game. Participants must use their main steam account and the nickname they are known by throughout the tournament. If you recently changed your nickname or you anticipate confusion as to who you are, please communicate with admins so the participants can be seeded properly. Deliberately "fake nicking" or account sharing will result in disqualification from the tournament. Match system : Winner's bracket matches will be Best of 3 (The player who wins 2 maps wins the set), grand final will be double Best of 3 maps (if needed). Most loser's bracket matches will be Best of 1/sudden death (the player that wins the map wins the match) except the final 2 matches of loser’s bracket, which will be Best of 3 (4th place match and Loser's bracket final). Map selection system : Use the 'roll' command in console to determine which player drops first. (The 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 remaining map is the tiebreaker map (Maps are played in order of picks) BO1 : Drop(L)-Drop(W)-Drop(W)-Drop(L) - The map remaining after drops is the map to be played Match reporting : Players must report their match on challonge using the pen button corresponding to their match or report the score to an admin on discord. Manipulating scores or reporting false scores will result in disqualification from the tournament. Scheduling : Players have 10 minutes to join the server and start the match once a server is assigned by an admin, matches should start as soon as possible once the server is assigned by an admin. Servers : Players will be provided and assigned to a server for each of their matches by an admin in the discord channel. Tournament matches must be played only on the provided server so that scores can be verified and replays can be easily retrieved. If matches are played on a different server than the one assigned, the results of those games will be nullified and the games must be replayed on the assigned server. Servers will be hosted in Frankfurt (DE) and London (UK) for EU editions. Servers will be hosted in Silicon Valley (West), Chicago (Central), and New Jersey (East) for NA editions. EU editions : EU_player vs EU_player matches will be played on a Frankfurt (DE) server. EU_player vs NA_player matches will be played on a London (UK) server unless the EU player has a higher ping than the NA player. In case of a server disagreement, a Frankfurt (DE) server will be used. In the case of NA_player vs NA_player, a New Jersey (East), Chicago (Central) or Silicon Valley (West) server will be used. NA editions: NA_player vs NA_player matches will be played on a East, Chicago (Central) or Silicon Valley (West)server depending on the player's server possibilities, (West, Central // Central // Central, East), please let admins know in which category you belong before the tournament starts, failing to do so will result in playing on the default location : Chicago (Central). NA_player vs EU_player matches will be played on a New Jersey (East) server unless the NA player has a higher ping than the EU player. In case of a server disagreement, a Chicago (Central) server will be used. In the case of EU_player vs EU_player, a Frankfurt (DE) or London (UK) server will be used. Replays can be found during the tournament at http://server_ip/replays/ , a replay archive will be made available when the tournament is over. Spectators : Spectating tournament games on the servers is not allowed. Streamers, casters and admins are the only allowed spectators on the servers. Report it to an admin if you notice unapproved spectators. Disconnection/crash during a game : If one of the players disconnects from a game, he will automatically lose the game unless the other player agrees to a rematch (a full 10 minute rematch). Behavior : Unsportsmanlike conduct (harassment, flaming) to players, admins, casters, or spectators will result in disqualification from the tournament. The rules are enforced at the discretion of the admins. Any situation not covered by these rules will be judged on a case-by-case basis by the admins. Previous editions : -RMC NA#1 : Final Bracket - VOD - Replays - Prizepool http://reflexmonthlycups.challonge.com/ Reflex Monthly Cups --- Staff Head Admins : Ramagan – joined 01.11.2017 DazedSpartan – joined 01.11.2017 Tournament Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 Sharqosity – joined 01.11.2017 Trial Admins : TehMeh - joined 04.12.2017 Ethan Lovin – joined 04.11.2017 Owl Ragnar – joined 10.11.2017 erad – joined 24.11.2017 ezromer – joined 05.12.2017 Server Admin : Ramagan – joined 01.11.2017 Public Relations : DazedSpartan – joined 01.11.2017 Goulox – joined 05.12.2017 Video content : cupcake (Highlights) – joined 01.11.2017 lolograde (Highlights) – joined 01.11.2017 RMC banners created by lolograde Original logo created by s.i. RMC Staff members can participate in the tournaments. A tournament admin cannot simultaneously participate and serve as an admin of the same cup. We encourage admins to compete in the cup of their region and serve as an admin for the other region. We are looking for volunteers eager to help us improve the quality of these tournaments. We are looking for additional tournament admins. A tournament admin is mostly active on tournament day, his main tasks are : -Coordinating players on tournament day (reminding players to sign up and check in) -Sending players to servers -Answering questions -Enforcing tournament rules If you believe you can be of service, please contact @Ramagan#3970 on discord. Thank you!
  12. 28 points
    Yasashii

