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Found 34 results

  1. Two demo reviews! Original Post below Hi! I have a YouTube channel and Twitch channel and record quite a lot of gameplay, and make videos of whatever I'm playing intensively at the time... which, currently, is Reflex! I've already recorded got a few videos up on my channel and I recently casted the first Instacup 1v1 tournament (complete noob quality because it was my first live cast, and my first live cast of an arena FPS game. And my first time spectating an arena FPS game, really!). Anyway, I figured I'd make a single thread in this forum, in which to post my future videos. I've just uploaded this one: I hope you like it! Feedback is most welcome, and constructive criticism too. Getting notifications that someone has left a comment on one of my videos makes me feel warm and fuzzy. Stay tuned for more! Suggestions are also welcome. I've started work on a video project for Reflex, so, hopefully, something nice will soon appear on my channel. I've been gathering Reflex gameplay footage, and spectating players better than myself, in order to finally edit some sort of highlight video. It should hopefully serve as a 'this is Reflex right now, it is awesome' kind of video. Looking forward to fragging you
  2. Im using this image as an example. Player is moving left to right. The first step is fine, second step you can not go over. I tested in q3 and the way it handles this issue is if you are going really slow it will stop you otherwise you go up like a normal step. Now you might be thinking but mad this isn't meant to mirror q3 movement 1:1. The problem isn't reflexs movement accuracy to q3. You are meant to walk up stairs, specifically you can step up/on on ledges even 16u high. The problem is when making stairs sometimes a step can end up off grid because of rounding errors. Even a teeny tiny rounding error can cause the step to be impossible to go up. Imagine the vertex by the red circle is off grid even a tiny bit and the rest of the verts are on grid, this will cause the step to be broken. I have seen this on a few maps now and only really figured it out a while ago what causes it.
  3. Is jump height intentionally around 61u high? Its weird because you can go higher if you buffer your jump. Example: Try this on a 61u and 62u high brush. Move toward the brush, Jump once, then hold jump mid air and you go a little higher (1u) on the second one because its buffered. You can go 62u high with this jump but only 61 from a non buffered jump. Also after you get go up stairs your player ends up 0.13u above the surface, after you wait some time or jump to reset your player position you eventually end up 0.5u above the floor. You would think thats not very much but it does affect some jumps and consistency. I understand that there has to be some smoothing for stairs but it should reset faster. It would make sense that you can jump onto any 64u high block as thats what the grid is based off and its already almost there, only 2 or 3 units off from making it. Edit: Heres a demonstration of the stairs thing, the numbers displayed are player Y position.
  4. Hello everyone ! The parkourstation_alpha can be found in workshop now! I leave the new parkourstation file in this thread for those who want to test the map however it isn't fully functional, use at your own risk! props to seekax, saboo, santile, smik3r, addictus, promeus, nathan, warlord wossman, def and all the people who has been testing and playing the map, thanks. (DOWNLOAD AT BOTTOM OF THE POST) parkourstation_beta6.map
  5. https://puu.sh/sbpgY/80f202b70d.mp4 Found on Quickfire. It wasn't there earlier, but it has been a while since I had played this map. Even so I suspect the wallclipping update is to blame. I think I'm ramping off the sheer wall above the intended ramp boost, if mappers want to try and reproduce this.
  6. 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!
  7. 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
  8. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=651920580 A fairly challenging movement map for race mode - More kz-style than traditional defrag. Your first challenge is to reach the finish line without putting your fist through your monitor. After that you'll find plenty of room to refine your time by flowing through sections of the map rather than stalling at individual pads. t7.night and t7.wh1te haven't tried this yet so the WR is up for grabs.
  9. REFLEXTRAIN Reflextrain is a personal project of mine that aims to help players improve their mechanical skills regarding movement and also builds upon @Bonuspunkts reflexjump map Workshop link! In Reflextrain you will find sections to train strafing, circlejumping (with and without plasma hops) and rocket jumping. The map also features 3 reflexjump sections, 3 challenge rooms and a freestyle room! Any and all feedback appreciated! Enjoy! Thanks to @MAD_JIHAD, @Bonuspunkt, @memphis, @poub @Warlord Wossman, @DraQu, Night and @rekk0r for their various contributions and input on the map!
  10. As the name suggests, it would be awesome to get some movement related stats in the end of game stats. Things like: Top speed Average speed # of jumps distance travelled distance travelled while holding +back and others...
