Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 11/04/2014 in all areas

  1. 67 points
    We are excited to announce the release date for Reflex Arena! Many of you have been here from the very beginning. Thank you so much for being with us on the first part of our journey, and we are thrilled to launch Reflex Arena out of Early Access very soon. Check out the trailer for the official release date, the features we are celebrating, and more. To thank everyone who has been a part of our community, all our Early Access players will receive the limited edition Golden Founder Melee Wrench in-game. We handcrafted this to say thank you, and will forever mark you as one of ‘The Originals’ before we launch Reflex Arena out of Early Access. Be sure to log in before March 8th to get your Golden Founder Melee Wrench, accessible from the Reflex Arena home screen! Just start Reflex Arena before the official launch to receive your very own Golden Founder Melee Wrench! The launch out of Early Access adds so much content and features that our community has helped shape. We will have full details soon, but we can reveal that we are adding: Bots: We are adding full bot/AI support to the game (hell yes!). This means a better in-game experience for new players, with more training, tutorial, and solo options for offline play. Our bot system also means that our seasoned players can sharpen skills with target practice while waiting for matchmaking. Join a matchmaking queue, and wreck bots in offline target practice while you wait for a PvP match to launch! Competitive Seasons & Online Leaderboards : PvP is at the very soul of Reflex Arena. When we launch out of Early Access, so begins Competitive Season One. Face off against the global community to earn your place in a new Online Leaderboard, with a new Competitive Points system. Matchmaking Rewards: We are celebrating our new Competitive Points system in matchmaking and our competitive season launch, where the CP you earn in matches against players can be used for glorious golden weapons. This will kick off with the upcoming competition Season 1 - stay tuned for more information! Brutal new skins and cosmetics are coming, as well as training map improvements, shiny new weapons and more are all coming in the Reflex Arena launch out of Early Access. It’s important to note that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community. With cheers and celebration, The Turbo Pixel Team
  2. 49 points
    This provides an alternative way of editing and laying out your HUD without having to use sliders and guess positions through the widgets menu. UPDATE 1 (2016/08/09) Show/Hide widgets Snapping Widget Options Anchor Based Grid Installation Make sure to delete any old versions of the pak. Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/03/16) Now available through the steam workshop. Instructions While in a game go to your widgets menu, and press the “Hud Editor” button.
  3. 49 points
    Optional Themes Custom Colors Other Features - adjustable alignment - show/hide award name and xp UPDATE 1 (2016/08/12) New Themes - added text drop shadow option - you can now preview text in options - fixed banner theme animation - performance improvements (results may vary) Installation Make sure to delete any old versions of the pak. Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/01/25) Now available through the steam workshop. Instructions Enable "br_Awards" in the widget menu.
  4. 46 points
    shooter

