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Found 102 results

  1. New map !

    Hi guys, I've recently finished the layout of my duel map "wdm_rumble". I would really much appreciate advices and if someone wants to test the map out he'll be welcome Pictures:
  2. High Rising CTF

    http://steamcommunity.com/workshop/filedetails/?id=923562270 A week or so ago, I roughly finished converting to CTF, my old-ish duel map High Rise (http://steamcommunity.com/sharedfiles/filedetails/?id=661471601 - many thanks to lumpp for helping me with ironing out this duel map, much of which has still held true in this new CTF version). It's had a few updates in the past week or so, to just try and clean things up a bit. Seems to have gained a bit of attention mostly over on the noobschleuder server, probably my most well received (or only) non-race map. So I thought I'd open a post up here to advtertise it a little, but more than that, so that there is a place to discuss its problems for me to fix should I need to in the not too distant future. It's hopefully best in 4v4, but 3v3 seems to go well, one person mentioned it's a bit of a clusterfuck in 5v5 but I think that might be ok for non-competitive pub games. This map has given me a little hope that ctf can still be enjoyed and played in public, and perhaps I may think about converting other duel maps into ctf, rather than making fresh designs from scratch.
  3. Wrong map in Competitive duel

    Simply we voted for Static and instead got Fusion, FUSION CARL! Often enough (similar cases with wrong maps) to get annoyed. http://steamcommunity.com/sharedfiles/filedetails/?id=915714203 https://reflexmm-149202.appspot.com/matchstats?replay={470F646A-16FD-44B3-8E03-F41C3F221B4A}
  4. Map compression

    Yo. Recently played race server. Was voted some map with 500mb size. U know, it's take time (feels same long as soon^tm in this context). So, what about add some compression? Like pure map (lighting to be correct) is 586mb, zipped 491mb, rarred 381. Here for sure some simple to use and free library that u can integrate to client. So, add to publishing process compression. Sounds nothing hard, but giving feeliable good feature.
  5. WRDM1 - Instant Momentum

    Hi guys, it's my first reflex map. I noticed that there's not so many DM maps out there and I decided to make deathmatch map. I playtested it with decent amount of players. Have fun! PS: Comments and critiques will be appreciated. Steam Workshop link Name: Instant Momentum [WRDM1] Type: DM Description: This is tight close-combat deathmatch map. Author: Ubuska Thanks for playtesting and ideas: D-X, w96k, Thoughcrayfish Screenshots:
  6. I wrote a steam guide on how to publish a map without a lightmap, bypassing the in-game publish restrictions. Here's a link to it: http://steamcommunity.com/sharedfiles/filedetails/?id=892726203
  7. 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
  8. [lolo_duel3] "Bishop"

    New duel map (also FFA) called "Bishop". 2xYA, 1xMH, 1xRA. Two atriums w/ roughly the same scale/dimensions as Use and Abuse (cpm3a). Thanks to @irish for some feedback and ideas. Comments/feedback is appreciated. http://steamcommunity.com/sharedfiles/filedetails/?id=877564151
  9. Hey long time no see. I was an early user on Reflex and I really went crazy with it and made a single map that was great but I think it kind of got left behind as changes were added. But it seems that the game runs very stable now and I can consistently get 50 FPS. So I want feedback on my original map Crossroads... I sent it to map contests... I sent it to people that were reviewing maps but I never really got the good feedback I needed to make this map competitive. All I know right now is that it is kind of square and desperately needs rounding out. I do know there are themes and other stuff added to the game but it seems like I cannot get access to those for some reason... But I guess I can continue on and try to make some good pre-fabs to make up for that. Anyway here is a link to the map, I would love to get feedback as again I really just want to make is a great over all map that eventually can fit the quality needed to be included as part of the games map selection. Any help would be great!!! http://reflexfiles.com/file/65
  10. Multiplex

