Search the Community

Showing results for tags 'duel'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Public Forums
    • Announcements
    • General Chatter
    • Tournaments
    • Mapping forum
    • UI Scripting
    • Trading
    • Support
    • Bugs
    • Silver Screen

Found 128 results

  1. ###### [map: dp4] ##################################################################################### download (last update 12/13/2015) map is on steam workshop now -> mapname: abandoned shelter [dp4] gametype: duel description: tech themed tactical duel map credits and thanks to: mazu, kovaak, necrophag1st, xzy, fht, baccart, wh1te, bjarke owner: def new theme update by fht is out! <3 optimized fps and added some gameplay changes: - removed rocket launcher box in mega room - big pillar in upper yellow room u can shoot through now - added a "window" in upper yellow room where u can drop down to the red teleporter / or rocket jump up in yellow room (this is experimental and might be removed again if its not working out. plz let me know what u think) gameplay showcase and some nostalgic cinematic <3 PS: i welcome any feedback
  2. Here are videos of me doing the maps raw blockings of the basic level layouts. There has been some doubt about wether I made the Quake 4 map remakes, this is to prove also that I did make them. Phrantic Placebo Effect Armouredcore Lab The Lost Fleet Disclaimer: Below features a map stealing cheap degenerate fuck. Map built from my geometry and brushwork, doesn't have the quake 4 geometry because it's stolen work and thus identical to my release, instead of the quake 4 release. @Joe Chat transcript showing crazy madness from verbal freak joe. Proof of my map not being 100% identical to work of Lukin because it's all handmade and not a porting. Main Atrium 8units vs 48units RA Room 680units vs 752units. RL Pad 440units vs 376units RL Stairs 132units vs 72units YA Hallway 832units vs 760units See joe, you were wrong as I told you.
  3. duel

    Did a custom port of this, remade map from scratch with slightly larger proportions. Enjoy!
  4. I made my first map. I made it for duel, but I'm planning to release a FFA and TDM version as well.
  5. duel

    [sp2] The Core 2x RL, 1x RA, 1x YA, 2x GA This map is a high tech, sci-fi powerplant where you can blow each other the f*** up. It's intended for 1v1 but also has FFA and TDM modes enabled. The map has a lot of jumps, teleports, and is based around fighting on two levels. The map draws some inspiration from some of my favorite AFPS maps including Phrantic and The Catalyst. That's not really important but I thought maybe some people might see a few parallels and find it interesting I'll consider feedback as long as it's not too drastic and doesn't alter the overall playstyle of the map. Please let me know if you find any clipping issues impacting gameplay or other problems and I'll fix them as quick as I can. Thanks for checking out The Core! If you like it you can also check out my other map - [sp1] Suspension EDIT: Forgot to mention I have a clean version saved in my private stash so if anyone is having performance problems or just would like an un-arted version let me know and I can upload the clean one.
  6. map

    ---------------------- 421 ~Fortune~ ---------------------- (duel map by @Greed and I) Suh duds? here is a map that litterally took us twelve decades to finish, witch means roughly 10 brushes per minute. steamworkshop link (with screens): clean version: Special thanks for (m)oral support to these two german and swiss sexy playboys @def, @fht ( ͡° ͜ʖ ͡°) Very many thanks to @Pill_, @Brancaleone, PhunkMazterK, @Luft, @Terifire And also thanks to everyone else helping: @memphis, @Warlord Wossman, @Kyto, @LuGia, @LKSR, @zajfy, Xortion, psalmiak, helltiger, @NeuerGolf, @promEUs, @sandbox, and probably a lot of other people im forgetting, if so im sorry brah. any kind of feedback is very appreciated given the map is most likely far from perfect, and not finished yet! We hope you enjoy playing the map, gl hf guys <3 Known issues: some clips are still kinda meh or missing some brushes are still devgreys, thats the counterpart of doing a map with ~17000 brushes and having to basically colour them all after you are done with the main polish ic position is really strong atm rail is really strong atm cycles are hard to break ~~~~~~ Some screens ~~~~~~