    Reflex 0.46.0

    Today we're releasing version 46. This version adds the training game mode. Training allows you to practise your movement, aiming & dodging and compete against your friends. We've added turrets which shoot at you (which can be disabled by shooting them). We've got targets which can move around the world and explode in to pieces. We've added tokens to collect and finally leaderboards at the end of the mission where you can test your time vs your friends. All these building blocks are fully available in our map editor, and we're very much looking forward to see people use them in their workshop maps! This build also includes many experimental update including the return of the much requested stake launcher. It's had all it's previous bugs ironed out and we're eager to see people use it. We've also updated experimental to more closely match the competitive ruleset (as that's generally the players who use it), and we've also tweaked the knockback to deliver a more consistent experience. On top of this we've done an art pass on the rocket launcher and shotgun. We also snuck in a couple extra melee's and robot pieces The highly anticipated supporter crowbar will make an appearance too! Finally I got to add a friends list to the home screen which I've been itching to get to for some time, it is very useful! Art Improvements: Weapon: rocket launcher art pass Weapon: shotgun art pass New melee: sickle New melee: khopesh New melee: supporter crowbar New piece: droid head & droid head angry New piece: spark head New piece: gear head Added sphinx head mesh - Promeus request Revised robot glow colours Added meshes: gothic books - MAD_JIHAD request Updated falling icon - MAD_JIHAD request UI Improvements: No ammo warning added to LowAmmo widget Timer widget now has flag to count up/down WeaponRack Widget now has toggle vertical option (on = default, off = horizontal) Added showPassword option to Connect dialog Added friends list, steam friends added rich presence Node selection combo in MatchPicker for LOCAL maps (i.e. not steam maps) now works Map editor toolbar now shows lighting button & progress Map editor toolbar updated to new widgets Lua additions: Exposed weaponIndexChangingTo to lua Added ability to give a textRegion focus from lua Game fixes: Melee attack is now server authored Fixed bug where -mouse5 wasn't triggered properly with cl_input_subframe 1 Workshop publish button no-longer crashes when not connected to steam Experimental updates: Removed timers from experimental, removed powerup drop from experimentaltdm -- idea is experimental is made for competitive players. Changed splash fall-off to be linear & lowered the minimum splash damage greatly. Essentially now splash radiuses will be larger but should do similar knockback to before. When applying splash damage in air it always obeys splash direction (rather than rocket direction). i.e. it'll knock you away from point of impact Added experimental_stake ruleset Burst gun reload changed from 650 to 750 Burst gun projectile speed changed from 3000 to 3500 Grenade trace radius changed from 2 to 1 Grenade explosion radius changed from 128 to 150 Rocket trace radius changed from 0 to 1 Rocket explosion radius changed from 112 to 120 Ioncannon ground knockback multiplier changed from 1.8 to 1.25 Ioncannon air knockback multiplier changed from 1.3 to 1.7 Ioncannon beam radius changed from 1 to 0.5 Ioncannon beam damage is 6 Bolt Rifle lowammo warning changed from 5 to 3 Bolt Rifle maxammo changed from 20 to 10 Bolt Rifle weapon included ammo changed from 10 now 5 Bolt Rifle ammo pickup changed from 5 to 3 TDM weapon respawn time 20 seconds (we're looking to separate 2v2 & 4v4 tdm modes in the future) Ioncannon now has idle sound Bolt Rifle now has idle sound Map editor training entities: Pickup Training Token - new pickup type EntityTriggerVolume - output "links" when player enter/exits region EntityMessage - input "links" to show/hide or display message for 3 seconds EntityGoal - input "link" which flags a goal that needs to be done to complete training EntityAccumulator - input "link" which counts, output "link" which fires when count reached EntityTurret - self explanitory I hope EntityShootable - self explanitory I hope EntityExit - input "link" which indicates training has ended For an example of the training entities, please check out the training maps ! edit: pro tips: to get use stake gun do a "callvote ruleset experimental_stake" to bind the weapon to a key to "bind R weapon 9" Cheers guys, have fun!
  5. 44 points
    Hi guys, Matchmaking was released with a blast. We've had over 10,000 games played in just 2 weeks! The focus of this build is to directly improve on our first pass matchmaking implementation with our observations made the community feedback we have received. Matchmaking: Vote system We have re-worked the map voting system to a pick/drop solution where you cannot see your opponents vote until vote time is over We wanted to keep the 3 random map selection still, but we do agree with giving the power to down rank a map, and have this map not played. So your down vote will out-rank the opponents up vote. With larger groups the voting is cumulative, so be strategic when voting as a party! Matchmaking: Spectate games People want to be able to watch active MM games (and so do we!). We've made this possible, and even added it as a tile to the home menu! Spectators can only talk with other spectators, to ensure the people playing are not interrupted. Matchmaking: Party support We've added party support! So you can now grab your friend and queue up in the fun Party chat is available in menu of course. You can also party chat in game via sayparty (default bind U). Matchmaking: Lobby now optional We've added a lobby checkbox on the Quickplay screen so people can chose to go play other things while they wait for the matchmaking queue to pop! We also re-positioned the overlay so it wouldn't overlap game time widgets since you can play other games while in queue. Matchmaking: Backend changes We have re-structured how data is stored behind the scenes to split regions into US/EU etc This is an ongoing process that's setting things up for the near future MMR has been reset as a result. Matchmaking: Servers Added Brazil servers Russian servers have moved location to hopefully provide better pings UI improvements: Health bar widget: added options from armour bar Server browser: added option to sort servers by hostname Server browser: restored "show old" option Added prev/next page button to addon browser MMR values now refreshed when going to main menu to ensure they're up-to-date on profile tile overlay Updated twitter link in home menu Art improvements: Thicker MH pickup trails for improved visibility Reduced IC impact sparks amount and size Fixed bone orientation for adjustable wrench and pipe wrench Armour mesh changed to hostile torso Game improvements: Disable previously set mutators when starting training from the menu Added mutator: infinite ammo Removed weapon hum in instagib mutator Can no longer forfeit on racemode Added enemy sounds for jump/land etc (thanks Greed) Tweaked damage sounds for friendly/enemy players Added new keybind mark replay, defaults to M Added new loading tip: "Remember to hit 'Mark Replay' in your matchmaking games, you might be famous!", Added new loading tip: "Matchmaking replays can be found at replays.reflexarena.com" Lua changes: Log type notification now has subtypes: generic, party, pickup Log type chat now has additional subtype: party Bug fixes: Game now clamps cl_playercolor* to safe ranges Fixed potential crash bug when matchmaking popup times out & user is disconnected --Shooter
