Greed

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Greed last won the day on August 18 2016

Greed had the most liked content!

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About Greed

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    Discord: greed#1517

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  1. nice map, looks like fun! good flow and flexibility! you may consider some changes: perception of room depth could be greatly improved by adding visual floor separation some routes are obstructed by low ceilings, lifting the first 64-128 units would increase the quality of life some diagonal stairs are too steep (try regular 8x16 steps and rotate the set) slime looks like water (not menacing) slime at upper 50HP might cause more frustration than cure those stones in the slime could be a tad bigger there is a hole at that diagonal edge next to bolt and grate however, great stuff, keep it up! :thumbsup: now it's just up to the pouting kids to come back and start playing and having fun!
  2. map

    Update: 20 Apr - Version 12 overhauled lighting (increased visibility and contrast) performance optimisations (fps improved for about 30-50%) removed fullclips at upper RL redesigned some brushwork and JPs changed some colours added bot support adjusted sky settings minor bugs thanks for the feedback about the easy option to RA (clean version), i will roll back to the previous version asap. i'm happy the map was considered for "proving grounds" map pool and i hope you still enjoy it as much as i do...
  3. i'm experiencing similar problems ever since the game was released, but independent of the maps. there is more issues that i experienced upon release and i am still investigating and trying to record some illustrating footage as it doesn't show up in replays. those issues happen randomly but significantly more often when playing on MM servers. my machine is some FX8320 @ 4.2 gHz, 16 GB RAM, RX480 8GB and SSDs. FPS are 200-250 (capped) on all maps...
  4. i feel the rocket projectile hitbox should be a tad bigger and splash radius respectively. also, i have impressions that splash damage is a bit inconsistent i.e. maximum rocket jump height. agreed and maybe reduce picked up ammo on RL spawns
  5. apparently there is something wrong on that page (aside white background). i noticed the MMR on the page is not represeting the actual MMR within the game. it seems like the website reads MMRs inverted. some day i was wondering that i climbed up on the ladder while loosing 5 matches in a row. looking at the values it looks like winning decreases and loosing increases the MMR. plus, playing casual duel is zeroing the competitive MMR. @sesen can't be intended, imo
  6. just had that crash with 17.1.2 drivers! low graphics settings but anti-aliasing on SMAA Ultra @ 1080p
  7. howdy rowdies, GREAT TOPIC! @Pill_ now, i wanna take the chance to call for a collaborating and productive spirit for map making in reflex! we (the map artists) are effectively a part of the developer team! we do this for the game and the players! :thumbsup: creating maps is not working without the players to do the testing and giving profound and comprehensive feedback. this process is very complicated and time consuming, though. map artists are biased from the first room and won't be able to judge objectively. players aren't objective either, because some like red armor spots like on Aerowalk or Quickfire, others hate them. same for overall concepts, nice angles or bad angles, easy trickjumps or hard ones and even item distribution and balance. giving useful feedback is pretty demanding and many players have problems in expressing their opinion or do it without playing the map for a few times. to sort all this into a long lasting quality map project, "bigger" game titles usually have a producer (among others) for handling the mapping resources. for reflex, it is (mostly) mappers helping mappers in my experience. but i believe that the responsibility for quality control on new maps is in the hands of those with the most ingame experience. | in 2002, Uncle Ben said: | Remember...with great power comes great responsibility! therefor i think it is a must that the top 10% of the players (or some representing committee) goes through new map uploads and supports potential candidates. this support is best done by sharing opinions and theory about the concept of a map, playtesting, discussing and reviewing the map until it is ready for an artpass. yeh, actually hard work! yet and still, players from all skill levels should approach the map architects and share their opinion so we get most of all the human resources. there is already a whole lot of great maps with great design that would work for MM pools from my perspective. reviewing and adjusting those (if needed) might reveal some forgotten jewels! maps are probably the most controversial subject in this game and there won't be a map that suits everyone! but with all this potential we can definitely exceed existing and upcoming arena fps competitors in terms of quality, diversity and longevity! cheers
  8. confirmed, just had a crash yesterday. the game got stuck and switched to windowed mode with a black screen...
  9. having performance problems too, lately this happens pretty randomly and not map specific. for example: last night, some MM duel on aerowalk versus @santile was simply not playable. some keystrokes and mouse input got lost. i had to press keys multiple times to switch weapons after picking them up and the game itself felt kinda stuttering (like 40-60Hz refreshrate), although my rig wasn't stressed at all. the matches before and after were fine.
  10. map

    Update: 10 Jan - Version 2 (Clean) added very easy option for RA added grates at northern RL some minor fixes due to continuous requests, there is an additional easy jump to get to the red armor. now you can easily circle jump from the entire upper platform above the stairs. this is experimental, but would get implemented if the ratings/subscribtions exceed the original version or if requested for tournaments. cheers
  11. map

    Update: 15. Nov - seperate CLEAN Version now, there is a "clean" version of the map. although, clean isn't quite correct. i just had a first try in retaining most of the structure while improving fps and visibility at the same time. most of the meshes are gone, the colours changed to some sort of "quakeworld-notextures-mode" and the sky is a lot brighter. in the end i gain about 30-100% fps on my rig, but i just got a new GPU , so please let me know if this works for you guys... cheers
  12. some sporty melees:
  13. map

    kinda late, but still... Update: 7. Sep - Version 11 meshed top floors fixed some clippings changed sky settings some details and eventually i managed to get this mini tutorial (/teaser) done. hope you enjoy it as much as i did while making it. my voice sounds a bit hoarsely, i guess. had a really bad cold at the time of recording plus that helmet i wear when playing doesn't help making good voice overs. sorry!
  14. map

    Update: 30. Aug - Version 10 meshed the bottom floors (costs about 10fps, sry) redesigned some cosmetic brushwork adjusted lower RA ramp (ramp jump next to GL works significantly more consistent now) fixed TP clipping bugs (thanks to @Profanum , @qhat and apologies for the inconvenience) re-centered TP at upper RL (not sure why i did this ) increased visibility of the trick hints added/changed some lightstrips some bugs thanks to @Woeste Wessel , @matt_au , @KangaJoo and @lolograde ! the RA jump discussion reminded me of doing some mini-tutorial for the Red Armor on this map. i've recorded some video footage and will post it soon...just needs some editing...stay tuned... @kingthanks man, this kind of feedback keeps a mapper in business!
  15. @lolograde i think more detailed hit sounds are absolutely desirable! a 1 dmg "resolution" would be too dynamic, though. atm, i believe we got this: low: 0-10 dmg mid low: 11-40 dmg mid high: 41-80 dmg high: 81+ dmg i suggest a stepping like 1-10, 11-20, 21-30, 31-40, 41-50, and so on… the technical implementation could be done in different ways. basically a "sampler" (each sound triggered separately) works best, although in the current engine (0.45.2) i experience dropouts every now and then. @klyph0rds approach could also do the job, although using a single sound file that is being scaled by DSP has limited coloration unless sophisticated filtering, distortion and saturation algorithms are included. inevitably any DSP increases CPU load. if going for a plain signal, an encoded hitsound-synthesizer is independent of the desired level of detail and could be accessible from LUAs. all audio is being generated within the game engine, thus increasing CPU load just like DSP. the complexity and coloration is depending to the spectrum of the encoded synthesis. however, this is fairly easy to build in puredata. no matter how @shooter and the devs : more detailed audio feedback on damage given (and taken) would be great !!!