    Multiplex Workshop 1MH, 1RA, 2YA, all weapons From the F-Zero GX Wiki: "A long course designed like one of the many lofty skyscrapers. The track is composed of a loop, a chicane, many straightaways, and a minefield in the second half of the course. Approximate Length: 16500 m Course Order: Ruby #5" Multiplex is a duel map with heavy focus on fluid movement and prediction projectiles. Ramps and jumps are placed in such a way as to tie the lower and upper levels together, making them distinct only in the main atriums. Mid-map is a "cross loop" where players can quickly change from low to high elevation to avoid opponents or to gain a height advantage. All "important" jumps to major items are designed to be of moderate difficulty, but every item can be obtained with no trickjumps through the use of a slower route. Any feedback is much appreciated.
  11. [lolo_race4] Aeronaut

    New race map. Still a little WIP. Planning on doing some more art on it. Thanks to @brandon and @bej for help/feedback. http://steamcommunity.com/workshop/filedetails/?id=857182247
  12. Sanctum - prdm9

    PRDM9 - SANCTUM Sanctum is a competitive oriented 1v1 (duel) map! Feedback is encouraged and highly appreciated WORKSHOP LINK Some screenshots to bait people into playing
  13. 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.
  14. [sp2] The Core

    [sp2] The Core 2x RL, 1x RA, 1x YA, 2x GA This map is a high tech, sci-fi powerplant where you can blow each other the f*** up. It's intended for 1v1 but also has FFA and TDM modes enabled. The map has a lot of jumps, teleports, and is based around fighting on two levels. The map draws some inspiration from some of my favorite AFPS maps including Phrantic and The Catalyst. That's not really important but I thought maybe some people might see a few parallels and find it interesting I'll consider feedback as long as it's not too drastic and doesn't alter the overall playstyle of the map. Please let me know if you find any clipping issues impacting gameplay or other problems and I'll fix them as quick as I can. Thanks for checking out The Core! If you like it you can also check out my other map - [sp1] Suspension EDIT: Forgot to mention I have a clean version saved in my private stash so if anyone is having performance problems or just would like an un-arted version let me know and I can upload the clean one.
  15. amgt2 - 421 (clean)

    ---------------------- 421 (clean) ---------------------- (duel map by @Greed and I) After receiving a few complaints about map performance we decided to make parallely to the original version of the map a clean version for all the people who had troubles running the map and all the ones that prefer clean visuals to pretty ones (and yes im in this group unbelievebly lulz). steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=738402036 original version: http://steamcommunity.com/sharedfiles/filedetails/?id=738400540 original tread: Its pretty shitty boys but hf
  16. Hello everyone. I am sharing my work in progress - a co-op race map. 2 players have to work together in order to complete the race. The map is still in experimental phase, and there are few more ideas I'd like to implement before it is in its final form. In order to play it: callvote mode race callvote restart (sadly, there isn't another way reset the targets atm) Feedback is welcome, as usual. Hopefully, a few more people will pick up interest in making similar maps and we'll have a nice map pool to mess around with. For people who like a bigger challenge, or are just plain masochistic, I'll post a hardcore version (no checkpoints) at some point in the future. Thanks to everyone who tested the map and provided feedback. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=755999594 Have fun!
  17. Movement Tutorial