  6. 44 points
    Today we're releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes! Matchmaking: So how does it work? Under "PLAY" in the menu, you will see "Quick Play" which is the new Matchmaking, "Find Match" which is the server browsers, and "Create Match" which is the old Start Server. Under Quick Play you can select all the "playlists" you want to queue for, and hit start. At this point, you're put in a lobby server, here you can run around / practice etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue. Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you'll be automatically re-queued to matchmaking. Is it ranked? Competitive modes are ranked. After your first 10 placement matches you'll be able to see which division you have achieved. We also display a progress but which shows your progress through the division. At the end of a match you'll see your division progress change due to the match results. Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP. What ranks are there? There are 7 ranks to work through: Bronze Silver Gold Platinum Diamond Overlord Prime Overlord Where are the servers hosted? We'd like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We'll be watching server load and adjusted server numbers as required. If you select "Region" in the "Quick Play" screen you can see your ping to each region. If there's demand for another region please reply and if it's popular enough we'll look at adding servers there. Further Notes: We don't have the resources to test matchmaking on a larger scale, so please be patient if it's a bit bumpy over the new few days/weeks as we tweak the system as players start to use it. The playlists are not set in stone. We're interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones. Update: I'll put a post together later day listing all playlists & map pool selection Iron Guard: Iron Guard our recent 2v2 competition winning map has been release with an art pass. We've added several new supporting art meshes which now can be used in your own maps. Bridge Tool: The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes. In editor, hold shift to select a face, push "B" to start now go to another face and you'll see the wire-frame outline of brushes to be generated you can use mousewheel to decrease/increase tessellation when you click, the brushes are created. New Cosmetics: Stun baton Spartan head Supporter pipe Supporter cleaver Mapping changes: Added authorString to worldspawn. This allows users to set a custom author string to support multiple authors. The mode1v1, modeCTF etc properties in worldspawn now all default to off, you need to set these up properly next time you publish! Hopefully this will help cleanup the workshop somewhat. Server Improvements: Added ip cvar for multi-home support (use +ip xxx.xxx.xxx.xxx as command line parameter) Implemented rcon support following Source RCON protocol Added sv_mode, sv_mutators, sv_ruleset to allow you to instantly change without callvote Added sv_allowcallvote Gameplay improvements: Added forfeit option Added 2v2 gamemode Team damage now off in casual ruleset Casual CTF time limit reduces to 10 mins (from 15) Casual arena score limits reduced (atdm 8->5, affa 8->5, a1v1 12->5) Bug Fixes: Server STDIN now reads from console input rather than STDIN. This fixes issue where if STDIN is re-directed, we would end up spinning eating CPU usage. Fixed bug in callvote shuffle where it would pull too many players over Fixed issue where "Spectors", "Players", "Editors" etc titles would receive incorrect colours in scoreboard Optimisation/fix: widget list only sent to when it changes (rather than every frame) Server countdown won't start if server is still downloading from workshop (previously you could hear it on load screen) Cheers! -- Shooter
  7. 43 points
    I'm working hard. I'm not going to promise features or hype anything, because what ends up being in the next build might change. When (or "wen" as people like to keep poking/hounding with) isn't known at this stage too, might be a few weeks away still. I'm more so interested on refinement than inflating/polluting the game with more features. In an ideal world large games would happen and mysteriously have people appear out of nowhere to form endless queues of large matches, but it just doesn't happen. For example, we put a lot of time into doing CTF (a lot more than just flags...), the tech for larger maps was pretty huge, team visibility/customisation of all the colours and having those go into the maps also, sounds, events, hud/lua... there's quite a bit to it. Regarding the abusive people saying they paid for X, game is ded devs are ded and pickering about trivial trash. You paid $10 or less and typically have hundreds of hours in-game. I'd like to know how many other games you pay for that have given as many hours and costed more. Get a reality check. Sit down. Think about how much money is pumped into marketing for other titles from big studios and what their player numbers are at or typically hours played. Millions of dollars pumped into marketing alone which far exceeds any actual revenue for the entire project, but people still like to draw comparisons... yep, well done. A lot of people like to think they have the secret magical answer to wave their wand and it's everything anyone ever could have possibly imagined, but the reality just isn't that. I know people will probably slam me, but they slam me anyway regardless. Bust our asses on a huge update monthly... slammed, what about X or Y? wen. Hype anything, get poked wen constantly, release, slammed... what about X or Y, do the devs even care. wen is X coming. Don't say anything, try focus on working. Slammed. Say something. Slammed. Stop with the negativity. Enjoy something, the amount of content is insane. The updates have for a long time have been huge and frequent. The update is yes taking a bit longer this time, no need to get out the pitch forks and abuse.
  8. 41 points
    Electro