    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.
  13. 28 points
    shooter

    Reflex 0.47.6 - Merry Christmas!

    We've enabled the Christmas build for your holiday season. Including the famous robot Santa hat, plasma rifle snowballs & your the candy-cane melee weapon -- We've also added a familiar sneaky eggplant launcher We're hard at work on 48 which is turning out to be one of our largest updates yet, this is expecting to drop sometime in January. Merry Christmas to all, enjoy your holidays - Shooter \o/ Changes: Enabled Christmas event Added crow flock Fixed bug where projectiles would impact teleporting players Updated xmas meshes Added xmas wreath
  14. 25 points
    Electro

    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)
  15. 25 points
    shooter

    Reflex 1.0.5

    Hi Everybody! Get your hot-fixes! Art Improvements: Fixed vertex colours on colossal arms LOD Another pass on jumppad effects (this needs a re-work, it's still heavy on GPU) Matchmaking Improvements: After everyone readies up at the MM screen, if you disconnect the game will continue without you, and you'll likely lose MMR (unless your team wins for you :p) Moved Brazil servers to a better host General Improvements: Added fall-back for edge case caused by MM server update, if you connect to MM now and are already in the "finding/preparing/connect to server state", the client will correctly skip straight to it Client no-longer extrapolates remote spectators Gameplay Improvements: Spectator name change notification now hidden for players in MM servers when match in play Spectator join/leave game notification now hidden for players in MM servers when match in play Spectator roll notification now hidden for players in MM servers when match in play Spectators no-longer see team chat Aerowalk: fixed clip issue at RA, thickened a couple of clips, built new nav data When killed by world (i.e. lava), the next spawn will now avoid the last person that did damage to you (wherever they are now). Or if there is no such person, it'll avoid your dead body. (For the record: when suiciding (via command line, or rocket to face), The next spawn will avoid your dead body) Bot improvements: Now only check player spawn points when they have an enemy die Now frantically want to respawn instead of waiting for respawn timer UI improvements: ArmorBar widget: re-ordered slider options, added center font option (default on, off = left align) HealthBar widget: re-ordered slider options, added center font option (default on, off = right align) Unified options across ArmorBar and HealthBar widgets Fixed typo "specatators can not vote at this time" Warning about loss when hovering over disconnect icon in MM game no-longer appears after game has ended. Pickup timers are now provided to lua when playing a competitive ruleset replay
  16. 25 points
    shooter

    Reflex - 0.49.2

    Hi everybody! Quick point release today to address some bugs and help set things up for our next build. There has been a lot of queries about our road map and future Reflex updates. We have some exciting plans in progress, we will be making these plans known next week Bug fixes: * server now correctly reports disconnected state to master server * fixed party UI to now draw when it's off screen * optimised how internal asset lists are stored, which improves performance of script functions that look up assets by string (i.e. nvgSvg()) * fixed issue where server list wasn't properly automatically refreshing when entering the "browse servers" menu Cheers, Shooter.
  17. 25 points
    slobo^-

    Reflex Racing 2016 - A Christmas Special

    hey, this was supposed to be released december 26th, but i just couldnt make it in time. it was so much work + some serious IRL issues came up around christmas time as well unfortunately. anyway here it is - my christmas present for the whole (racing) community. enjoy.
  18. 24 points
    Ramagan