  11. Updated 25-05-2015, see two new screenshots and versioning comments Updated 03-08-2015, new flat area in main room Updated 09-04-2016, adjusted to player height, some decor, enlarged some rooms This is a training map to practice and refine movement skills. It was originally made for CPMA but carries over extremely well to Reflex. The principle behind b0 is that almost all of the moves and jumps have their original counterparts in existing maps. So by jumping around you don't practice an abstract skill of strafepads or double/triple jumps but actual shortcuts and moves you can use during deathmatch. Additionally the jumps have usually been made a bit harder (distance/height) so when you go back to the actual maps, the jumps will be easier to execute. The jumps are organized in four categories: "Training" (numbered, strung together as sequences, ascending difficulty) "Technique" (specific weapons or jumps like double, triple and stairs) "Special" (freestyle, puzzles, experiments) "Run" (crystalline teleporters, hybrid versions of sequenced jumps and/or freestyle rooms) The map, huge thank you to reflexfiles and goober is up here: http://reflexfiles.com/file/149 An awesome guide: Some pictures: What's next? Right now this is absolutely work in progress. There are a few missing brushes, texturing, lighting is being worked on right now. However, b0 is actually not supposed to exit beta, ever. Its purpose is to serve as a training resource. So it only makes sense that it is updated from time to time to remain relevant. Triple jumps are a great example for this. Changes in movement code are another. Intervals could range from weeks to years, whatever makes sense and time allows Versioning: 2015-02-07 - 001 - Ported from b0_final for CPMA, teleporters and navigation functional. 2015-05-25 - 002 - Added completely new playground room including easy (!) pads and opportunities to practice air control, telejumps and a few more things. Contains additional jumppads to help new players reach speed and practice moving at and maintaining high velocity. Triple jump room refined and usable, looking forward to who completes it 2015-08-03 - 003 - New flat 2400x2400 unit flat area adjacent to main room with line markers to practice circle jumping and running and showing off basics to spectators if needed. 2016-04-08 - 004 - Redid some areas visuallyfor fun and looks, more importantly fixed jumps that used headbumps
  12. Hello! I'd like to play in fast paced shooters for a long time. I've started with Quake Live, now I've got Reflex. But I have the same issues as always. I'm really silly with movements. Of course I looked up for guides(from Kovaak and others), did some practice and pure playing, although I'm still very bad at all. Here is a demo video, where I'm trying some movements. Can you watch it please and give me some guidance?
  13. ​​ ​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
  14. I made this thread to compile the movement maps I'm working on. First map is based on a map by cheZDa and Mew () who I asked for permission to repost, taking the 1st level of the freestyle course as a foundation and building it up a lot with color and some basic lights (although I'd like to perfect the lighting more but I have a bad GPU so others could tackle that if they wanted). movehaus1-parkour (download) current version: 1.0 https://drive.google.com/file/d/0B9r8e5iru84FY2xXVlUzeWhSdDA/ The map is based on elemental shapes inspired by the geometry that cheZDa chose for the first level: stairs, boxes, ramps, armatures. elemental colors tag the shapes for recognition, hopefully forming a sort of visual language for movement in the player's mind with which they can compose sentences and paragraphs of movement. Titled movehaus after the bauhaus/kandinsky aesthetic and the MOVE map taken as inspiration. Of course people wanted to play FFA on it, so it forked into an FFA version, movehaus1-dm, which I am still working on. The twist for FFA is 2 units of lava covering the floor, such that you wont take damage as long as you are always hopping through the lava and don't stop or run into anything or get knocked down. bldf1 new strafe map, gonna start cranking these out very fast. Trying to make them for new-ish people, i.e. not too hard but not too easy, should take some work and be a way to improve. http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=81 bldf2 In this one, you'll have to combine strafe jumping, bunny hopping, and double jump. Note that when changing from a strafe jump to a bunny hop turn, if you let go of strafe and hold only W to start the turn, then switch to strafe to make a sharper turn you might find transition easier and lose less speed; using only W will always conserve your speed coming out of a strafe but you can't turn as sharply with it or gain speed. (video) (download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=96 bldf3 Another map combining strafejumping, bunnyhopping, doublejumps, and ramps. Experimenting with multiple routes and possible shortcuts for higher skill levels, although it's still awkward trying to build outside my own skill with these minimal maps, an interesting learning process. (video) (download) https://www.dropbox.com/s/ame3ybo5hza1zok/bldf3.map?dl=0 bldf4 A tower map, 2 checkpoints on the way up, good luck! (video) (download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=106
  15. Hello, Made a little freestyle map for the purpose of playing around with the movement physics in the game. Turned out to be great fun making my own path around the place so I thought why not upload it? I'm a little iffy about the artstyle so far, and the lightmap build is really ugly, but if anyone wants to remake it, I'd be glad to see it! Got them defrag skills? Why not post a little gameplay? Enjoy: http://reflexfiles.com/file/462
  16. So I was trying to make maps out of as many pre-afabs as I could as a challenge and this is what I ended up with, a map that is only 55KB. http://reflexfiles.com/file/461 Sorry dial up users, the screen shots are 4k.
  17. Updated for 0.37 Updated for Reflex 0.36.3 added meshes! Download Link (reflexfiles.com) Another race map brought to you by Meatsausage, tuhmapoika and MAD_JIHAD
  18. movement

    Download Link (reflexfiles.com) This beautiful race map brought to you by tuhmapoika and MAD_JIHAD tuhmapoika managed to get a time of 9.937!