    Custom Ruleset Poll

    Officially confirmed for next update. Everything from my end is done with implementation of it. Just want to say, this is how custom rulesets should be handled. Everything about the process was done right. Documentation, discussions, changelogs and explanations. Thanks to everyone that provided feedback and to Rama for coordinating it all. I believe it addresses a lot of consistency issues while providing more solidified roles for weapons. By providing this contrast it makes the gameplay less flat/uniform overall. I think it'll give an improved platform moving forward. Another added bonus is that for the most part, the more casual players won't notice any drastic changes. A good step towards evolving the gameplay I think. Thanks again everyone.
  9. 41 points
    Electro

    Reflex 1.1.0

    Hi person(s), Wen is now. Here's your log of changed things. Art Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds) Removed ribbon trails off plasma eject cases Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire) Cosmetics Modified Jaguar head to reduce clipping Added Plague head Added Bunny Head Added Turtle Head Maps Furnace (dp5) has had an art pass Fixed name for Stage 1 Combat Changed name for Stage 2 Combat to follow the same convention Aerowalk update: now in sync with workshop version for match making (previous clip fixes) Code Added Announcer - He says things about the match and things you do Greatly improved performance of client-side particle collision Added map editor sun enabled property Added cl_weaponcycle to UI Teleporter meshes now appear in the content browser Fixed post-fix string issue on date formatting Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical Increased max length of addon description Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case) Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs) Players no-longer suicide if they change to the team they're already on (important for master server drop-in on team games) Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore Sounds in these effects are limited to max length of 3 seconds: internal/items/armor/armor_green_pickedup.effecttxt internal/items/armor/armor_red_pickedup.effecttxt internal/items/armor/armor_yellow_pickedup.effecttxt internal/items/health/health_50_pickedup.effecttxt internal/items/health/health_mega_expire.effecttxt internal/items/powerup_protect/powerup_protect_pickedup.effecttxt internal/items/powerup_quad/powerup_quad_pickedup.effecttxt Shotgun low ammo warning is now at 5 Added Gamma Slider and r_gamma Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo). Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.) If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted) If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue cl_predict_items now defaults to 0 Matchmaking Full MM ladder now shown Added drop in/out for casual modes Match history now can be filtered by player Doubles earns 15 CP, CTF earns 20 CP Losers now receive 20% CP reward added matchhistoryraw/ for importing to your own databases Competitive MM unavailable below level 15 Added 'Proving Grounds' playlist - Thread Here Lua Replay editor now hides with cl_show_hud TeamHud: fixed an error due to clients disconnecting Fixed issue where widget selection wasn't being applied properly Added AccelMeter widget
  10. 41 points
    Ammazzabanane