    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
  19. 23 points
    shooter

    Reflex 1.0.7

    Bug fixes: Fixed issue in sound manager that would cause the game to progressively run slower over time HealthBar: fixed coloured bar incorrect offset
  20. 23 points
    shooter

    Reflex 0.48.3 - Inventory hotfix

    Hey guys, Today we have a hot fix to address the Steam Inventory changes which have happened in the Steam Client. It's causing people to get disconnected when they attempt to join a server with a large selection of custom inventory items selected. Bug fixes: Upgraded to Steam API 1.39 Changed how proof of inventory was sent to server to reduce packet size. Cheers! -- Shooter
  21. 22 points
    In my eyes, the main thing Reflex offers over any other AFPS is the promise of new maps, because new maps allow the new players to catch up. If you want evidence for that theory, look no further than The Catalyst. It might be hard to imagine these days, but back when THCT7 was released, it was the go-to map for up-and-coming players. Almost everybody who rapes you on T7 these days used the map as their opportunity to get good. Without new maps, the influx of new players into the higher tiers becomes near non-existent. The only ones who can pull it off are the people who are extremely dedicated and willing to spend a frankly unhealthy amount of hours on the game. When that happens, the game has started dying. Most new players will give up and the experienced players will get bored and both will go on and look for different challenges. We're already at this point in Reflex. Everybody who's part of the 'top,' has been part of it for well over a year. If we want the game to sustain itself, we need to give hungry players a viable way to climb the ladder and in my eyes there's no better way than new maps. We need to stimulate map making and playtesting as much as possible. Right now, we're at arguably the worst possible time for map makers. The vast majority of games is played through Quick Play with its set map pool. There's no logical road to getting your map into said pool and when it somehow does get in, people are guaranteed to shit all over it because it hasn't been tested enough. Why make a map when nobody will ever play it? We need to create a viable method to get a map into the competitive pool and an easy way to gather feedback. Personally I believe that every season at least one map should be swapped out for a new one, but how do you go about selecting which new map? I've come up with two ideas so far: A map testing quick play queue. Map makers can submit their maps and players who are so inclined can test and rate these maps. Maybe add some rewards you can only get from the test queue to give players an extra incentive. When the regular quick play queue gives you a game, every once in awhile it asks if you'd be ok with testing a new map without any consequences to your rating. If both players agree, you go over to the new map, else you just go to the regular pick drop screen. Let me end this post with a small reminder. Way back when Reflex was still in closed alpha the defining feature was the map editor. That's what people got most hyped about, the prospect of new maps. Right now the editor is just a cool gimmick gathering dust.
  22. 21 points
    sesen

    Alternative statistics view

    Waiting for comments http://reflex-arena.ru/ http://reflex-arena.ru/player.php?sid=76561197983432480 http://reflex-arena.ru/match?guid={893C7903-FE26-4F35-98C4-773EBB88C5E8}
  23. 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
  24. 20 points
    S°I

    Bunny Cup v2: A 2v2 Draft Cup

    Game Type: 2v2 Draft Cup Date : March 5, 2017 Starting Time : 14:00 EST (13:00 to 14:00 for check-in) Stream : https://www.twitch.tv/Delementary Brackets : http://challonge.com/BunnyCupV2 Team Sign-ups : http://challonge.com/tournaments/signup/lgn2xW32ZZ Draft Sign-ups : https://goo.gl/forms/mDMEcb76h9qJjOWv2 Draft Sign-up Deadline: March 3, 2017 Discord: https://discord.gg/z28x7HZ Prize Pool : $318 USD Prize Pool Distribution : 1st : 50% $79.2 per player 2nd : 30% $47.7 per player 3rd : 20% $31.8 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: Reflex items. Choice of one item per winner (Including Supporter Weapons!). http://steamcommunity.com/id/capodecima/inventory/#328070 $50 USD $18 USD for good luck $50 USD 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 CrazyAL Streamers / Co-Caster: Delementary / Possibly Kovaak
  25. 19 points
    Kyto

