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Found 130 results

  1. map page - http://thc333.com/reflex/#eleventh direct screens - http://thc333.com/reflex/thcdm10/index.html I decided to get rid of textures that doesnt work and after original topic steering to some drama I decide I'll just repost it I think it could be justifiable since I redone the whole map with proper nolight and default dev*.materials texturing +also included some of the early suggestions. It took a while to redone it since i had to make use of all the brushes I ended up making for the textures, guess it turned out well in the end. I'll repost some valuable posts from the previous topic. Thanks, I have reworked the MH room quite a bit though it was too cluttered earlier I've sent it to Kovak as you suggested and he said he might have a look at it so thanks for bringing that up. I have cut the top level connection in a form of a corridor that lead to RA this way you can still get it if you made that ceeling/triple/quad whatever you wanna call it jump from MH but you have to go through GL ledge therefore being totally exposed, the other way to get it is by doing the celling jump to the ledge where the shotgun is and than stairs jump again over the center area to the teleport that leads to the upper level. Thanks for the suggestion I think that was an actual improvement. Not sure if the second level corridor should be clososed though, or that area where the shotgun is... I can make the adjustements and just see how it plays in case anybody would like to schedule a testing session. I think I made some improvements you might want to try it out with the default look and on normal ping. than you might like what came out of all those brushes I had while doing the textures ;p item placement is kind of locked due to the layout, it could be reworked but needs a proper testing.
  2. thcdm4 - Acidic Nature

    Map page - http://thc333.com/reflex/#sixth Screens directly - http://thc333.com/reflex/thcdm4/index.html The quest for compact duel map like cpm3 continues. This time I feel like the scale is there (dm2/3 being too big imo). I worked on dm4 for like 2 days and have a great idea but it turned out to be completely enormous map for a duel... therefore I scraped it and quickly put together very messy version of this map with very basic blocks (most of the time not even connected properly) and after getting the feeling and scale I polished them out. From very limited time I had on it playing with friends (more playtest to follow) it felt pretty good. Would love to hear your feelings about the gameplay & aesthetics. I wonder how much health is advised to be on a small map like this? AEon suggestion to made the stairs stripes turned out great Im still struggling with light leaks. How does that works exactly I have several instanced where I had some weird light just popping out of nowhere in the middle of the wall once i put another object next to it (they didnt have any textured sides exposed to outside light nor they were overlaping... Map on reflexfiles - http://reflexfiles.com/file/34
  3. mapmakers rant

    Map page - http://thc333.com/reflex/#eleventh Direct screens - http://thc333.com/reflex/thcdm10/ This one turned out to be much darker than the previous one with kind of warn-out style, no eye-shooting colours this time. It is probably the closest attempt for a compact map so far. Some triple/stairs jumps but one notable is the MH celling jump that if connected with the ledge where YA is will boost you to the 50HP bubble (or that level in general), the rest you'll figure out if played enough Map comes with a brand new UNSUPPORTED TEXTURES SIGN so people dont bother devs about AA and other stuff that might occur broken also keep in mind Im using some great but rather old textures resized in some cases so the quality might be debatable. I messed up with the texturing quite a bit so it become a bore to manage them at a later stage so there are two things I have noticed You'll get missing textures because some unseen surfaces are still textured with some textures that have different location I just couldn't bother to clean them up ;p I used zero nolight and have barely any leaks.
  4. Playtesting duel maps

    Seeing how hard it is to get any kind of solid feedback on maps I've talked with couple of my friend and we decided that we could 'playtest' your map and by playtest I mean playtest that would include actually learning a map and playing at least 10 duels on it. We're sorry but there wont be any time constrains in which we're guaranteed to provide a feedback it can be a day or a week it all depends on the spare time we would have. If you would like to have your map tested let me know in this topic. Sterile pending Welcome Home pending prodigy pending gonna update the above list as we go through them.
  5. thcdm7 - waterception

