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Found 13 results

  1. Reflex Arena Player Settings

    Thought It'd be interesting to gather Reflex player settings to one place. Here's a link to the google sheet: https://docs.google.com/spreadsheets/d/1bLvFXcR4OB_0QLoxwO3iNZ_8MMekNTQF3qsCn3OCAO4/ (sheet) At the top there's a hyperlink to google forms where you can fill your own settings that will be automatically added to the google sheet. https://docs.google.com/forms/d/18n-33T6T4zBmC3R5dr3N2lSgsUc6A0vMxRAF6Vopk_Y (link to the form)
  2. ###### [map: dpfun2] ##################################################################################### Download Link (last update 27/12/2015) reflexfiles.com mapname: Forgiving City [dpfun2] gametype: FFA/Arena description: fun map for ffa/arena with dp8 theme owner: fht / def
  3. atdm thoughts

    Couple of things I noticed when I was playing a bit of atdm.. Spectating your team only should be something that's enforceable? And perhaps spawning close to your mates? At least that's what I'm used to in Clan Arena in warsow... Also seems like the stake gun is bugged still But I just think that's part of the fun right now seeing how hard it is to hit with
  4. actual ammo amount

    Hi folks and devs, pls think about a hotfix about the amount of ammo you got at start. For example the rocket launcher ammo size of thirty is very low. You can jump 2 rounds with speed in Vil's campgrounds-remix, after this you really have to deal with every shot, if you use them for covering-jumps, too. A size of fifty would be great. But thats one example, and cannot say something to the other weapons ammosize. Maybe if we discussed this this could be a useful hotfix wich improves tense and gameplay. cheers
  5. mcedm1 - Relativity

    Based on MC Escher's Relativity. Created by Sebben Items, textures, lighting, and hosting by BananaBreadman Still testing item placement and tele alignment, any feedback is greatly appreciated! This is my first completed map, as such I am struggling to produce an appealing and glitch-free lightmap. If anyone with more experience than myself can take a look and explain what I did wrong or perhaps direct me to the proper protocol for building an efficient lightmap, that would also be appreciated. Can be found here: http://reflexfiles.com/file/190 or on Bread's server: 50.250.159.53 http://steamcommunity.com/broadcast/watch/76561198190663828/
  6. Dark Shrine

    Hello there! This is my second map, done in co-op with sLIKK. We just wanted to have a QW endif like map to play mid-air, so we made a high square tube map, and started to play with ideas, how wud it be the best way to copy the mid-air mod in QW. After some test games we stated that 1v1 mod, with lots of RLs floating with the spawns fits the best. Arena did not work, because you will fall down until the timer counts down, so the thrill of the really first spawn in the air is just lost like that. After another couple of games we discussed to make some clip tubes around the spawns, coz unlike in QW, you can initially dodge the incoming rockets in the air with ease. Recommended sv_timelimit is 3 and of course, you can still play Arena mod to practice other weapons too. Hope you will enjoy! Reflexfiles.com: Darkshrine
  7. mtrlca1?

    I'd like to make my first map for Clan Arena/ATDM, but I have no idea of a good concept, seeing as I have never made one before. I'm not requesting someone make it for me, but I'd love to have someone help me with making one. Further detail if anyone is willing to help could be given through PM on Steam. http://steamcommunity.com/id/MetricallySpiritual/ UPDATE: Already started on it, going to be working more into it tonight and more.
  8. Arena Map - Octagon

    Here is a new a arena map I adapted from another great indie fps on Steam called Robot Rollerderby Disco Dodgeball. You should really try it it's a physics based instagib game with dodgeballs so no hitscan and ballistic projectile charge-shot mechanics. http://www.82apps.com/DiscoDodgeball/ Erik Asmussen the dev was kind enough to give me permission to port one of the best maps from his crazy dodgeball FPS. When I saw the map I knew it had this RA3 feel that would go great in Reflex. I made a few alterations to make some extra routes possible and adjusted the scale as best I could. Items were placed hastily, the map is really meant for arena mode. http://reflexfiles.com/file/98
  9. ###### [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
  10. Hi, We tryed the Arena modes on many Arena maps with some difficults games and some old Clan Arena players. So, I can talking for my mates for a real problem : - We have not enough rockets and the consequence is many time we finish without rocket but with the railgun for exemple and that really sux. The cause is the Arena maps are really big for 4v4 or more, like in Quake III, Quake Live, and the "good" players move enormously with Rocket Jump. It's the rulz for the fun and for the win because a static player is "always" outed from an "high speed" player. - For the switch timer, we can accept that choise but we really think the Arenas modes need a "fastrail" for joining the fast speed movements. It's clearly more shoot, more skill, and more fun in our opinion. So, please, can we have more rockets (like 50 I think), and possibly a "fastrail" for the Arena modes ? Regards
  11. 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
  12. ###### [map: dpfun] ##################################################################################### download (last update 12/30/2014) Or http://reflexfiles.com/file/93 mapname: pony island [dpfun] gametype: FFA description: fun map for ffa/arena with starwars candy feelings (little easter egg. u see when u spawn sometimes) credits and thanks to: nearly any mapper out there :-) owner: def Up on follwing servers: none, you tell me PS: i welcome any feedback
  13. So, I've been thinking about modes a bit lately and I thought I might think out loud and get some community feedback. I'm hoping this can become a regular thing during Early Access, as long as everyone can behave themselves and not rage Anyway, Arena modes. The core of these modes is "Players spawn with all weapons, a bunch of ammo and a decent amount of armor and then proceed to kill each other until there is no one left". There's no weapons to gather and no items to time -- it's purely a test of your combat skills. The Arena modes we currently have planned are Arena Free For All (3-10 players, no teams), Arena Team Deathmatch (3-10 players, teams) and Arena 1v1 (2 players). Traditionally, these modes are round based with each round lasting until a single player is left. This isn't something I've personally ever been a big fan of but the design of Reflex isn't all about my personal preferences. We could remove the rounds though and simply respawn players when they are fragged. This would make the pace of these modes more in-line with other modes and players wouldn't be forced to float around the map dead, waiting for the round to end. You would lose the thrill of being the last one alive though. This buzz could be replaced by changing the scoring to reward kill streaks -- players get +1 points for each frag they make without dying. You'd also lose the occasional satisfaction of taking out an entire enemy team yourself. Powerups are another thing that is missing from these modes. They would have no place in A1v1 but could work in AFFA and ATDM if they were spawned every 3 rounds or so, especially considering that all of our powerups will be designed to have a counter-powerup (For example, Carnage does 4x damage but Resist reduces all damage taken by 75%). Remember, this is a discussion, not a design decision. The idea is to challenge the existing ideas about Arena modes and see if we can improve on them. Any ideas or feedback is welcome, except for one thing -- we won't be implementing both styles. Too many game modes will dilute the playerbase and make it more difficult to find a game.
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