    Small suggestions/bugs

    Recently I started collecting a list of small suggestions/bugs that every now and then bug me. None of these really deserve a topic of their own so I waited until I couldn't think of anymore that'd fall into the "small" category. - Spawning on suicide shouldn't be random and/or suicide disabled (in duel at the very least) - Dropped weapons shouldn't make the pickup sound when they expire - Don't require spectators to callvote map (often they are afk and the vote will fail) - Have a robo-hologram (or some other indicator) on spawn points - Remove penalty reload time when firing an empty weapon - Callvote timeout, callvote pause - Command to nullify string cvars - Forcing enemycolors on spec - Enemy/friendly sounds based on the player you're spectating - Expose spawns on LUA (% to on a specific spawn, flags that indicate what blocks a spawn) - Show crosshair when spectating enemies - Projectiles fired with Carnage should have 4x damage even if Carnage expires before they explode (and projectiles fired before Carnage was picked up shouldn't do 4x damage) - Projectiles fired with Carnage should have a Carnage-effect on them - Update stats in warmup, reset when warmup ends (for accuracy tracking etc.) - Show previous stats on scoreboard in warmup after a game has ended - Make scoreboard scalable - Lockdown cl_playercolour1/2/3, selected robot-parts/melee during the game (to prevent widgets that automatically change these things) - Weapon dropping in teammodes - Destroy projectiles after the game ends Feel free to post your own small suggestions/bugs or expand on any of these. Would also like to hear the devs thoughts on these (@shooter).
  26. 19 points
    shooter

    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.
  27. 18 points
    promEUs

    Ishdm12 - Angarr's Gate

    Angarr's Gate FFA/CA map by Irish & promEUs [Workshop Link] Screenshots slightly outdated, will be fixed SOON tm
  28. 18 points
    Yep! Processing step for them to calculate then they'll be able to play. So many map cases to try cater for but they'll get improvements as tricky spots come up more No manual placement required, although we have simple links that can be placed to help with some trickier spots that aren't automatically detected. We're hoping they're a good start, we have pretty high standards and a LOT of foundations are in place with them. Thanks everyone!
  29. 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.
  30. 17 points
  31. 16 points
    Yasashii

    Reflex Monthly Cups

    Done up some custom melees for the winners each month
  32. 16 points
    Hi All, I made a fragmovie and it's about Reflex Arena. Enjoy: Hasu.
  33. 16 points
    Jaguar

