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Found 78 results

  1. Angarr's Gate FFA/CA map by Irish & promEUs [Workshop Link] Screenshots slightly outdated, will be fixed SOON tm
  2. 1v1

    I need testers for my map its kind of... Different. Anyway, I really would appreciate any help in getting it balanced for competitive play and any advice is welcomed. http://steamcommunity.com/sharedfiles/filedetails/?id=891681297
  3. Hi, back with more of my stuff. Map designed for duel. Not tested at all. I designed it with space as the focus, what with so many duel maps being really cramped. Any feedback would be greatly appreciated. Thank you for playing. Enjoy the map. Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=873041382
  4. This map is made to put heavy emphasis on flicks and reactions while also minimizing camping. It is only made for instagib. It has no pickups at all. 16 spawns, 8 for each team. Note that this isn't meant to be a balanced map or competitive. It is only made to get your arm going. https://steamcommunity.com/sharedfiles/filedetails/?id=887336565
  5. Hey! Figured I'd post this level here for some feedback! I've been building quake levels on and off fairly seriously since about 2004, but I've had a decently long hiatus lately, but Reflex looks really fun so I decided to give it a shot here with a map. It's called Traveler 2 and it's a sequel to an old qw level of mine called Traveler. Would love some feedback, and replays of you playing! The graphics aren't quite done yet, and gameplay is still to be fiddled with a bit. It's a 1v1 demi-space map, so watch out for the void. Stick to the YA's if you're afraid of falling down http://steamcommunity.com/sharedfiles/filedetails/?id=725096328
  6. This is the feedbackpage for all of my maps, since i did not want to open a thread every single time. So tell me what you have on your mind - suggestions, advice, general feedback, etc. This is the place to do it. 2v2 sanguine keep http://steamcommunity.com/sharedfiles/filedetails/?id=894642062 isengard - http://steamcommunity.com/sharedfiles/filedetails/?id=828498657 FFA hades - http://steamcommunity.com/sharedfiles/filedetails/?id=849065658 kronos - http://steamcommunity.com/sharedfiles/filedetails/?id=748809761 atlas - http://steamcommunity.com/sharedfiles/filedetails/?id=768731169 ares - http://steamcommunity.com/sharedfiles/filedetails/?id=774142239 minerva - http://steamcommunity.com/sharedfiles/filedetails/?id=626520371
  7. So with matchmaking on the way, I think it's a good time to start talking about gamemodes and the flaws surrounding them. Right now almost every mode is seriously broken in some way. Let's make a list of the problems. I'll split them into two categories: flaws/bugs and missing features. Note that this isn't really the place to dream up new modes, its more focused on fixing the ones we currently have. FFA flaws/bugs Joining players are automatically added to the game, causing afk joins while they load the map. Disconnecting players are lagged out instead of removing them, causing afks and hitbox/model disconnect no autoremove for afks, again causing afk players.. missing features Gonna include workshop sorting issues here, because finding good maps is pretty important to the pub ffa experience TDM flaws/bugs No teamsize or lock team options. 2v2 does not exist in the game, despite having a 2v2 mapping contest.. pause match/timeout missing features Team info widgets in default hud is really important to tdm weapon drop CTF flaws/bugs Teamsize/lock team Arena mutator removes flags from map missing features team info by default again would be really important here callvote timeout flagdrop/weapondrop/quaddrop scoring for non-cap events Race flaws/bugs Weapon movement is terrible with ping spectating deletes score no option to hide other players missing features checkpoints leaderboards persistant records ghosts to race against, of fastest player or personal best Duel flaws/bugs spectators count towards votes Occasionally the order of the people in queue is mixed up. (Xytaglyph's post for details) missing items at start is still a thing changing name moves up in queue missing features Forfeit option while preserving stats All things considered, duel is the most complete mode I think. Would love to hear some issues others have with it.
  8. 1v1

    WIP. Remake of the classic Duel/FFA map from Quake 3/Live. Some minor changes to make the map more Relfex friendly. Feedback would be appreciated. http://steamcommunity.com/sharedfiles/filedetails/?id=831630434 Cheers, and enjoy.
  9. Here is some fancy layout for a medium-large (gothic?) styled TDM / FFA map. I'm probably not going to finish this so I'm throwing it here. Lighting is done pretty poorly and might even cause performance issues. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=781888146 P.S. Hate working with meshes and it killed the motivation. Had fun up to this point though.
  10. Hello! My first time posting here, with a medium scaled FFA/TDM map. Feedback would be greatly appreciated, and have fun! Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=709684910
  11. '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. https://www.youtube.com/user/KovaaK http://www.twitch.tv/kovaak_of_qw 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. http://steamcommunity.com/sharedfiles/filedetails/?id=338725123 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: http://www.twitch.tv/kovaak_of_qw/c/5510968 https://mega.co.nz/#!o1xWmCYK!F443nGiDvLpJ6oijsWUjlBvii-lNwDatcCQcAUV5WOg
  12. 2v2

