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Everything posted by Greed

  1. 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
  2. confirmed, just had a crash yesterday. the game got stuck and switched to windowed mode with a black screen...
  3. 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.
  4. Quickfire greed tourney 1 - Quickfire (Low Frequency Remix) Steam Workshop: Reflex Files: Clean Version: Thanks to: @mazk1985, @Ammazzabanane, @tehace, @Kyto, @LuGia, @MaZZeL, @time, Lat, @Furioness, @def, @TheFatCheetah, @iolo, play3r, @Skaarj, @fht, @lolograde, @w96k, @Woeste Wessel, @matt_au, @king, @ZTK, @Profanum, @qhat and all playtesters The map is still considered WIP, but close to it's final state. All feedback is welcome! Some brushwork may change and some details and artwork will come...
  5. 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
  6. 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
  7. hi there, reporting for duty. hereby, i'd officially offer my service for the game. i work as an audio professional in a broadcast/cinema/media studio and own a studio for music/film or game scoring/sound design and so on. reflex is a great project that deserves top notch quality imo and i'm happy to contribute with content or technical assistance concerning anything audio. first things first: there is no intention to steal anyones job like this, really. this is meant to be audio support from the community. however, i can definitely deliver all sound content needed, especially since dark and techy stuff is my most passionate domain. in the following, i'm about to adress and discuss sound issues and throw in some content and technical advice for your consideration. feel free to hit me about audio editing, mixing, mastering, sound design, music, (psycho-)acoustics, etc... (and puredata to some extent) best regards, greed
  8. some sporty melees:
  9. 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!
  10. 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!
  11. @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 !!!
  12. works great, thanks! i rely on this a lot, but with a different sound: - just a snippet of an ingame hurtsound
  13. didn't throw some noise for quite a while now, but there is some stuff to share. here is an experimental approach of remixing the ingame hit sounds that i enjoy playing for some time now: - removed the "bell" character of the original hits and mixed in custom metal and debris sounds and special synth effects for the killsound additionally, there is a rough remix of the ingame quad damage/carnage sfx which @dansen mentioned to be drowning in the mix while playing. hopefully that helps: - increased perceived loudness of pickup and expire, but reduced the level of the firing sfx to avoid overload (clipping/distortion) credits: all remixed sfx are made from the original game content plus the hit sounds having custom materials mixed in. all sounds are exclusively modified or created for Reflex and shall not be altered, published, copied, duplicated or used apart from the game without permission.
  14. duel

    HOLY GUACAMOLY!!! this level of detail... just had a few matches last night and enjoyed the map a lot. the gameplay changes make sense, especially the hole to RA TP makes the map faster! i roughly counted 40.348 brushes during the fight and couldn't believe my eyes, so i took the risk logging into "SYSTEM 385" and i have to admit i actually missed a few and got fragged! @fht, @def : a true work of art...
  15. map

    thanks for having a look at the map and taking your time to give some feedback @thelawenforcer, much appreciated! i'm sorry you don't like the layout itself, i like it! true, the map has quite a demanding learning curve but i think a circle jump at about 360 units is an easy option. given the variety of tricks and rocket jumps, reaching RA turned out easier than the one in aerowalk according to my experience. when starting the map i wanted to push the limits of movement, where the benchmark was cpm3a and cpm22 at that time. therefor it is undoubtedly inappropriate for new players but for those who enjoy a challenge. actually, i'm pretty happy with the result! the map was just played in its 2nd tournament and hopefully it receives some more attention in the EU, someday. whatsoever, i will continue taking care of that place until i reach my vision of its final state.
  16. map

    thank you so much guys for all the love and feedback!!! now, i can speak for the two of us that we're certainly sorry for rolling out the map crawling with that immense amount of bugs and we're not suprised it got rated down therefor, already. nostra culpa!! head over heels we sent in our guys from the pest control and just updated the place all fresh and clean with that slight characteristic pesticide odour! Update: 7 Aug - Beta 1.5 fixed various clipping bugs reclipped the stairs and some surfaces removed some overlapping materials fixed some brushwork cleaned up the prefablist
  17. map