    FFA and Quick Play/Matchmaking

    I'm hoping the devs would like to try a different system for quick play FFA games - I think it would be ideal to keep an FFA game going and let people join soon in. I really enjoy FFA and play it whenever I see a game going on, and I've tried playing FFA and instagib games using the new MM system - it is only ever three people (which is fine, that's a playerbase thing for now). The other night I had a three player FFA game, and afterwards we were all in the lobby afterwards (that is, the same server)... but we couldn't ready up to play again, and we couldn't vote for mutators. I'd like to see how it would go if there is just an EU FFA game going on at any one time, like an official server, that people can quickly join if they go through the quick play option. Make it clear that it isn't ranked and there will be a big difference in player skill if necesssary, but I don't think people mind to be honest. I'd rather play with 7 other players and be at the bottom of the scoreboard than I would play with just two other players. The MM system is fantastic for duels and doubles and so on, but FFA and instagib, I think, need a different approach. FFA is much, much more accessible than other modes for casuals and beginners, and is in fact a good introduction to the game mechanics, movement, weapons, aim, items and so on. I quite literally did this when I first started playing the game. It was only later on that I started to get interested in the 1v1 game. Hopefully the devs have statistics for who queues for what, and maybe they'll see people queuing for FFA and not getting a game for a long time. So yeah, discuss? This is something I am a little concerned about right now.
  34. 16 points
    Today's point release contains a couple immediate bug fixes as well as a big cleanup on game balance settings. Note: Very aware of the issue where MMR is not being awarded correctly after some Matchmaking games, we are looking in to this. Generic Fixes: Fixed crash bug on launch when using Steam Client Beta Added option to hide MM servers from server browser Added option to hide locked server from server browser CTF is now 4v4 Fixed timelimit on doubles to be 10/15mins (casual/competitive) Massive gameplay cleanup, experimental/casual/competitive now have consistent knockback/damages etc Ironguard fixes: YA pipes now angled to jump up +5h pickups in duct no longer floating Fixed collision near mega floor Fixed collision in doorframe at carnage Gameplay: We've done a big cleanup pass on game balance. Competitive/Casual are the core rulesets we have as they are the rulesets used on matchmaking. All experimental settings (with slightly modification) have been pulled into casual/competitive (see full list below). There are a lot of changes including splash, timelimits, weapon respawns and weapon damage / knockback. Splash knockback: We've pulled our recent splash changes from experimental into competitive/casual. The differences you'll see in competitive/casual (from before) are: The splash should now be more linear based on distance from impact. The knock-up is also fixed. Matchmaking changes: CTF is now 4v4 Doubles now correctly uses 2v2 gamemode (will have lower timelimit) Time limits: mode: casual / competitive ffa: 5 / 10 1v1: 5 / 10 2v2: 10 / 15 tdm: 10 / 20 ctf: 10/ 20 Power-up drop: OFF in 2v2 + TDM only Weapon respawn time: 20 seconds in competitive 2v2/TDM (was 25 in competitive, 20 in experimental), 10 seconds in all other modes. Armor & mega pickup sounds: We've increased the distance armor & mega sounds can be heard from 1340 -> 2200 units. Burstgun burstgun_ammopickupammo 5 (was 10 in competitive) burstgun_lowammo 5 (was 10 in competitive) burstgun_maxammo 30 (was 40 in competitive) burstgun_startammo 20 (was 40 in competitive) Shotgun shotgun_reload 950 (was 1000 in competitive) shotgun_ammopickupammo 5 (was 10 in competitive) shotgun_pellet_knockmult 1.6 (was 2 in competitive) shotgun_pellet_knockmult_airbourne 1.4 (was 1.25 in competitive) shotgun_pellet_trace_radius_entities 0.5 (was 0 in competitive) Grenade grenade_trace_radius_world 1.0 (was 0.5 in competitive, 0 in experimental) grenade_trace_radius_entities 0.25 (was 0.5 in competitive, was 0 in experimental) Plasma plasmarifle_lowammo 30 (was 40 in competitive) plasmarifle_maxammo 120 (was 200 in competitive, 150 in experimental) plasmarifle_weaponpickupammo 75 (was 60 in competitive, was 75 in experimental) plasmarifle_ammopickupammo 30 (was 50 in competitive) cell_knockmult 0.85 (was 0.428 in competitive, 0.425 in experimental) cell_knockmult_self 2.0 (was 2.22 in competitive, 2.0 in experimental) cell_knockmult_airbourne 1.0 (was 2.14 in competitive, 1.0 in experimental) Rocket Launcher rocketlauncher_maxammo 25 (was 30 in competitive) rocket_damage_splashmult 0.85 (was 1.0 in competitive, 0.85 in experimental) (this means a direct rocket does 100 damage, if you JUST miss the max splash damage you can do is 85) rocket_explosion_radius 116 (was 112 in competitive, 112 in experimental) rocket_knockmult 0.85 (was 1.0 in competitive, 1.0 in experimental) rocket_knockmult_airbourne 1.0 (was 1.5 in competitive, 1 in experimental) rocket_trace_radius_world 0.25 (was 0 in competitive, 1 in experimental) rocket_trace_radius_entities 1 (was 0 in competitive, 1 in experimental) Ion Cannon hum is now enabled (was off in competitive, on in experimental) hum far atten changed from 1340 -> 1250 (travels less distance) hum 3d volume changed from .7 -> .6 hum 2d volume changed from .7 -> .2 beam_knockmult 1.4 (was 1.8 in competitive, 1.7 in experimental) beam_knockmult_airbourne 1.6 (was 1.3 in competitive, 1.7 in experimental) beam_trace_radius_entities 0.5 (was 0 in competitive, 0.5 in experimental) ioncannon_reload 46 (was 44 in competitive, 46 in experimental) ioncannon_lowammo 30 (was 60 in competitive) ioncannon_maxammo 150 (was 200 in competitive) Bolt Rifle bolt far atten changed from 1340 -> 1250 (travels less distance) bolt 3d volume changed from .8 -> .6 bolt 2d volume changed from .8 -> .2 boltrifle_weaponpickupammo 5 (was 10 in competitive) As always, open to _constructive_ feedback. Let's be nice to each other lads <3 Have a great weekend! Cheers, --Shooter
  35. 15 points
    Ubuska

