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Found 133 results

  1. Amh_b2_WYK

    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: http://steamcommunity.com/sharedfiles/filedetails/?id=641609454 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.
  2. 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 : http://challonge.com/RamaCup1 Vods can be found at : http://www.twitch.tv/arenafps/v/49998197 http://www.twitch.tv/arenafps/v/49998506 Replays : https://dl.dropboxusercontent.com/u/885543/ramacup.zip 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 : http://challonge.com/RamaCup1 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 : http://challonge.com/tournaments/signup/fvqYSueL5I Stream : ArenaFPS Rules : Join #Ramacup on irc (Quakenet). http://irc.lc/quakenet/Ramacup/ChallongeUsername 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 (guillaumeaj@yahoo.fr) -Rama : 20€ -truck : 10€ -Kyto: 10€ -memphis : 10€ -lolograde : 35€ -Apoztle : 30€ -Anonymous : 30€ -jd-kid : 10€ Admins : Ramagan, Benz, Qualx Good luck !
  3. You can check the submissions at https://contest.thc333.com/ 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 - thc333.com/reflex/contest_maps.zip 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 http://reflexfiles.com/file/431f14p2 by F14m3z http://reflexfiles.com/file/436sickdm1 - Calculated by SickDownlink http://reflexfiles.com/file/445Amh_b1 by Ammaccabanane http://reflexfiles.com/file/446prdm3-Marduk by promEUs http://reflexfiles.com/file/447xy2 by Xytaglyph http://reflexfiles.com/file/404yod1-Pure by Yodsanklai http://reflexfiles.com/file/430st2 by Skytoon - http://reflexfiles.com/file/463DM-ProjectInverse - http://www.reflexfps.net/forums/index.php?/topic/3039-dm-projectinverse/gil-dm1by Gilanguar - http://reflexfiles.com/file/459dm_doxtoria by MuNgLo - http://reflexfiles.com/file/460cht1 - Upheaval by Charnock - http://reflexfiles.com/file/424ssbdm12 - Haipei by spessu_sb - http://reflexfiles.com/file/467smkt1by Smokeylope - http://reflexfiles.com/file/473vst1 - Abbadon by Viscerated - http://reflexfiles.com/file/395The 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.
  4. st2 - haipei (1v1)

    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. http://reflexfiles.com/file/467 [EU] spessu_sb's server (france)
  5. 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 http://steamcommunity.com/sharedfiles/filedetails/?id=611578060 Current RefleFiles download: http://reflexfiles.com/file/542 Old ReflexFiles download: (Keeping this version for Legacy Purposes) http://reflexfiles.com/file/81 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)
  6. [Duel] Rapture

    Hello, so here's my first map, Rapture. Current status: gameplay changes Items/Spawns: SH: 5 MH: 3 LH: 1 AS: 4 RA: 1 MH: 1 GL, 2xRL, BR, IC, PG Spawns: 5 DL: http://reflexfiles.com/file/508 or https://dl.dropboxusercontent.com/u/885543/rapture.zip Any feedback ( regarding gameplay ... ) is appreciated. Map is currently hosted on the "ArenaFPS Duel"-Servers and the "ArenaFPS New Maps" one. Regards
  7. dd1 - Hydro

    http://reflexfiles.com/file/539 http://steamcommunity.com/sharedfiles/filedetails/?id=608608891 Big thanks to Mad_Jihad, Viscerated, and SickDownlink for helping make the map, as well as all the testers who played it! I'll art it up one day.
  8. vst420 - Monastery

