entik

Reflex Movement Overview for New Players

54 posts in this topic

If you're new, here's some things you should know about the movement.

 

 

 

Movement Maps

 

Lightstrafe

Map: https://www.dropbox....rafe-2.map?dl=0

Forum Post: 

 

Zen1

Map: http://reflexfiles.com/file/64

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Reflexjump

Map: http://reflexfiles.com/file/69

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brrun1

Map: http://reflexfiles.com/file/106

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brcj1
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smilecj
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Perflexia
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Parkour Station
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b0
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ckdf1
 
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MnstH, Godling, Shinuza and 11 others like this

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Great Movement guide thanks entik. @ shooter maybe you could set up a sticky thread for all the great movement guides that will come out maybe start with this one :).

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I'm happy to jump around with anyone who wants to learn too, just practicing with someone can be a really fast way to learn

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Thanks for this, I was pretty much trying to inconsistently figure out how to properly strafe jump again. And I was doing it wrong the whole time. '-'

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This is an excellent overview. One idea that springs to mind that would help teach movement is a way to to ghost a good player on a movement map - kind of like in racing sims. You take a player with excellent movement and have them record different things, and let me play on that replay with their model not clipping me to see how closely I can match the movement. Like, am I getting the full distance I should be on my circle jumps, my rocket jumps, etc? I hate saying things like "that shouldn't be hard to do" but in this case it doesn't sound that crazy.

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Is there any form of jump map or such to practice jumps/movement yet that someone has made?

 

Check the mapping forum!

 

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Thanks a lot for this video! Man, strafe and circle jumping is like child's play compared to the tele+circle and full power stair jump.

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This is an excellent overview. One idea that springs to mind that would help teach movement is a way to to ghost a good player on a movement map - kind of like in racing sims. You take a player with excellent movement and have them record different things, and let me play on that replay with their model not clipping me to see how closely I can match the movement. Like, am I getting the full distance I should be on my circle jumps, my rocket jumps, etc? I hate saying things like "that shouldn't be hard to do" but in this case it doesn't sound that crazy.

 

Something like the ghost is planned (along with a multiview window that shows you the first person view + key presses of the ghost). Quite a bit of work in that though so it won't be for a while.

 

 

Thanks a lot for this video! Man, strafe and circle jumping is like child's play compared to the tele+circle and full power stair jump.

 

Tele+circle jumps are currently slightly more difficult than they should be.

lolograde likes this

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Tele+circle jumps are currently slightly more difficult than they should be.

So glad to hear that. Having a tough time doing them right consistently. I wouldn't mind it being a little easier

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I feel quite disapointed with the jump on ramps. Am I the only one ?

In cpma, when you fall on a ramp while jumping, you gain speed but it doesn't work in Reflex. It is not ready yet or it just doesn't work ?

Or maybe I'm just too noob to do it ^^

Same thing to jump from a ramp. In quake, it was easy to jump really high or far (depending on the angle) when jumping from a ramp. A single jump was enough.

In reflex, we have to double jump (triple maybe ?) to do it and it doesn't feel the same.

Do you know if there is a way to remove the selfdamage right now ?

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Tele+circle jumps are currently slightly more difficult than they should be.

 

Definitely good to hear. I was wondering why the converted aerowalk tele jump was acting funny.

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I feel quite disapointed with the jump on ramps. Am I the only one ?

In cpma, when you fall on a ramp while jumping, you gain speed but it doesn't work in Reflex. It is not ready yet or it just doesn't work ?

Or maybe I'm just too noob to do it ^^

Same thing to jump from a ramp. In quake, it was easy to jump really high or far (depending on the angle) when jumping from a ramp. A single jump was enough.

In reflex, we have to double jump (triple maybe ?) to do it and it doesn't feel the same.

Do you know if there is a way to remove the selfdamage right now ?

 

Ramps are borked.

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ramps work ok going up I was able to go quite far without a double but yeah converting to horizontal speed seems to not work so well

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Right, seems like ramp jumps work fine if you're just jumping off of them, but you don't get any extra height if it's a bunnyhop. Likewise you get some horizontal velocity if you just land on a ramp, but not if you bunnyhop on it. I'm assuming this will get fixed.

 

One other thing I noticed that was present in Q3/CPM but missing from Reflex atm: In Q3 if you ran into a wall shortly after landing (well, only landing hard enough so that it makes a landing sound), the wall would not affect your velocity for a short time, allowing you to "clip" around corners, and making it much easier to maintain speed while double jumping up a ledge or something. It's a small effect, but the fact that it's missing from Reflex makes movement feel somewhat less fluid than it was in CPM. Is there any plan to implement this?

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