    I made a thing. Please read the description, it has links to the tutorials that helped me learn the game (looking at you guys, @KovaaK & @entik!), as well as links to some nice Reflex race videos by wh1te. Those will give you an idea of how deep the movement system goes and just how fast the high skill players can go. It ain't perfect, it was unscripted, but hopefully it will help some people. Share it and show the world how cool Reflex is
  18. Hey Reflex mapping community, does anyone know if it is possible to port maps from Painkiller to Reflex? I tried to find information but I have no experience in mapping... that is everything I found: 1 Remakes: @Terifire did a remake of DM_Sacred: and another guy too: but if you read in the comments on youtube he deleted the map file... I have not found any attempts to port Painkiller maps to Reflex... 2. Quake World: DM_Meatless was remade for Quake World: http://www.quakeworld.nu/forum/topic/1499/45224/meatless/ the last post is even a working download for the map. then I found in another thread this post: " yeah.. DM_Sacred is brilliant by the way: i've seen a ztndm3 copy for Painkiller and it was the original map converted (the brush work was identical, textures too). this means there's a possibility to convert backwards: pk maps to qw maps. a faithful q1sacred should be very nice maybe we'll convert some pk players to qw too in the process " http://www.quakeworld.nu/forum/topic/561/5665/painkiller-whatd-you-think-about-it/ it's actually the only interesting post in the whole thread concerning porting maps. 3. Painkiller mapping: For Painkiller itself it seems that the maps were mad in the "PainEditor" as I found a tutorial for singleplayer maps but I guess it's the same for multiplayer... http://pkzone.org/paineditor-basics-tutorial-singleplayer-levels/ Then I found a tutorial how to import Painkiller map files into 3ds max: http://pkzone.org/import-mpk-to-3ds-max-tutorial/ I would be very thankful for any information! As the stake gun is coming back to Reflex it would be nice to play it on some classical Painkiller maps thanks in advance!!! j
  19. xy3 - "Leuko" by: Xytaglyph Update: I am inviting people to take another look at the map for the sake of my own improvement and a new perspective. I have tweaked the balanced significantly and repositioned the Yellow armor. I am really looking for feedback on why the map works or doesn't and am very interested in hearing from everyone so that I can hopefully do better in the future. Thank you! http://steamcommunity.com/sharedfiles/filedetails/?id=730040141 New reflex original duel map 3 atrium 1 Red Armor, 1 MegaHealth, 1 Yellow Armor, 2 Green Armors All standard weapons Screenshots:
  20. amgt2 - 421

    ---------------------- 421 ~Fortune~ ---------------------- (duel map by @Greed and I) Suh duds? here is a map that litterally took us twelve decades to finish, witch means roughly 10 brushes per minute. steamworkshop link (with screens): http://steamcommunity.com/sharedfiles/filedetails/?id=738400540 clean version: http://www.reflexfps.net/forums/index.php?/topic/3987-amgt2-421-clean/#comment-31956 Special thanks for (m)oral support to these two german and swiss sexy playboys @def, @fht ( ͡° ͜ʖ ͡°) Very many thanks to @Pill_, @Brancaleone, PhunkMazterK, @Luft, @Terifire And also thanks to everyone else helping: @memphis, @Warlord Wossman, @Kyto, @LuGia, @LKSR, @zajfy, Xortion, psalmiak, helltiger, @NeuerGolf, @promEUs, @sandbox, and probably a lot of other people im forgetting, if so im sorry brah. any kind of feedback is very appreciated given the map is most likely far from perfect, and not finished yet! We hope you enjoy playing the map, gl hf guys <3 Known issues: some clips are still kinda meh or missing some brushes are still devgreys, thats the counterpart of doing a map with ~17000 brushes and having to basically colour them all after you are done with the main polish ic position is really strong atm rail is really strong atm cycles are hard to break ~~~~~~ Some screens ~~~~~~
  21. CastleTest

    After testing the editor with my map Home. I wanted to create a castle jail. I was inspired by a map of quake 3 that I found really nice to play. This is a huge project and I am aware of but I really love this game and this fabulous editor that I spend a lot of time. http://reflexfiles.com/file/556
  22. prdm4 - Phobos

    Hello! Yet another WIP tdm map, this time a 2v2map - The map is very early days still, I'll try my best to keep this thread updated WORKSHOP LINK Feedback is highly appreciated! Enjoy!
  23. Home

    This is version 0.1 of my map. http://reflexfiles.com/file/555
  24. prdm8 - Hieratic

    PRDM8 - Hieratic Hieratic is a large scaled team deathmatch and free-for-all map! Feedback is encouraged and highly appreciated. ----- WORKSHOP LINK -----
  25. Map file information?

    Hello, I asked on discord and got some useful help however I am still a bit stuck. My goal is to import .obj files as a brush into reflex. The vertices are simple enough to insert, however I don't understand what the brush faces format is. Would anyone with some knowledge be able to tell me what each variable in this represents? 0.000000 0.000000 1.000000 1.000000 0.000000 1 4 5 6 0x00000000 common/materials/metal/p_gloss_metal3 So far from experimenting, it looks like the first 5 have no impact at all on anything that I could notice, 0x00000000 also dosn't appear to do anything. However the 4 integers appear to be mapping what vertices the faces connect at? The last one is the material.
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