  19. Ahoy! So as the title suggests, I am finally done with my race maps after a long time Cheers for the easily usable editor, I haven't had the patience to work with Radiant before. This is a newer one, I think only Sweet saw it a little, it haven't been tested by the public. No weapons with some surfing (the harder route only). http://reflexfiles.com/file/328 ​ This one is (my first and) a little more trick-heavy and some plasma-play focused, but still could be done with bunnying. Props to Bej for helping out http://reflexfiles.com/file/329 ​ Any kind of feedback here or online if you catch me are all welcome
  20. 3elements is a movement / race map I made to become better in the movement. The map can be challenging if you're not familiar with the movement but once you know the basics and have completed the map a few times, you should be able to do it pretty quickly. I added a megahealth at the start so if you want to time your try, grab that (you get that on the first area tele exit) and do your run, you can count how many seconds your run took from the remaining health if you made it within 99 seconds. Might still edit it or add something but I'm relatively happy with the current release. Thanks to Everyone who tried this map while I was making this map. There are way too many people to name mainly because I'm bad with names and there were so many of you testing out my map. The map wouldn't be as close as good as it is now without the comments and support of the players. Please comment on the map and let me know how fast you manage to do the run. I managed 61 seconds with some mistakes and without any shortcuts so it should be fairly easy to beat that. Download http://reflexfiles.com/file/169 Screenshots Video (I'd recommend playing through the map first but here's a bad playthrough if you want to see it...) Could someone explain why the jump at the end of the video gets me higher than usually? I have no idea why that happens sometimes. Changelog
  21. Easy run map based off of (http://ws.q3df.org/map/r7-hog/). I have changed a pretty large amount but I actually lost the changelog where typed out all my changes from the converted map. If I can find it I will repost it here. Download: http://reflexfiles.com/file/106 Video: Screenshot:
  22. Larger map with my first attempt at natural terrain in Reflex. The name comes from the prison made out of the pit in The Dark Knight Rises. Download: http://reflexfiles.com/file/242
  23. The mouse movement in-game feels really smooth and nice, but it doesn't feel like what I'm used to (Raw Input, Direct Input) when it comes to other games like CPM. I took some screenshots while using Mouse Movement Recorder comparing the in-menu mouse movement to the in-game mouse movement. http://imgur.com/a/tRoZh I used the following parameters for MMR: MouseMovementRecorder.exe -alwayscatchup -showcatchupdelay The in-menu mouse movement is perfectly fine, but the in-game mouse movement shows pixel drops (green) and a cathcup delay of 500 microseconds. Link to Mouse Movement Recorder: http://donewmouseaccel.blogspot.com/2010/04/markc-mouse-acceleration-fix-builder.html You're going to want to download the "Acceleration Fix Builder @ google drive" It comes with registry fixes, MMR, and MMR's source code.
  24. Another remake of work I'd already done in Q2. The original map never really got released, though. This features laser platforms you can stand on but shoot through. Death from below! http://reflexfiles.com/file/235
  25. Just picked up Reflex the other day and I love it so far. The map editor is so much easier to work with than Radiant in some respects but missing a lot of features currently. Started working on a training facility called Deflex named after a combination of Defrag + Reflex. The goal is to make it a comprehensive training facility where veteran players can take beginners for movement and physics training. Inspired by XCM_Tricks2 and Tr1ckhouse_beta3 from Quake 3 where myself and likely many of you spent days or weeks training. Circle Jump Trainer: 24 lanes with color coded ledges. Each lane increments by 8u making jumps incrementally harder to challenge any skill level. Strafe Jumping Trainer: 6 color coded lanes. They scale exponentially to different skill levels. Will probably break each lane up with 2 pads per lane for a total of 12 skill levels. Rocket Jump Trainer: Maximum height trainer. 32 color coded lanes. Each ledge height is increased by 8u. Teleport Jump Trainer: Similar to the circle jump trainer but relying on teleport double jumps to help you figure out your maximum teleport jump distance. Rocket Jump Course: Beginner level linear course 2X Rocket Jump Course: Learn how to use 2 rockets at once. Stair Jump Course: Dustin built the advanced course. We have yet to build a beginner and intermediate course. Double-Jump Course: Run style course focusing on double jumps built by mr.worm. Teleporter Jump Course: Another room built by Dustin to teach you basic teleporter jumping techniques. Next: Stake Jumping Because Reflex currently does not have the ability to remove weapons you can cheat most sections by using weapons not designed for the course. Since they are training courses the only thing really being cheated is your own skills development. Cheat them or not doesn't matter to us because it will only hurt your own progression as a player. I'm not going to make the map file available yet because it's still way too early for that. This is a build topic for DeFlex.