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Found 3 results

  1. I'm starting another movie project and will be looking for replays on the following maps only: Static Discharge, The Catalyst (Blue or Orange versions), 421 and Furnace. All types of frags are welcome, epic midairs, dope shaft lifts, funny melee frags. Whatever you think looks cool. Please send replays with either time stamps or replay markers. You can post them here, pm me or send to me directly on discord. Cheers. My previous works: https://drive.google.com/file/d/0B11eMCGfIb9wdUgwUHIxbDlYTEU
  2. ArenaFPS boys are back with another Reflex cup. This time we're playing Team Deathmatch. Pre-made teams can sign-up on challonge. Tournament starts at 13:00 CEST. Prize Pool 2x ArenaFPS Hatchet (Thanks to TurboPixel) $50 (Thanks to @LordSoth) $20 (Thanks to FlabCaptain) Format - Double Elimination - Bo3 - Experimental rule set. Map Info Map Pool: Ashur, CrazyAl's Choice (Fool's Choice), Phobos Picking: - both players /roll 420, highest roll picks first. - pick, pick Rules - All teams are required to join the ArenaFPS #events Discord channel in order to organise their games. - Play your matches in a timely manner and report your score on the Challonge page or to an admin. - All games must be played on Qualx servers or ArenaFPS servers. - No unauthorized spectators will be allowed in the servers. - Teams must check-in on the challonge site! If you don't know how to check-in, ask an admin and we will help. - Acting like a dick will get you treated as such. Admins: CrazyAl Qualx Stream: ArenaFPS Links: Sign-up, ArenaFPS Discord, Official Reflex Forum.
  3. TDM has always been one of the hardest modes to play, especially for new players. One reason for this is that team play in public TDM (and even in pickups) is mostly non-existent. The game could alleviate this by providing players with the information that their team mates are not, namely item times (though one could argue that timing weapons is more important in TDM, but thats another kettle of fish). A lot of people have strong feelings about item timers one way or another but what I propose is some kind of middle ground, partial item timers. whatever crazyal, get to the point Partial item timers as I envision them would provide timers to the team who last picked up said item. So if Team A gets the first red, they have exact timing on the next red but if they lose the next red to Team B then Team A's red timer disappears and Team B now has the red timer. One possible issue that arises from this is that if Team A have control of the red, Team B never knows when the red is coming up so they're never able to contest for it. A possible solution to that is that Team A gets an exact timing, where as Team B only gets a vague timing, say for example the timer only shows up 5 seconds before the item where as Team A can see the full countdown. Another solution to that issue could be that the team without the timing (or even both teams) would see a 3d timer only when they are close to the item (kinda like Quake Live timers). Note this should only give a vague timing, not exact.