    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:
  36. 15 points
  37. 15 points
  38. 14 points
    Pill_

    Pill's 1v1 Demo Reviews

    Since the game is really active after the MM update, there are a lot of good match ups happening and (from what I've seen) a lot of players wanting to improve, so I've decided to start reviewing demo's. The first one is a game of my own, but I'm also looking to review demos from others, both to analyse a great game between great players and to provide low to mid level players with a gameplay critique. You can contact me through the global Reflex Discord or forum PM (or just message me on steam if you're on my friends list.) I'm also considering to do videos on my views on in game improvement, if there's interest in that.
  39. 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
  40. 14 points
    My first YouTube video. Enjoy
  41. 14 points
    So with launch and matchmaking and the slight resurgence in playerbase, I decided this would be a good moment to try to get another draft going! The aim of this cup is to give old players a reminder of why they used to !add up for days and to give new players a taste of a great and underappreciated gamemode. Signup: https://goo.gl/forms/LNSfPaiRqfL4jHGo1 (If you don't have a google account, PM me on these forums with the following info: your in game nickname, your location, if you have a mic and if you're willing to be captain) When: Saturday, 25th of March (25-03-2017) checkins: 18:00 CET Draft: 19:00 CET Cup start: 19:15 CET Where: https://discord.gg/U73YjF9 Format: Double elim, bo3 throughout, pick-pick, Mappool: Monolith Spider Crossings Cofe Minimum player count: 16 What's a Draft Cup? Basically, at the start of the cup, a number of team captains will take turns picking players for their team from everybody who signed up for the cup. Then these temporary teams compete against each other to see who's the best. The benefit of this format is that the teams will be much more balanced. Wait, captains? Captain is just a nice word for "guy who picks his team". That's it. Why should I play? First off, CTF is fun! It's got fast paced action, high speed chases, clutch flag returns, high octane quad runs, last minute captures and teamwork is OP. Secondly, the gamemode has been struggling in Reflex (and that's putting it mildly). Playing in this cup is a great way to help the community kickstart some interest in it again. OK I'm convinced, but I'm new and I'm afraid I'm not good enough yet You don't need to be! CTF is a great way to learn the game. It's a team game, so the learning curve is much less harsh than 1v1 and you can learn from your teammates. Another advantage of CTF is that you can train specific skills in a more targeted manner than in duel. You wanna get better rails? Go play forward defender and have at it. You wanna improve your movement? Attacker it is. Yea but I bet all these old gods are gonna crush me and then my team is gonna flame me This isn't Overwatch. Flaming somebody for playing badly doesn't really happen in the Reflex CTF community (to quote CTF regular Owl: "worst it got was xero sighing really hard and being a bit stern"). We're all adults here and I don't expect anybody will take this cup too seriously anyway (at most you're playing for pride). The post says EU, I'm in NA, can I still play? Sure, as long you don't mind the ping disadvantage. Do I have to use a mic? No. Will your team be better if you use a mic? Absolutely. If for whatever reason you cannot use a mic, please bind the following: bind game [KEY] sayteam HIGH HIGH HIGH bind game [KEY] sayteam LOW LOW LOW bind game [KEY] sayteam QUAD QUAD QUAD Regardless if you have a mic or not, you have to be in the voice comms channel, if only to listen in. I will update this post with some rules and some new player resources soon ™
  42. 14 points
    Padawan