    thanks! performance is getting better step by step. are the fps ok for you? Update: 31 Jul - Version 9 fixed stair clipping bugs at central RL (thanks to @Nitsuj for reporting) added/changed some lights (overall brightness should now be appropriate for nvidia graphics aswell)
  18. map

    wow, thanks for all support and hype, guys! i'm glad the map made it into the pool of a competition and i heard it got even picked once or twice! this is a great reward for all the effort developing this spatiality! well, i kinda forgot announcing an update so this is two versions at once ... (russian cup#5 version was up to date) Update: 21 Jul - Version 7 meshed the stairs redesigned some brushwork reduced TP effects adjusted trick hints changed lighting performance optimisation minor bugs Update: 24 Jul - Version 8 fixed clipping bug at northern RL adjusted/smoothed some clipping brushes changed/optimised lighting killed some lightstrips furthermore, i rolled out a deathmatch version (gdm1) which is featuring more spawns, weapons, HP, armor and carnage. highly experimental atm and a little too stuffed, but i believe there is some old blueprints for adding another corridor in order to make it a proper 2v2 map. stay tuned...
  19. thank you so much guys!!!! i guess, these animations are the greatest improvement of the apparent game quality so far! plus, the drop system is the right way to get players addicted!! gotta go play more...
  20. aligning prefabs, effects or brush vertices probably obsolete for most editors, but i found it very helpful to toggle zoom (widget required) for fine alignment of prefabs, effects or vertices. if you want to adjust something < = 1 unit, zoomed view will also scale your input when dragging or changing your position (viewing angle). there is a bug with these materials, i'm afraid. tried this in order to get matt black in gt1, but this surface will be partly transparent. in this screenshot i used the glow material all black, but it's the same with other colours (fog enabled): @devs: can we get this fixed? confirmed, but don't forget to copy&paste the prefab position data aswell. you can find all referenced prefabs at the bottom of the .map file: i also recommend using a duplicate of the .map file to have a backup if you end up with a corrupted result.
  21. map

    Update: 16 Jul - Version 6 restored most diagonal brushes adjusted both JPs (@YA target is a bit higher, @MH got smaller) modernised theme and colour tone (moving on from that old fashioned high picmip style) added more lightstrips (probably too many) added JP effects (experimental) some cleaning minor bugs hope you enjoy it, feedback appreciated, cheers...
  22. that would be so cool! here is two examples where brushes are being lost: i kept it simple about the map size. just a test conversion of my initial q2_quickfire port for q3a and a tiny brush update for gt1 there's screenshots for both files, showing a missing brush prior to conversion. if you need more complex material, i could dig out those files from my first post... however, opening the maps as text looks like the brushes are being converted but not present within reflex. by now, i believe this is due to "invalid" brushes causing reflex to skip them and all following data.
  23. looks like you're lucky:
  24. well, there is more to rinse out. this is a shot of remixing the ingame hit sounds plus that noammo click: - just some polishing by using EQs and dynamics, increasing impact and presence - that "no ammo" sound was simply too soft for my deaf ears furthermore i had a second try remixing those 50 + 100 character pain sounds: - didn't like the feel of my previous approach in the long run credits: all remixed sfx are made from the original game content
  25. thanks for all that feedback and positive resonance! apparently, no one of those hostile jump layouts sticked out as a clear favorite so i decided make all of them available. here is the hostile_jump and hostile_land layouts from the youtube clip above, plus 2 versions of V3 and V4 with shorter decay (air sound) like @MAD_JIHAD mentioned. in addition there is a rough blend of V1 and V4 ( which is "active" when installing the sound pack: the active jump sound goes by the name "hostile_jump.wav" and the alternatives are indicated by their respective numbers. compared to the youtube demo, the landing sounds were processed slightly to match the tonality of the jumps. yet and still, all sfx are layouts. credits and disclaimer: this sound pack (greed_SFX) is exclusively created for Reflex and shall not be altered, published, copied, duplicated or used apart from the game without permission. @shooter and the reflex developers: these sound effects are royalty free for your project and will be delivered free of charge in full quality upon request. © greed 2016