  7. 'THE Bad Place' - : ( Firstly I'd like to thank some people for their help: Kovaak helped me immeasurably with the revision of this map, spending many hours with me with his uncompromising eye for quality. His superior experience in both qw and dm4 enabled a much closer feel to the original map than my first version: tele targets and trigger points were moved, pickup locations modified, overall scale revised, visuals altered. Zita for his 1on1 help and feedback at times, plus his excellent build guide which taught me a lot, please help him out by voting up his edit guide on steam. Shpuld for his outrageously helpful map scaling script: Without this neat little tool it could have taken me an extra week and a half to arrive at what we thought was the best scale for this remake. His thread should be stickied in my opinion. Original thread: This will be the last build of this map I release until ammo packs are released in game, once that happens the dynamics will change a lot. I've been pleasantly surprised at how well this map plays out in duel, and with allowances for the obvious differences due to the differing core game mechanics: how much it feels like the qw version. Of course if I want the best dm4 experience, I'm going to load up ezQuake every time, this version is a mimic that will never replace what qw has to offer, but nevertheless I believe it offers a good quality experience in reflex as reflex is right now. Changes from first revision: Teleporter activation points and targets moved. Items repositioned for more fluid experience. Map rescaled to 9:8, remake:original. The 1:1 version was far too fast and small, even in comparison to the original experience, the jumps possible in this version would have diminished the requirement for strategy. Carnage added for non 1v1 gametypes. Some corridors slightly restricted to force ammo pickups once packs are released for reflex. Ledges leading out from ammo room lowered slightly to mimic original. Items: Armour 2 x light 1 x medium 1 x heavy Health 1 x 100 7 x 25 1 x 5 Weapons 1 x burstgun 1 x shotgun 1 x grenade launcher 1 x plasma rifle 2 x rocket launcher 1 x ion cannon Powerups 1 x Carnage (not 1v1) Video:!o1xWmCYK!F443nGiDvLpJ6oijsWUjlBvii-lNwDatcCQcAUV5WOg
  8. ---------------------- 421 (clean) ---------------------- (duel map by @Greed and I) After receiving a few complaints about map performance we decided to make parallely to the original version of the map a clean version for all the people who had troubles running the map and all the ones that prefer clean visuals to pretty ones (and yes im in this group unbelievebly lulz). steam link: original version: original tread: Its pretty shitty boys but hf
  9. Pleased to finally announce a season of duel for AU/NZ Reflex players. That's right - a SEASON. You know it's gonna be lit. Consisting of FOUR midweekly duel cups with some of the best and freshest maps out, players will find themselves entering a fierce competition with the aim of qualifying for the Championship, and all the glory and street cred (and money!) that comes with it. The Season boasts a serious prizepool. You can donate to the Championship pool through the following paypal: Currently at 300 or smth for the whole season! No amount is too big or too small, really appreciate any help to grow our scene and keep it hungry. Big thanks to the donators of the championship prize pool: Stral ZTK remm qhat Dacra Please read the following carefully, especially with regard to the championship qualification which operates off a points system. Midweekly cups take place on the following Wednesdays: 10th August, 17th August, 31st August, 7th September. It is to these cups the following rules apply. MAP POOL: Aerowalk, Use and Abuse, Quickfire, Tephra, Ruin, Static Discharge, Furnace SIGNUPS: BRACKET: BROADCAST: with ur boi bringing u the goods. @ZTKFPS if ur the tweeting type. START TIME: 7PM GMT+10, check-ins open 30 minutes prior. Midweekly Cup Details: Championship Information and Qualifier Info Championship Qualification Standings, Point Allocations etc: 10th Aug Results: 17th Aug Results: 31st Aug Results: 7th Sept Results: Below will be rankings from each individual cup in a nicely presented table, followed by an updated cumulative total. The top EIGHT players from the cumulative total encompassing all 4 midweekly cups will progress to the Championship ODC with B1G PR1ZES, full Bo3 Double Elim Bracket etc. The possibility of points being the same between participants due to tournament format, the following contingency plan exists to try cover issues. Distribution: 1st = 25, 2 = 18, 3 = 15, 4 = 12, 5 = 10, 7 = 8, 9 = 4, 13 = 2. Clashes will be deterimined as Formula One dictates ie: In the event of any ties for position, the player with superior tourney results (based on descending order, from number of wins to numbers of second-places down etc) will gain precedence. Qualification Standings Top 8 players will be added to private discord to sort date for championships. FEEDBACK: At the end of this whole process, development is key. All decisions with regards to this cup have reasons behind them to varying soundness and I, ZTK, am more than happy to discuss them with you and the community as a whole. There will be opportunities for feedback on everything from map pool, format, broadcast etc to be discussed with the goal being to continuously improve upon the past event.