    vst420 - Monastery by Viscerated and MAD_JIHAD First-pass release of our new 1v1 map. We decided to release an official fully-functional version since it has received a lot of positive feedback and people want to play it. We'll further update it with better, more complete art, hence why this is just a first-pass official release. The art theme was partly inspired by dp8 and prdm3, so thanks to promeus, def and fht. We hope to see it in some tourneys. Thanks to Duck, Promeus, Warlord Wossman, Kovaak, Guilt, Made, King, c9, Lonezilla and possibly others I may have missed (tell me) for feedback and/or playtesting. DL: http://reflexfiles.com/file/518/ Pickups: 2x RL 1x other weapons 1x RA 2x YA 1x MH 1x 50HP 4x 25HP Screenshot:
  9. The Reflex Dojo NA Duel Cup #1 DATE: JANUARY 16, 2016 This tournament is strictly for bringing the community together and for everyone to enjoy themselves. I will try to host this tournament periodically, and at most will have one every week. Map pools will usually have a mix of new and old maps. Good luck have fun! SIGN UP HERE SIGN UP HERE SIGN UP HERE SIGN UP HERE Registration: You must be in The Reflex Dojo Discord found . This is done to help locate and match the players. Discord and Challonge username must be the same or similar. Competing: You will have to check-in on the Challonge bracket. If you fail to check-in on time, the Challonge website will remove you from the tournament. Check-ins will start 1 hour before the tournament begins. The tournament is not affected by players signing up and missing the tournament. Feel free to sign-up for any tournaments regardless if you know you can make the tournament or not. Tournament admins will announce when the bracket is final and the tournament has started in the Reflex Dojo discord channel. When this is announced, refresh your Challonge bracket. An admin will contact you and your opponent and will give you an IP address to connect to. You can connect to this IP address in game by pressing the ‘~’ key and typing ‘connect (IP address)’ in your console. After you have completed your series, you may enter the scores on the Challonge bracket, or tell an admin and he will do it for you. A connection test is highly recommended before starting a series. Ruleset: Players are expected to behave in a reasonable and respectable manner. Players may be disqualified, suspended or possibly banned from future RD cups for not doing so. If you were to ever get disconnected in the middle of a match, you will automatically forfeit the current match. Opposing players may allow to restart the disconnected match if they agree to do so. Disconnections should be immediately reported to a tournament admin. The tournament is double elimination. All players will have the chance to compete in a minimum of two series. All series will be played in a best two out of three format. Winners finals, losers finals, and grand finals will be played in a best three out of five format. If you are unsure what the format of your current series is, contact a tournament admin immediately. Map selection will begin with a melee fight at warmup, both players must have the spawned health and armor. From there the winner of the melee fight will take first ban, then the loser will have the second. The same follows with map picks (Ban, Ban, Pick, Pick). If you have any questions or issues, contact the Reflex Dojo Admin in discord or steam. Map Pool: DP5 - Furnace THCT7 - The Catalyst TERIT3 - Unholy TERIT4 - Fusion VST1 - Abbadon
  10. map page - http://thc333.com/reflex/#sixteenth direct screens - http://thc333.com/reflex/thct2/index.html http://thc333.com/reflex/thct2styledark.zip http://thc333.com/reflex/thct2a.zip
  11. sickdm1 - Calculated

    sickdm1 - Calculated A competitive duel map with a focus on risk calculation. http://reflexfiles.com/file/445 This is my submission for Tehace's duel map contest. Short highlight of the testing :eggplant: gg Public Feedback: http://www.poll-maker.com/QCTIMY Huge thanks to Duck! This map would not have been nearly as good without this guy's help. Big thanks to Warlord Wossman, who helped bring the map's balance up to par for competitive play. Big ups to all the awesome players who helped play-test and give feedback: Guilt, Lonezilla, King, Zenmanifold, Gangland, Promeus, Eldrek, Skytoon, Meowgli, Mad_Jihad, and probably a lot more that I am too tired to remember right now. I had a blast making, testing, and watching fights on this map. Thanks all, Enjoy! ** Any feedback is greatly appreciated ** Happy Fragging
  12. So after the mapping section we did for the birthday bash event it whet my whistle to give mapping a go myself and this is the result. After an extraordinary amount of reworking over the course of an entire week with help from: Nathan, Promeus, Warlord Wossman, Tehace, Qualx, Greth, Tepes, Neeple, GMT, Danskq I finally feel like this is the first releasable version. It's still a work in progress Visuals will be done at some point if it takes off and there is still some aspects of game play changes I might fiddle with. Reflex Files link I've got various old versions of the map and intend to do a full write up/video of the learning process and hopefully this can form some sort of guide for new map makers. The intention behind this process was to understand map balance and map making rather than necessarily make a really competitive map. Game Play Video coming soon(tm) Feedback is very welcome via discord or this thread.
  13. dm_doxtoria

