lolograde

Experimental
  • Content count

    370
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by lolograde

  1. I believe you need brushes at least 64u-96u thick to prevent light leaks. I've also been told to avoid setting the sun at hard angles to walls. In other words, keep the sun's position mostly high-up in the sky or disable it. Not that I'm aware of. Although sometimes I wonder if the way the lightmap is built depends on what your current settings are. Like, if you're using a really low res and gfx options when you build the LM, does that have an impact on the quality of the LM? I don't know the answer to this question, but it might be worthwhile to experiment. The reflection probes make a sample of the area they are placed in for creating reflections on surfaces. I'm not very savvy on all the details, but I believe many materials have various degrees of reflections, even ones that do not appear reflective do rely on the reflection probes a fair bit. I've been told that you want to space these out wherever the light levels differ and fairly incrementally so that you get good reflection results. You can check out the way the light probes are distributed in maps like Catalyst or Pocket Infinity for an idea of how to use them well.
  2. The "Level Editing" section on the Reflex wiki page is quite good: http://wiki.reflexfiles.com/index.php?title=Main_Page Some might be a little out of date, but otherwise still good/useful info.
  3. You should @ them, like so: @shooter @Electro @Yasashii
  4. The OP is about getting more people playing the game... I thought that was pretty obvious but I guess not? What you think the main selling point is is a matter of opinion. I agree with Padawan that the in game map editor is a huge feature that will continue to pay dividends in the form of not only really great maps but also a continuous supply of new quality maps. The more people map, the more people there are with experience mapping, the more well made maps there are. It's simple statistics. Wrt Padawan's idea, I think that'd be a neat idea. There is a type of gamer out there who likes creative gameplay. Minecraft comes to mind. So have a sort of "freeware" version of Reflex that includes the map editor may attract those gamers.
  5. Sphincter muscles set to maximum clench.
  6. But.... They're robots. Maybe they should get rusty, but surely they don't breath air.
  7. From my post in Kovaak's thread: "ZOMBIES": Round based. At the start of each round, 1 player is chosen to be the first "zombie". They have no weapons (except melee), full 200/200 stack, extra speed boost, and are "infected" (basically, they have a bright green "carnage" damage amplifier). As a zombie, you can melee the ground to do a jump but with no self-damage. When the zombie melees someone, the melee'd player doesn't die but also becomes a "zombie". Round ends when either all zombies are dead OR every player is a zombie. You get 1 point for every second you're not a zombie. # of rounds depends on the number of players in the game. "ODDBALL": 10 or 15mins, team or FFA. A "ball" is spawned somewhere on the map and a player can pick it up by walking over it. When they hold the ball, they accumulate points. The person who holds the ball cannot shoot any weapons but they have resist and carnage buffs. They can use the ball to melee. The ball also obeys physics so you can shoot a rocket at it and it'll bounce around. (Basically, this is a rip off of an old Halo 1 game mode.). "KING OF THE HILL": 10 or 15mins, team or FFA. Accumulate points by standing in a given area on a map. "FREEZETAG": You know this one... One more comment and idea. Consider that we have a mode to practice movement (race) and mutators/maps to practice aim (arena, warmup, instagib). But there's no modes/mutators really focused on strategy and timing items. Here's a couple random ideas: "STAY ALIVE" (Mode): Single player. You spawn with 100/100 stack and start taking continuous/steady damage, slowly at first. You accumulate a point for every second you're alive. Then slowly the damage you start taking increases and becomes faster and faster. Therefore, you'd need to be increasingly strategic about what items you pick up. Then have leaderboards per map (like Race) for the # of points accrued. "PAC MAN" (Mutator): Multiplayer. You get points for armors and health, not for frags. Points for armors are based on their damage-resistance (i.e., more points for RA).
  8. :thinking:
  9. Very cool!