  10. ###### [map: dp9] ##################################################################################### map is now in the steamworkshop -> mapname: shadowfalls [dp9] gametype: duel description: advanced gameplay credits and thanks to: fht (full art design), terifire, gaiia, dokosten, bjarke owner: def gameplay showcase
  11. My new 1v1 map. Was trying to go for a fast paced, trappy map. Enjoy and please like and subscribe if you like it I'm considering maybe adding a 3rd teleporter or changing weapon spawn locations but not quite sure where so if anyone has any suggestions for that I would appreciate it. Other than that this map has been considerably modified already so I'm open to feedback but I'll need to carefully consider things at this point. Thanks!
  12. Please share! And if you can pop in to help me test the stream and the quality, I'd appreciate it
  13. Reflex Australia - Duel Cup #4 Well it's that time again, where Aussies and Kiwis (and some others!) battle it out for all the glory! Prize pool currently at $100 $125 AUD and growing. Split to be determined. To donate to the prize pool: PayPal - donate@reflexfps, What: Reflex duel cup When: Sunday 26th June 2pm AEST (GMT+10) Where: Australian Reflex servers based in Sydney and Perth. You also must be on Reflex Australia Discord to facilitate matches Who: Australian, NZ or Singaporean/surrounding players who can ping well to the Perth servers. Why: Rollicking good fun - prizes money and so forth How: Sign up at Format: Double elimination BO3 all the way through to the BO5 final. Maps: Static Discharge, The Missing Link, Ruin, Furnace, Tephra Banning: High seed bans, low seed bans, low seed picks, high seed picks, play Stream/Cast: 95% confirmed to be on with Shpuld and Phylum casting the matches! Should be a great time for all, so get donating and set your clocks for GMT+10 this Sunday! Current Donators: FlabCaptain - $20 USD; - $100 AUD; Cheers - remm
  14. edit: This has been moved to the 24th of April at 1pm AEST (3am GMT). Sorry about the confusion -- the main admin had some important IRL stuff come up. Short notice, but we're running another Aussie Duel Cup this Sunday on Sunday April 24th! Stream details and prizes TBA, other details here, challonge here, direct signup link here. We'll be playing all of the matches on Australian servers (I think -- maybe NZ too?), so please only sign up if you get a reasonable ping to our remote island. update: There's now a $150 prize pool to be split across the top 3, plus 8 extra copies of Reflex for random participants update2: stream @
  15. Lately I've been streaming some Reflex duels where I comment what I'm doing and thinking. People have told me this is pretty useful for learning how to play Reflex, or arenafps games in general. I'll be posting some of my own videos here, but if you feel like you have something useful to share, please do so.
  16. Not your personal hug box, check your flaws and shortcomings at the spawnpoint. Currently in testing, available on the workshop. Features: 1xRA 2xYA 1xMH & a full weapon set.
  17. ###### [map: dp6] ##################################################################################### download (last update 07/26/2015) map is now in the steam workshop -> Or mapname: the gravesite [dp6] gametype: duel, 2v2 description: egyptian themed heavy movement map credits and thanks to: mazu owner: def and fht feedback welcome!
  18. duel

    ###### [map: dp8] ##################################################################################### download (last update 12/13/2015) map is on steam workshop now -> mapname: unforgiving [dp8] gametype: duel description: advanced fast paced gameplay credits and thanks to: fht, memphis, wh1te, draqu, jukebox, warlord wossman owner: def Up on follwing servers: all servers that run 0.38+ plz dont expect good gameplay :-D PS: i welcome any feedback.
  19. ​​ ​prdm1 -​​ duel / 2v2 map REFLEXFILES LINK Big thanks to Warlord Wossman for being my daily consultant​ ​And a thanks to all the players who helped playtest it! SCREENSHOTS
  20. I rebuilt my old Quake/Quake 3 map Battle Zone for Reflex, feel free to test it. All feedback is welcome Its a small 1on1 map with intense gameplay, or play 4 players FFA for total mayhem!