    A high intensity duel map with a lot of verticality. Only having one YA to encourage heavy emphasis on punishing the opponent when they go for RA/MH. Seems to play really well when both players are about equal bad at the game. It is big enough to play 2v2 atdm on. 1RA 1YA 1GA + All Weapons ReflexFiles download Updated 22/11-15 MKV - Final version (hopefully) Changelog: MKV Few tweaks here and there. Should be the final version. MKIV The whole side with IC on the map reworked. Added alternative route to top corner there as well. A few fixes for flow as well as some trim on doorways for looks. MKIII YA moved and a bit more life placed. Also big overall tweaks to avoid light bleeding and added a bunch of stuff for looks.
  14. tt1

    A lot has changed since the original concept, much to the help of many playtesters. Yeah, you heard it right, this is the first map I have ever actually had playtested. I have removed the Mega room altogether, removed 5 teleporters (leaving 5), added the grenade launcher, and overall I think it has been a huge improvement. I am glad to have caught those players who helped me see outside of my box. It isn't done yet, and I am still open to suggestions. I wanted to get more players to test and give feedback but every night I try to host is at a bad schedule for US players. I had already been sitting on this version for over a week so here is the current release. New: One way teleporter to replace the slope jump, textures, other kewl graphics, lighting, removed a lava pit, general improvements. Possible final after a week of nonstop, almost test subjectless editing. Wont bother bumping the thread, I know nobody cares, but she is finished. I am going to transfer this map over to Quakeworld http://reflexfiles.com/file/454
  15. thcdm13 - Simplicity

    The new version will be available within next patch and is currently playable on some hosts as thcdm13pro. I dont have a firm date of when that might happen tho. V6.3 Its the current version where I work on sorting out the clipping issues if you happen to get stuck on some panels plz let me know. Map is currently available on turbopixel hosts, my pl host (game.thc333.com), chicago shitshow, f3already (it might be outdated in other places). V2 ---------------------------------------------------- The modified version is now available as thcdm13-v2 it will stay that way until it can be included within a new patch just so I dont mess with people lm being valid on some host while being broken on others which will happen if I woudl just replace regular dm13 with it, yeah I know I will loose stats on f3 already but Im not a stat whore anyway ;p map page - http://thc333.com/reflex/#third direct screens - http://thc333.com/reflex/thcdm13 the most substantial change is this - http://thc333.com/re.../thcdm13-03.jpg If you want to have a look at some games on it, stop by tomorrow for the minicup - more info here - V1 ---------------------------------------------------- Keep exploring the same concept of item combination while trying to keep the map compact and somewhat optimized for reflex movement, quite a few easy and progressively harder jumps, Im afraid that if you're new to the reflex you will have hard time on this map. BONUS: HAL_9000 vs rokky showmatch Visual style inspired by minimalistic architecture concepts like yeah Im aware that I have a lot of cut corners but I guess you dont run with such high speeds at home. Big props to F14m3z for all the help, the broken tiles on the MH or the RA ledge are basically his creations, he also helped out with many other improvements.
  16. ykdm2 - Silk

    Silk is a somewhat large map intended for four players. Four player free for all or two versus two death match. However, it should also be viable for duel as a large, slow map. reflexfiles: http://reflexfiles.com/file/429 (screenshots & download ) 2x Rocket launcher 1x Bolt Rifle 1x Ion Cannon 2x Plasma Rifle 1x Grenade Launcher 1x Shotgun 1x Red Armor 2x Yellow Armor 1x Green Armor 8x Armor Shard 1x Mega Health 1x 50 Health 5x 25 Health 4x Health Bubble 1x Carnage Special thanks to raygun9 and friend qwert aka a bunch of underscores for help with item & player spawn placement!
  17. [dp7] venom