    It does exists! map page - http://thc333.com/reflex/#eight direct screens - http://thc333.com/reflex/thcdm7/index.html
  6. ###### [map: dp3] ##################################################################################### download (last update 12/28/2014) Or http://reflexfiles.com/file/86 mapname: the stairway [dp3] gametype: duel, arena description: advanced fast gameplay credits and thanks to: HellTiger, smilecythe owner: def Up on follwing servers: [NYC] xerosawyer.com [GER] fpsports.eu:25787 showing some movement possibilities in dp3 [by seekax] http://youtu.be/Fsb-kb9rSnc PS: i welcome any feedback
  7. ###### [map: dp2] ##################################################################################### download (last update 12/20/2014) Or http://reflexfiles.com/file/77 mapname: wired cube [dp2] gametype: duel description: advanced fast gameplay credits and thanks to: xzy, mazu, eldrek owner: def Up on follwing servers: Reliant Reflex Rental Robots [DE] / freeman dedicated servers IP #1: 148.251.131.149:25787 IP #2: 148.251.131.149:25788 [NYC] xerosawyer.com [GER] fpsports.eu:25787 octalzeroes.com:9999 PS: feedback is appreciated! :-)
  8. thcdm6 - deathmorning

    deathmorning fraggers map page - http://thc333.com/reflex/#seventh direct screens - thc333.com/reflex/thcdm6
  9. thcdm8 - her highness

    map page - http://thc333.com/reflex/#nineth screens - http://thc333.com/reflex/thcdm8/index.html Im running out of colours ;0
  10. My first map I actually felt was reasonable enough to upload here... Hope you enjoy it if decide to download it! ------------------------------------------------------ Items: 1x Shotgun 2x Grenade Launcher 2x Plasma Rifle 1x Rocket Launcher 2x Bolt Rifle 3x Ion Cannon 1x Stake Launcher 1x Chain Gun 15x 5 Health 5x 25 Health 1x 50 Health 1x 100 Health 12x 5 Armour 1x 50 Armour 1x 100 Armour 1x 150 Armour 1x Carnage Screenshots: Map Download: Here
  11. h2amphi - By Ch1LLmA

    Here it is, the first map i'v ever made called "h2amphi" It's a simple "amphi" map with (1) Megahealth, (4) 25HP's, (8) 5HP's. 2 spawns with both containing a rocket launcher and a grenade launcher. Please be kind and frag as hard as you can and tell me your opinions here or by private messages. 2 download links: http://reflexfiles.com/file/59 https://www.dropbox.com/s/t6akf0uwjhd26ra/h2amphi.rar?dl=0 A few screenshots: http://imgur.com/VFpm7EI.jpg http://imgur.com/CxHnddJ.jpg http://imgur.com/VZ2iBWW.jpg ( Could not get the embedding work for some reason. Doing it wrong? )
  12. bdm1 - by Bjarke

    Mantra - bdm1 Alpha 1 A small duel map, with a circular layout. Mantra is designed for competitive play, and offers a lot of fun for new and old players. Download: Alpha 1 (5.83mb) Dropbox Mediafire Feedback: Item layout Clipping Lighting Duel compatibility Map layout Thank you and have fun! - Bjarke
  13. [WIP] Clocktower - Duel map

    No longer Work In Progress, FINAL VERSION UP It has been a crazy 100hours but I am very happy with the map now. I added two double ramp jump shortcuts. I reclipped the entire level. I did my best to optimise the lightmap. I made a big asthetic change to the clock-faces Hope you all enjoy. http://reflexfiles.com/file/9 _____________________________ OLD Version _____________________________ New Version up! Full Details at Reflex Files http://reflexfiles.com/file/9 Please leave me some feedback on the weapon placement/flow of the level _______________________________________ OLD Version _______________________________________ Hi, my name is Ger This is my first attempt at a Duel map It is called Clocktower and you can grab it here https://www.dropbox.com/s/gjw73y7he9ik7hx/Clocktower.zip?dl=0 It is work in progress, I have a few more ideas but I want people to give some feedback before I go mad altogether. Screenies at http://imgur.com/a/JA8zY Overview There is also a video of me running around the map on youtube, make sure you are using 720p60fps I would like to say thanks to the dev team for an amazing game and map maker, keep up the good work!
  14. thcdm5 - electrodynamics

    map page - http://thc333.com/reflex/#sixth direct screens - http://thc333.com/reflex/thcdm5/index.html so it turned out quad materials can have variety of uses ;0 lets have something to play over the weekend HF
  15. [MAP] Hydro