    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 ~~~~~~
  11. 40 points
    Electro

    Reflex 0.47.0

    The hype train has finally pulled up at the station. Now we can finally curl up into a fetal position for an hour until we need to start work on 47.1 btw, NEW PLASMAGUN AND BOLTRIFLE MODELS ARE INNNN Mutators We've implemented mutators which add a bit of fun to the game for more casual players. We've also retired the old arena game modes and pulled across arena mode as a mutator. Addon support We've implemented addon support which allows you to share your widgets and game mods over the workshop. There's a lot of cool widgets out there that people have made, making it easier to get and keep them up to date should really allow people to use them more. Addon supports asset overriding, so you can bundle custom jump sounds etc in addons too! For an example on how to create your own addon, check out this post: Widget and client side modifications The custom widgets are a great feature for Reflex, but they also allow you to really assist yourself in game. What exactly to allow/dissallow is not an easy thing to decide. For example I think everyone would agree there isn't much gain with custom jump sounds (depends how elitist we go i guess), while I think everyone would agree having a custom armor pickup sound of 25 seconds definately crosses the line. So what we have done is provided servers with a list of the custom modifications each client has. This isn't easily visible and is only really going to be used by cheat detection people organising competitions. The intent is that some competitions may allow some mods, while others won't. Experimental Plus So we've had an experimental ruleset for a few patches now. We work with a small group of advanced players which take part in assisting us in determining which way to adjust the ruleset. It's been brought up that the turn around time for this process is too slow. So what we're doing is providing a new "Experimental_Plus" ruleset to this group which allows them to tweak gameplay on their own build. We're keeping this to just them for now because the goal isn't to have crazy mod servers out there, but to have intellegent subtle tweaks made to improve the gameplay. With the ultimate goal that we can more quickly finesse the gameplay. I wanted to make this known so people know about it, and also because you guys are all able to connect to these servers and see what they have been doing. I believe the up-coming League will be using this ruleset, for more perhaps talk to @Qualx Mutators Implemented sv_startmutators, callvote mutators Implemented sv_allowcallvotemutators so server admins can deny clients changing mutators added sv_allowcallvotemutators and sv_startmutators to dedicatedserver_default.cfg (with comment) Implemented vampire mutator: removes all health pickups, non-self pre-armor damage awards health based off gconst_mutator_vampire_health_for_1damage Implemented instagib mutator: no pickups, one shot kills, bolt + melee awarded on spawn, unlimited ammo Implemented melee only mutator: no weapon/ammo pickups, melee only, Implemented handicap mutator: gives extra health/armor to trailing player, added on TOP of spawned health (i.e. stacks with warmup mutator), clamped at 200/200 Implemented warmup mutator: always awards warmup values of gconst_player_spawn_health_warmup / gconst_player_spawn_armor_warmup + all weapons on spawn Implemented mutator: big head modee - on gibs, on ragdolls, on players Implemented mutator: low gravity - half world, grenade, stake gravity Migrated arena game modes to mutator system Added mutator icons to scoreboard Addons Implemented addon backend Watches filesystem for change in base/addons folder and reparses disk on notification (rather than only polling disk on install/uninstall) - this allows people to drag new addons in while reflex is running, and reflex sees it. Triggers steam-requery after assets on disk change Added "New assets found, restart required" message Added quick grouping of widgets into addons in widget list on UI (like a treeview but always expanded), hopefully will help organise addons Code Increased steam VAC timeout max retry count from 10 to 1000 Added patch for old protocol versions loaded in .replay files to update gamemode indices so things are nicely in order again (now that arena gamemodes are gone) Weapon restrictor now uses desired weapon selection rather than reading from player state. (this fixes issue where it would pop down & back up, this also fixes selection where it wasn't correctly picking the best desired weapon on spawn - specifically it occured in instagib) Physx gravity now matched to world gravity Exposed addon table to lua Asset (re)loader now caches state of failed assets / queried assets. So if an asset goes missing the game doesn't drop to ~5fps polling all 3000+ assets while it tries to load the missing one Fixed crash bug which would occur if steam API was not initialised re_setentityproperty should now work on large string properties also Secret surprise dev UI/Lua Fixed download % on addon dialog to correctly scale 0->100 (isntead of 0->1) Save & restore menu status on luastate reload (caused when any lua file uploads) Added staff pick filters on AddonPicker.lua & MatchPicker.lua Renamed Sort By -> Filter By on AddonPicker.lua & MatchPicker.lua Provided addonName field on widget to lua Art Added new bolt rifle model + effects Added new plasma gun + effects Added new melee: cleaver Added new melee: baseball bat Added new melee: supporter khopesh Added new head: juggs Added new head: hostile hoodie Fixed shotgun crouch anims (aim + attack) Gameplay Burstgun exp integrated into main game Shotgun exp integrated into main game Grenades exp integrated into main game Bolt rifle ammo exp integrated into main game Experimental Grenades now point trace (no collision radius) Plasma ammo changes: low = 40, max = 150, weapon pickup = 75, ammo pickup = 50 Plasma kb now 0.425 Rocket splash radius now 112 Ioncannon: kb now 1.7, damage = 6, reload = 46ms (= total 130dps) Ioncannon ammo changes: ammo pickup = 50 Let the whinge for 48 wen begin \o/
  12. 38 points
    Ramagan