  10. I'm not sure how to set up the lan but you may want to read through this: http://wiki.reflexfiles.com/index.php?title=Dedicated_Server For #3, you'll need to open the ports to host games that can been seen publicly through the server browser. The port that Reflex uses is 25787. I think you'll need to go into your modem/router settings and make sure this port is "open".
  11. This is brought up so often that I believe you. I believe you do experience a delay. But I do not and I do not think it affects everyone. That's why some people may be "good with it" -- because they do not experience any delay. I'm not sure why there should be delay for some users and not others. Are there delays with any other weapons? Like GL?
  12. Wow, very active thread! I haven't read all the comments but here's my two cents: To get and retain newbies, we need more "fun" modes. FFA and instagib are classics but there should probably be more variety. Give newbies time to feel more confident about their skills before they start playing MM. And I would make a MM where these modes rotate. Instead of queuing up for just "FFA" which could be FFA Instagib or whatever, it could rotate around various FFA modes. Here's some mode ideas: "ZOMBIES": Round based. At the start of each round, 1 player is chosen to be the first "zombie". They have no weapons (except melee), full 200/200 stack, extra speed boost, and are "infected" (basically, they have a bright green "carnage" damage amplifier). As a zombie, you can melee the ground to do a jump but with no self-damage. When the zombie melees someone, the melee'd player doesn't die but also becomes a "zombie". Round ends when either all zombies are dead OR every player is a zombie. You get 1 point for every second you're not a zombie. # of rounds depends on the number of players in the game. "ODDBALL": 10 or 15mins, team or FFA. A "ball" is spawned somewhere on the map and a player can pick it up by walking over it. When they hold the ball, they accumulate points. The person who holds the ball cannot shoot any weapons but they have resist and carnage buffs. They can use the ball to melee. The ball also obeys physics so you can shoot a rocket at it and it'll bounce around. (Basically, this is a rip off of an old Halo 1 game mode.). "KING OF THE HILL": 10 or 15mins, team or FFA. Accumulate points by standing in a given area on a map. "FREEZETAG": You know this one... I'm sure there's many more ideas out there for fun modes. I know @thelawenforcer has quite a few ideas...
  13. Brandon the Boris killer.
  14. Made a few updates today focused on making the map feel less cramped (a criticism made by @Ramagan). Expanded MH hallway from 160u to 192u Opened up lower RL area Lowered RA pit a bit more so you cannot spam MH while standing on (or next to) RA. Adjusted area above RA pit a bit (making a triple jump out of RA up to GL a tad bit easier) Opened up middle area near IC that looks down at YA. Generally, the map should feel a bit more open in the middle-upper area (near IC), in the MH hallway, and the lower-RA area. Upper RA area will feel slightly more confined and should make it more tricky to spam RA from above.
  15. New duel map (also FFA) called "Bishop". 2xYA, 1xMH, 1xRA. Two atriums w/ roughly the same scale/dimensions as Use and Abuse (cpm3a). Thanks to @irish for some feedback and ideas. Comments/feedback is appreciated. http://steamcommunity.com/sharedfiles/filedetails/?id=877564151
  16. Lol sorry. I made some quick edits at lunch and mistakenly left tele exit in that airless room. Lol. It should be fixed now.
  17. Brandon isn't human.
  18. 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.
  19. Alright. I think this map is getting to a good place. Has anyone played any duels on this???
  20. thct1 looks cool but I haven't played it. The other two aren't competitive maps, imo.
  21. When season is over, maybe that'll happen... And what do you suggest should replace it?
  22. There's a Reflex LAN happening soon in the UK! @CrazyAl for the details!
  23. It might be neat to try out with 60dmg and faster rate of fire than bolt. Something like UT's shockrilfe but projectile instead of hitscan. However, the current stake allows you to jump on it if it sticks into a wall. If you increase the rate of fire, then that might make for some silly mechanics (depending on ammo available for the weapon). Might want to lower the amount of time the stake is available to jump on lest someone starts turning duel maps into parkour courses.
  24. The netcode is sufficiently different between CPM and Reflex that I think a direct comparison re: projectiles is difficult.
  25. Also LG. These three are the most versatile (range wise) and do the most damage consistently/easily.