    Hadn't had a chance to post this on the forums yet. So, here it is: Download & Screenshots: http://reflexfiles.com/file/28
  16. original post here, from ESR http://www.esreality.com/post/2686817/hoony-mode/ A long time ago was gametype called "HoonyMode". So its same duel but with fraglimit 1 or suddendeath mode on. If you make a frag you win the round, to win you must win "N" rounds. -Its mix between duel and ca. If you want to switch from ca to duel HoonyMode is best thing to start with. You can choose your start strategy like build in starcraft. -I think that it is better then just 1v1 for viewers because there is pauses between round where commentators can talk how (they do not have time to describe all in duel) or what that was or show a videoreplay of frag. -there is no spawnfrags so less random. -it is still new gamemode and it is easy to make. Maybe its needed to refine: add a timelimit in round or decreasing health after some time or add ability to choose spawn. What you think? it is good idea to put it in reflex or qlive? Posted by effeffeff100 my first instinct was "i'll run to reflex and ask them to put this in", so here it is. What do you guys think?
  17. Juniper (Duel/FFA/CA)

    Updated 11/26/2014 Map FTP: juniper.zip Screenshots: here Inspired by maps such as ''The Edge'', ''Asylum'', a nod at ''Campgrounds'' with megahealth placement. Reflexified to the extremes. Haven't been able to test it with others. The map is still in development item placement, and possible structural additions and/or adjustments. Any tips are welcomed!!! Currently Contains: All weapons but the Stake gun. 1 RA 2 YA 1 GA 6 Armor shards 1 MH 2 Orange health 4 Yellow health 6 Green Health 2 two-way teleporters 1 one-way teleporter to the highest ground.
  18. Hey there! I'm new to mapping in general but thought I'd try it for Reflex. So far I'm really enjoying it! This is a map that I've made in about a week and a half or so... I've done some testing with friends and it's a lot of fun! These pictures are of course with the light map built already. Known issues: - Mega can only be reached through advanced movement (circle/strafe/teleport jump) - Rocket splash goes through green and mega platforms - Overall, players that are not adept at double jumps are at a severe disadvantage Items: - One Quad - Two Rocket Launchers - One each of the rest of the weapons (sans burst gun) - One each of the armors - Thirteen Shards - One Mega - Two 50 Healths - Six 25 Healths - Eight 5 Healths Feel free to provide feedback, both positive and negative! (UPDATE 1/21/2015) shddm1b2 Added another platform near mega and moved quad pillar closer to purple ledge; This now means mega is reachable without advanced movement. Also updated some of the lighting.
  19. thcdm3 - foundry 1v1

    map page - http://thc333.com/reflex/#fourth Screenshots - http://thc333.com/reflex/thcdm3/ Map (zip) - thc333.com/reflex/thcdm3/source/thcdm3.zip no poinit in putting *.map since I would have to provide separate links for lightmap The map features rather standard items 1MH 1RA 2YA the debatable addition are 2GA as you will most likely dmg yourself to deny YA its rather pointless to down yourself to the point to take the GA therefore those 2 are almost guaranteed to be up for the player without the control and they're the only armours available on 2nd level. What do you think about such setup? There are also around 100H in each room, as the map is basically 2 rooms with a hard connection in the middle and two soft connections in the form of corridors on both sides (but they're not just straight lines). Generally speaking there are 2 levels but there is a bit of 3rd that additionally connects some points, key weapons are located there (RG, LG, plazma) but they're limited and you cant just run circles on 3rd level. There are some jumppads here and there, no teleports, the middle pilars have bouncy hops around them so they allow you to get to the higher level easily, some tripe jumps are possible. Looking forward to hearing your thoughts on this one.
  20. Reduction: 1v1 map

    So I've been working on this map for quite a while, would like some feedback on it. Any recommended tweaks? Heres a quick vid walking around the map and showing off some of the jumps. Download here https://www.dropbox.com/s/qnxnuxyfiwlux43/reduction.7z?dl=0
  21. cpm22b - A touchup