    requests

    my dear gents, i have some requests (again, i know): - demo uploading and rendering to IGMB (by Maverick, which automates the process of uploading demos and turns them into YouTube VODS) see http://www.igmdb.org/?page=render Now, i was talking to Maverick about this and he said it's easy to implement as long as the game's audio can be recorded in an audio file, or even in a complete .avi file along with the video. As of right now it's only possible to export .tga files but no audio, so the only option to offload VODS to YouTube is to use a recorder like XSplit or Fraps and just record the whole 10 min demo. So he kindly requested that a .wav audio capture be implemented, and he'll work on the back-end of it. (P.S. please donate this guy if this happens, he did a lot for the community). Long story short: more publicity for the game through YouTube rendering (free) and a very easy way to upload a demo without having to do anything by yourself. - Hooneymode! (duel mode but fraglimit 1, roundbased) great way of learning new spawns and a great boost to help new players improve (knowing what to do off the spawn). Hooneymode also offered the option to choose your own spawn point, so you can create different scenarios for starting a match and practice them (not random).
  43. 14 points
    Kawumm

    Race Leaderboards Plus

    I integrated the race leaderboards into the <tab> scoreboard as seen in the screenshot. It uses the space which previously displayed your detailed times, which you can still access by clicking on your own name in the right side panel. This addon should become obsolete once the feature is officially implemented, but until then I find it neat to have. Link to steam workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=821550833 Update log: v1.1: added diff times in brackets v1.2: internal installation procedure changed v1.3: minor bugfixes/adjustments
  44. 14 points
    shooter

    Reflex 0.48.2

    Quick hotfix to fix some 2v2 issues that came up Bug fixes: Added mode2v2 to EntityPlayerSpawn 2v2 can now be played on mutator arena Fixed scoring issue in 2v2
  45. 13 points
    lolograde

    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:
  46. 13 points
    Electro

    Custom Ruleset Poll

    I like this thread.
  47. 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.
  48. 13 points
    CrazyAl

    2017-3-11 | EU DUBS CUP

    On the 11th of March at 13:00 GMT @S°I and I will be hosting a Doubles tournament in Europe. Pre-made teams can sign-up on Challonge! Prizes $80 $30 Donate(paypal only): crazyal90@gmail.com Donators: @S°I, @Kyto Format Double Elimination All matches Bo3, finals 2x Bo3 if needed Maps & Picking Ironguard, Phobos, Thermal Blast. All matches are pick, pick. Both teams will use 'roll 100' in console. The highest roll decides which team picks first. The Winner Bracket finalists will pick first in finals. Rules At least one player from every team must join our Discord server in order to be contacted by admins or other teams. Competitive ruleset will be used for this cup, utilizing any other ruleset will disqualify both teams. Be autonomous, contact your opponents, play your match, report the score to discord or admins. Tardiness will lead to potential disqualification, make sure to show up to your match within 10 minutes of match announcement. Unsporting behavior (excessive trash talk, rage quit, grieving) will disqualify you. Don't be a fucking dick. Admin: @CrazyAl, @S°I. Links: Discord, Bracket, Stream.
  49. 13 points
    0100003040200

    Reflex Race - Movements x wh1te .

    So... I decided to make vol.2 of my race compilation. The runs were made over the past two weeks and Jaguar has definitely motivated me to do a sequel to the first movie Reflex Race - Simplicity x wh1te. I wasn't sure enough whether I had enough time to make it but I wanted to also extend my portfolio so I just sat down, thought of an idea and this is how I created this piece. I also took into consideration the criticism that Simplicity has received and worked on improving my overall edit which allows to make it more cinematic and using soundtracks that are not very distracting and go with the overall flow x wh1te.
  50. 13 points
    Nathan

    Turbo Queue Explanation & Improvements

    Made this graph to aid in visualizing the rank elo correlation
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