    ###### [map: dp7] ##################################################################################### download (last update 04/12/2015) reflexfiles link phgp link mapname: venom [dp7] gametype: duel description: advanced duel map credits and thanks to: impulse, slikk owner: def and fht Pickups: - all weapons (2x rocket launcher), except boltgun - 12x 5 health - 6x 25 health - 2x 50 health - 1x mega health - 8x armor shard - 1x green armor - 2x yellow armor - 1x red armor - 1x quad (not present in 1v1) Up on follwing servers: “PlayHardGoPro .:0.31.2:. Stream / Cast Server www.phgp.tv f3allready.com http://youtu.be/1f16SySdpHA this release is for testing purposes and might change. feedback welcome! PS: map is bugged, so if u will render the lightmap yourself, vote another gametype to get the real skycolor instead of black. lava will be changed to slime with next update, coz its fixed then. visual updates will come later. first of its up for gameplay testing fixed by shooter, thx for that. was due to some guy who placed random brushes in nomansland...
  18. Disorder 1v1 (v 0.5)

    Hey, decided to take another crack at map creation after tossing out a number of unsatisfactory attempts some time ago The map is available here Update: The map is still not quite ready for an art pass, but lighting is now far enough along to include lightmaps. Also added a room to join Green Armor and Red Armor, which cases the red room to feel a lot less uselessly large Still looking for feedback on item placement and overall layout. I'll be casually making the lighting less blocky over the next little while and would like to get the gameplay portion of the map locked down before I start going hardcore on the aesthetic portion. Still kinda wary/not totally happy with the lowest level of the middle room. I'm also probably going to do something with the Yellow armor room just outside of the Mega and maybe rethink my armor setup in eneral Special thanks to Temen for testing and feedback on every revision thus far
  19. You can find me on IRC, Quakenet daily (also on #reflex). Sorry if this is the wrong place of the forum to post this... Looking for other players with low or mid skill to play with for fun ;-) ....To learn the movement, the maps , the weapons etc. I got a lot experience with Unreal Tournament and a little bit of Quake Live (tiny bit of experience there).
  20. I was thinking about ways to make playing duel PUBs more interesting and had this idea. You and 8 other players are matched up in a bracket. The first 4 games start at the same time so as soon as they are completed it moves on to the second round of 2 games. Then the final round. Making it only a up-to 30-40 minute commitment. You can also have a game for third place that happens during the final match. Example:
  21. Oldcherrio - 1v1 map

    hey guys i made a 1v1 map, if it plays cool i'll make proper art on it. http://reflexfiles.com/file/406 hf !
  22. [1v1] Xy2

    XY2 ReflexFiles http://reflexfiles.com/file/404 New original duel map by Xytaglyph Medium/small sized, very action packed duels 1RA, 2YA, 1GA, 4 Shards, 1MH, 1 50hp, 3 25hps, 6 5hps Screenshots:
  23. Let me know what you think. I will cast more replays if you send them my way. See it here ​Thanks reflex community!
  24. Lab 6

    Map Name: Lab 6 ​Gametype: ffa/duel/2v2 Pace: Fast Size: Small Made by: Roadkill Download: lab6.zipReflexfiles: http://reflexfiles.com/file/374 This map hasn't been tested so pick up placement might be atrocious. I'll greatly appreciate some feedback, hopefully it plays ok. You need to trick jump to reach the mega, but I'm considering adding a double or triple jump step up as well Thanks to wh1te for the OP layout and to whoever tests this map. Big ups/mad props to Turbo Pixel Studios for developing this great game
  25. wt1 - The Struggle

    Map Name: wt1 ​Gametype: Duel/2v2 Pace: Fast Size: Small/Medium Made by: wh1te Thanks to: Def, Vo0, Tr1pwire, Nathan, Baccart Warlord Wossman, Pixel, Danskq, Holi and whoever else was involved! Download: wt1.zip [19/08/15] Major update. Visuals updated for the new version 0.36.1Reflexfiles: http://reflexfiles.com/file/364Map is now in the DP map pool. This is my first duel map that I hope will make it very far and community will like. If you have any suggestions on what to add/remove or change, please let me know in the comment section. Happy fragging! There's also a video attached that shows the gameplay.