    Due to some fairly serious boredom and far too much free time I did a fairly large cleanup on cpm22a Here is a somewhat general "changelog" CPM22a-CPM22b CHANGELOG: -Removed brushes outside of the map -Cleaned up brushwork under the RA stairs -retextured most colored trim -resized and make teleport triggers flush -removed brushes at teleport exits -removed brushes under spawn locations -removed and resized brushes near the upper area near jumppad -added angled brushes near the jail bars -added trim to most of the map -redid teles to mimic q3 cpm22 -added semi arc things near lower RL -added semi arc thing near YA -added semi arc thing near RG -adjusted semi arc thing near upper jumppad -adjusted wall near GL teleport to fix alignment issues in the main atrium lower area -nolighted a large part of outside the map -changed trim around teleporter bases -added diagonal brush/trim near lg ammo spawn -rotated lg spawn -added trim around octagon pillar year GA/GL -made clipping cover whole RA platform -nolighted all (most?) outward facing textures -added some clip brushes on the bottom side of RA platform Due to lightmaps being frustrating right now I would avoid building them unless you set your texel size to 100000000000 or something so it'd basically just be a flat gray light on the whole level. I might update this in the future when lighting is more workable but until now I am probably done with this for a bit. I might work on cleaning up cpm3 to be a bit nicer looking at some point as well. I'm undecided about the clipped corner as I believe it makes the RA jump far too easy but people seemed to want to keep it in so I guess it will stay unless people want to see it removed badly. Here are some quick screenshots Download: https://www.dropbox.com/s/8avzx5fic94h2v3/cpm22b.map?dl=0 Thanks to Eldrek for his conversion of cpm22 that can be found here:
  22. First version of a map by doublethink and NiZ, dn_cycle. The concept for the map is a duel map where it is challenging to totally control both major items, whilst still having a smallish footprint. Hoping to give back and forth matches. I took inspiration from cpm29 (the bridge and valley mid) and cpm5 (the mega gallery) It would be great to get some feedback on this from people, I really liked it as we were making it. However I bet it could be even better with community suggestions. Thanks! NOTE: Lightmaps were compiled on Reflex version alpha 0.28.2. (the latest as of this typing) The zip file has the correct directory structure for it. Full Gallery: http://imgur.com/a/avPLT Download link: https://drive.google.com/file/d/0B4w7Km2sgTk0bmUtaVhXcmJ3OE0/view?usp=sharing _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________
  23. [DUEL] Prison (Beta)

    Prison_Beta (incl. lightmap) It's my first Map, so what do you guys think ? ===================== Install: Unzip to SteamAppscommonReflexbaseinternalmaps Mapdetails: ===================== Weapons: Rocketlauncher = 1 Granadelauncher = 1 Plasmagun = 1 Railgun = 1 Shotgun = 1 ===================== Armor: Red Armor = 1 Yellow Armor = 1 Green Armor = 1 5 Armor = 11 ===================== Health: 100 Health = 1 50 Health = 2 25 Health = 4 5 Health = 14 ===================== Spawnpoints = 7 ToDo: -Balancing (Pickups/Spawnpoints) -Lightning 3rd Floor -Jumpad designs Quick overview and a few jumps: http://youtu.be/KaucUMFwTBk DOWNLOAD: http://reflexfiles.com/file/50
  24. I was planning to make it bigger, less colors, and FFA, but it ended up like this. Video Screenshots Download Items: 8 x 5 Health 8 x 5 Armor 2 x 25 Health 2 x Medium Armor 1 x Mega Health 1 x Shotgun 1 x Grenade Launcher 1 x Plasma Rifle 1 x Rocket Launcher 1 x Lightning Gun 1 x Railgun
  25. Hi, this is my first map and i need some help for testing, balance etc. It's a duel map but mybe good for 2v2 tdm or ffa (not a small map) thx hp: 1xmega, 2x50, 7x25. 5x5 armor: 1xred, 1yellow, 1green, 13xshard weapons: 1rail, 1lg, 1stake, 1pg, 2gl, 2rl, 2sg Update: -Renamed to harmless_dm1 -removed 1ga -added quad -relocated some shard and 25 hp -changed mega room size File: https://www.dropbox.com/s/pc5f3o25rq4ie6z/harmless_dm1.zip?dl=0 Screenshots:
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