  21. Hello nice people out there, here is a map i have been working on for a long time (roughly 3 months). Its a map themed out of the Bioshock franchise and hopefully you guys are gonna like it. the map plays as a slow duel map, heavily incentrated on control, it can also be played well in 2v2 tdm. Its not perfect by any means, i come from quake and I suck at reflex so any feedback would be immensely appreciated. Keep in mind the map is not finished, the outside environment is still missing but given how heavy the map is I still dont know if ill be adding any. Please tell me YOUR preference and ill do accordingly. To anyone having troubles running the map at high fps: i would suggest disabling r_dynamic_lights (0) and using r_lm_clear to gain some visibility lost by turning dynamic lights off, imo the map still looks pretty good if doing that and performance get waaay better. Remember tho that the map looks way better with shader on "high" because of how bad brass shading looks on low. Here is the link of the workshop pages where you can find screenshots: Thanks to all the awesome people that helped me doing this, special thanks to: Promeus, Guilt, _Pill, Kovaak, dansen and Brancaleone. (<3) /////////////////////////////////////////////////////////////////////////////////////// FUTURE STUFF //////////////////////////////////////////////////////////////////////////////////////// Some things you should expect from next version (hopefully coming soonish): -balance tweaks stronger ga rooms (both), weapon position adjustment, more angles on ra. (an overall big help to ooc player on contesting control and item delaying and maybe easyier access to hitscan weapons) -lightning changes, maybe there will be no more pointlights if i can get a good lightning out, and everything will look sexyier. -more wall decorations with led writings and overall bioshock citations (and maybe statues and shit dud idk). -outside underwater city environment whith every performance issue resulting from thst (AYYY LMAO jk). PS: anyone willing to make a video showcasing the map is welcome.
  22. The tournament is completed ! Well played to all the players and a massive thank you to everyone involved on the side (Gilanguar and GMT for the stream, Benz and Qualx for the administration !) Any feedback is welcome Brackets : Vods can be found at : Replays : The final results are : Kyto : 77,5 € (50%) Rama : 38,75€ (25%) Lunokhod-2 : 29,0625€ (18.75%) 4th Inhibitor : 9,6875€ (6.25%) Date : 20/02/2016 Brackets : Starting time : 16:00 CET (15:00 to 16:00 for check in) Map pool : dp4(Abandoned Shelter) , dp5(Furnace), thcdm13(Simplicity), thct7(The Catalyst), thct2 (Pocket Infinity) Signups : Stream : ArenaFPS Rules : Join #Ramacup on irc (Quakenet). Default duel mode currently in the game. Any player using any of these characters in their name will lead to a default loss for the match played (not series) as it prevents replays from being recorded : \ / : * ? " < > | Best of 3 for all matches except the grand final which will be BO5. Picking map format for BO3 is: Drop-Drop-Pick-Pick-Decider if 1-1 ( Axe-fight or cointoss for first pick). Picking map format for grand finals is WB winner: Pick - LB winner: pick - WB winner: pick - LB winner: Pick - WB winner: pick Any server can be used as long as both opponents agree. (NA players are allowed, they'll however have to play on EU servers if facing an EU opponent) In case of a ping/server disagreement, Afps servers located in Germany will be used. Be autonomous, contact your opponent, play your match, report the score on irc. Prize pool distribution : 50% 25% 18.75% 4th : 6.25% Current Total : 155€ Donations : Paypal ( -Rama : 20€ -truck : 10€ -Kyto: 10€ -memphis : 10€ -lolograde : 35€ -Apoztle : 30€ -Anonymous : 30€ -jd-kid : 10€ Admins : Ramagan, Benz, Qualx Good luck !
  23. You can check the submissions at PLEASE NOTE: all the judges can freely add/modify their ratings/comments until 1.1.2016 (and atm lavacups review/rating are purely fictional). if you would like to download all the maps here is a zip for you - I've also uploaded all the maps to turbopixel hosts. Description: I would like to host a competition for a duel map. Rules are simple make a duel map and post it here. There are no specific requirements although if you post 3 rectangles we might ignore your submission. While the visuals are important the most important criteria is the gameplay. There is only one submission per person allowed. Judges: Qualx - the spawn mastertehace - general layout / balancememphis - gameplayHAL_9000 - map basherdef - general layout / balancearkcoss - visual supervisornewborn - the creator Players EU: KytogaiiaDraQuLunokhod-2BjarkeXatrixHAL_9000memphisRamaI'll post players that have agreed to play in the minicup here so the winner can choose 4 to play in the minicup. Prizes: Organized and streamed mini-cup on a wining map. We'll take care of the stream/cast and will get players to play in it. Submissions: I'll be updating this section with the submitted maps once in a while. lavacups by ALLO_YOBA by F14m3z - Calculated by SickDownlink by Ammaccabanane by promEUs by Xytaglyph by Yodsanklai by Skytoon - - Gilanguar - by MuNgLo - - Upheaval by Charnock - - Haipei by spessu_sb - Smokeylope - - Abbadon by Viscerated - Process: We'll set up a sheet for judging map where every judge will score the map in categories like visuals/gameplay/etc. and will have the option to write map specific feedback. Once the contest is over we'll publish all of them for every submitted map so there is possibility of getting more detailed feedback but its not 100% guaranteed. Thanks to Benz all of the maps will be hosted on ARENA FPS hosts so people can play them and give out their scores. Contest will run until the end of November with 31.11.2015 being the final date to post your map. If you want to update your map in the process please use reflex files and post your revisions there and just have one link in here. We're going to give judges a month to familarize themselves with the maps and judge them properly, therefore the minicup will take place sometime early in january. More details will follow once we'll get closer to the actual event, we'll get in sync with the winner to talk about the details.