    Hello, I am sharing a work in progress I've been doing with KOKOS for the past month or so. The map is intended for 2v2 TDM and FFA, but initial tests indicate that it could be played by 6+ players as well. The most recent changes are related to item placement (yet again). The map offers several options or routes to each item of importance and this, in combination with the map layout, which allows you to know where each player is most of the time, allows for flexible approaches to games and items rather than one pre-set strategy, with hopes of preventing snowballing as well as random grabs. Opinions with arguments are welcome, as usual. Decoration-wise, there are few themes I'd like to test on this map before deciding on the most appropriate. This, however, will have to wait for some free time, which I lack at the moment. Considering this is my first attempt at a CPMA-style 2v2 TDM map, I'd like to thank everybody who helped me with testing, ideas, or plain work, starting with KOKOS, who has taught me a lot in the process, but also everyone from 2R2H, LuGiA, Saboo, Toni43, Irish, myT and everyone else. We've also decided to submit this map to the 2v2 TDM mapping competition. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=746017421 Have fun!
  13. 1x Red Armor 2x Yellow Armor 1x Mega Health ~200HP worth of Health Pickups. 1x All weapons + 2x Rocket Launcher http://steamcommunity.com/sharedfiles/filedetails/?id=758721827 please share your thoughts about the map with me here
  14. PRDM8 - Hieratic Hieratic is a large scaled team deathmatch and free-for-all map! Feedback is encouraged and highly appreciated. ----- WORKSHOP LINK -----
  15. Half Breathless - tdm/ffa map (space theme). http://steamcommunity.com/sharedfiles/filedetails/?id=661098854
  16. I get a lot of fun out of free for all, but as far as I can tell, there seems to be a lack of large free for all maps which flow nicely and allow for 8 plus players. I'm getting really tired of dying immediately after spawning, without even being able to move away. Perhaps the algorithm that decides where you spawn could be improved? I played on a map the other day with 5 players and was telefragged at the start of the match! I'm pretty sure the map had more than 5 spawn points! Anyway, recommendations would be greatly appreciated!
  17. This is an attempt to trim down a map I had previously created to give it a better flow for duel. Although there are many similarities, I do consider this to be a new map, and it needs testing before I start on detailing it. Features the standard Reflex item layout of 1x Mega-Health, 1x Red Armor, and 2x Yellow Armor. Every weapon is available on the map. The map is intended to be "Easy"; none of the trick-jumps on the map should be very challenging to execute. http://steamcommunity.com/sharedfiles/filedetails/?id=698198648 I'm pretty desperate for feedback, positive or negative, so please let me know what you think!
  18. 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
  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. AEpyraR2 (r78), a sunny, fun FFA/Instagib map with Egyptian style architecture, using meshes. Description: A pyramid with jump shaft, faces a temple with tall obelisk. A set of jumppads (layout reminiscent of q3dm17), ledges, and bridges connect these structures. Technically this is a space map. Many parts of the map have been clipped off to keep the map fluid, and also to reduce the number of places where folks can camp. This was done with instagib in mind. The jump pads are very high arced, again with instagib in mind. The intent is to add as much "bounce" to the map as possible. Items: 3x Rocket Launcher, 3x Shotgun, 2x Chain Gun, 1x Ion Cannon, 1x Bolt Rifle, 1x Stake Launcher 5H x40, 25H x6, 50H x5, 100H x1 5A x16, 25A x4, 100A x1 1x Quad Damage 9x Spawn PointsDownload: http://reflexfiles.com/file/409 Any feedback on the map or general comments are appreciated. Thanks. Update: revision r78 Updated the map to better work with the new Reflex version 0.38.The map now uses the new map info fields: author, long map name, min./max. players...The no longer existent editor_nolight texture references have been removed from the .map file. These caused warning spam on the in-game console.New .preview file added.Update: revision r77 In the east of the map, the clipping at the base of the trees ended up being difficult to read in-game. Refined the clipping and then added railings to make clear where you can move and where not.The pyramid flanks now are clipped, letting you slide down the sides again.Some of the fog clipping has been fixed.The RG bridges now uses red meshes on the flank.Update: revision r75 Based on AEpyraR r39... now using Reflex 0.36.4 meshes to add detail.Layout was slightly compacted, boundaries of map have been better delineated.Arena floor now defined by stepping stones.The pyramid now has a back side, and no longer is cut off.Added significant amounts of extra greenery.Light compile time was very high: 128 min.
  21. Hello guys! I bring some love from quake 2 to reflex. As a q2 player and map maker, I did remake of q2dm1. Everybody from quake 2 like this map, it is the most played map ever in q2. It's not finished yet. The Edge By KOKOS It's in workshop, enjoy !
  22. ffa

    This map is very much still a WIP. Any feedback is appreciated. Introducing "Interstellar", a high intensity, three room arena focusing on deadly engagements through its unique item set. Designed for 4-8 players. Weapons: 0x SG 0x GL 2x PG 2x RL 2x IC 2x BR Pickups: 1x Resist 2x YA 20x Shards 2x Mega 2x 25HP http://steamcommunity.com/sharedfiles/filedetails/?id=613340199
  23. Ca_vil1Bazinga : my first original ATDM map. Also ready for TDM and FFA http://reflexfiles.com/file/534 Thanks for all the feedbacks I get. Special hug to Fragile for his help! Byebye Tac
  24. A remix of Goldeneye / Perfect Dark's multiplayer FFA map Temple for Reflex. Pickups: 1x Carnage 1x RA 1x YA 2x GA 5x Shard 1x Mega 4x 25 HP 5x 5 HP Weapons: 2x SG 1x GL 1x PG 2x RL 1x IC 1x BR http://reflexfiles.com/file/528
  25. Currently, Reflex is lacking a good pool of truly chaotic FFA / TDM maps. This map attempts to fix that issue. Introducing "Under Pressure", a high intensity, single atrium pit arena focusing on one-way teleporters and vertical engagements; designed for 4-8 players (in my experience it plays best with about 6 people). This map is currently v1.0 and considered finished unless gameplay affecting bugs are found (or something that seriously doesn't work) and baring any future styling & ascetics. Weapons: 2x SG 2x GL 2x PG 2x RL 1x IC 1x BR Pickups: 1x Carnage 1x RA 2x YA 2x GA 10x Shards 1x Mega 2x 50HP 2x 25HP 18x 5HP http://reflexfiles.com/file/510 http://steamcommunity.com/sharedfiles/filedetails/?id=608705278