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I think at the moment in Reflex ammo is very excessive and at the core of this problem is how weapon pickups stack your ammo. In Reflex if you pick up a weapon you get a set amount of ammo and the weapon will respawn in 10 seconds. If you grab the same weapon pickup again you will get the same amount of ammo again. So for example most Reflex maps have 2 RL, so I can pick both of these up without touching an ammo box and have enough ammo to easily spam without even giving a thought to ammo since there is still ammo boxes and both those weapon spawns will be back in 10 seconds. I know this isn't CPMA but because I feel CPMA has very good balance when it comes to ammo I'm going to use it as a reference for comparison. In CPMA picking up a weapon sets you to an ammo amount if you are below that, for example RL is 10. This means if I pick up one RL pickup I will have 10 ammo, if I pick up a second without firing I will still have 10 ammo, but if I pick up an ammo box it will increase me higher than 10 up to the cap amount. This means that weapon pickups cannot be used to stack ammo to the max amount and thus ammo boxes are given more worth along with making weapon and ammo control much more impactful. On top of this weapons in CPMA take 15 seconds to respawn. This leaves us with the question of what, if anything, should be done about ammo in Reflex? Do you think it's too easy to stack up ammo and spam? Too hard? Balanced? I don't think Reflex should necessarily just exactly copy CPMA but I definitely think right now it's ridiculously easy to get so much ammo that you can just spam without much thought and something should be changed.
spessu_sb posted a topic in Mapping forumHere is a pack I been working on. 5 most known Quake 4 maps (duel) and I'm releasing it currently in an "as is" state since it would take too long to wait until the maps are done. So instead of me sitting on the maps because they are are playable already, I see no reason not to release them. other than Phrantic, the other maps still have areas where detailing is on the very start, or haven't been started at all yet. Original map designers: Lukin, Swelt and wviperw Map recreations by: spessu_sb Ps: Thanks especially to Lukin for making those maps, they have been a huge inspiration for me. -----ALL MAPS ARE WORK IN PROGRESS----- A Man Called Sun http://steamcommunity.com/sharedfiles/filedetails/?id=682369260 Galang http://steamcommunity.com/sharedfiles/filedetails/?id=682369360 Monsoon http://steamcommunity.com/sharedfiles/filedetails/?id=682380562 Phrantic http://steamcommunity.com/sharedfiles/filedetails/?id=682374821 Placebo Effect http://steamcommunity.com/sharedfiles/filedetails/?id=682374750 edit: Thanks to slikk for crafting that "20c soup" Monsoon billboard logo 17.5.16 -renamed maps Phrantic and A Man Called Sun with ending (Q4 remake)
Based on tree's conversion of this map. I did complete visual overhaul to it, fixed items and spawns to original cpma count. Pretty much all cpma version jumps are possible in this one, from double to all the triplejumps and rampjumps. Have fun. Map creator: Acid Map converter: Tree Map visual work: spessu_sb http://steamcommunity.com/sharedfiles/filedetails/?id=610448978 13.1.16 - Fixed wrong colored brushes - Fixed bugged box moonjump thing - Fixed the angled wall where got stuck - Added non-cryptic map name 4.5.16 - Ammo pickups added - Lighting fixed and updated