  24. st2 - haipei Type: Tourney Mode: 1v1/duel, ffa, tdm Players: 2-6 Layout: Duel Atrium Scale: Small Shape: Vertical Designer: spessu_sb Contents: 6x 5hp 2x 25hp 1x mh 7x shard 1x ga 1x ya 1x ra 1x sg 1x ic 1x br 1x gl 2x rl Patchnotes for beta: - removed multiway tp for one two-way tp since it was quite powerful - completely redone itemlayout - completely redone spawnlayout - fixed some brushing and clipping - added endscreen Thanks to slikk for helping with detailing. [EU] spessu_sb's server (france)
  25. Converted and fixed up a few things on one of my favorite CPM maps, while I know converts aren't super popular I don't exactly think it was a heavily played map compared to the big 3 at least. Either way I learned a lot about brushwork and how lighting works from working on this. In its current state I do not think that the map is overly balanced and I was playing with ideas of moving weapons around to allow the person off stack to have somewhat of a chance but that will come with time. Anyway here is a quick change-log and some screenshots. I was also unable to find any trace of Eizid being online since 2008 so I hope he's okay with me converting his map . :~) Steam Workshop Page Current RefleFiles download: Old ReflexFiles download: (Keeping this version for Legacy Purposes) Initial release (12/19/14) / Changes from CPM version -Raised ground+ trim near lower RL 8u to allow jumps up the ledge -Raised the lower ledges on both sides of the MH 8u to allow a jump from YA ledge to GL bridge -Raised the 2x 25 ramp area 4u to allow jumps up to the SG/GA area -Redid brushwork above YA to try and fix some alignment issues. -Added a large amount of trim brushes -Added 2 5 health bubbles on the ledge across from RA -Removed a number of large brushes that I did not plan to use for detailing -Reworked the 2 lights near the 2x 25 ramp -Reworked the teleports using praximo's quad texture idea First Update (12/20/14) -Fixed pickups being 4u above the ground in a couple places -Fixed some texture alignment bugs near upper YA -Fixed some texture bugs above chaingun -Added some nolight textures to hidden brush faces Second Update (2/13/15) -Fixed texture bugs in main atrium near teleport exit -Fixed texture bug on ceiling near upper YA -Fixed texture bug near RL side of RA platform -Fixed small texture bug under upper YA platform -Fixed trim brush being too large on RL side of RA platform -Added trim near PG stairs -Added trim to stairs in main atrium -Added endgame camera -Redid brushwork on LG platform to fix a few lighting issues as well as add proper trim to the under side -Redid some brushwork in MH room to fix some lighting bugs -Fixed ceiling brush near GA not being properly nolighted -Fixed some wall brushes near MH not being properly nolighted -Added detail brushes to the 8u->16u trim connections -Moved light near under LG -Added light near under LG -Added light above GA -Moved lower YA more towards RA room -Added light above lower YA -Added light on GL bridge -Added light near dropdown to 25 healths -Nolighted more hidden faces -Added sky light near MH tele exit -Removed all pointlights -Removed trim brushes at the base and top of stairs -Lowered detail brushes above rail 4u to line up with trim -Lowered high trim above 2x25 health dropdown to line up with other trim -Redid brushwork on connector beam above the upper RL -Redid brushwork on connector beam above the GA -Redid cieling area above GA -Reworked the huge clip brush above the map slightly -Adjusted the angled brush above RA teleport Third Update (Workshop Publication) (1/30/16) -Renamed the map to "Outworld" (May change in the future) -Fully retextured and retrimmed the map -Added weapon symbol meshes under all of the weapon pickups -Reworked brush geometry outside the map to reduce and fix light leaks -Added a brush to better show the "pixelwalk" near GL ledge -Added light meshes to the inside of the brushwork lights to give dynamic light effects -Converted quite a bit of stuff to prefabs (Mainly stairs/lights)