    Reflex Duel Guide

    I'll be starting a Duel guide series on youtube, mostly aimed at current and upcoming duelers that want to improve. Feel free to provide feedback on the videos and suggest topics you want to cover, the first few videos will be about the basics, I'll probably go into the more advanced stuff as the series goes on. Playlist 1. Introduction 2. Fundamentals 3. Movement Thank you for watching !
  13. 37 points
    shooter

    Reflex Arena Launch - Changelog

    Please see announcement post here: http://forums.reflexarena.com/index.php?/topic/4266-reflex-arena-launch/ See full changelog below. Cosmetics: Golden weapons now available - these are purchasable with competitive points in the profile menu New character parts "Ronin", including legs, arms, chest, head New melees: Katana, Tech Katana Added arms: Colossal Added heads: Jaguar, Owl, Monkey, Hockey, Hog, Cyborg, Roo Art: Added jumppad effects to jumppad brushes, subsequently jumppad green surfaces are no longer visible during play Training maps have had a quick spit n polish applied Maps: Updated Ironguard: Isengard off workshop Added map Aerowalk Bots: We've added bots to the game! They are not designed to beat the #1 player in the world, they are designed to practice against. You can find bots under TRAINING -> bots. You can add bots to your game via PLAY -> Host Game in the menu. Alternatively you can use sv_addbot (additional available parameters displayed in console) Bots are a first pass and will likely receive future improvements and fixes. Bots (to map creators) To use them in your levels, you can build navmesh with the editor toolbar (or with nav_build), these are saved when maps are saved, and published to workshop when maps are published To debug the navigation, you can use nav_debug 1 Use EntityNavLink's to set up special jumps for bots, you can also help them take jumpads which are not usual trajectory note: You'll need to upload your nav to the workshop before people can play bots on your maps! General improvements: Country code length from 2 to 7 chars (sct flag for CrazyAl) Can now forfeit in overtime r_smaa 1 is now default AA screenshotClean will now ignore replay primitive objects (camera spline etc) Entity reflection probe position now effects lighting hash (i.e. moving reflection probes will now cause lighting to become invalid) MM improvements: Blocked MM if game owner isn't same as logged in steam id (i.e. using family sharing) Now receive CP for winning competitive games Added Turbo Tuesday! Double CP Matchmaking CA / TDM now strictly 4v4 Updated map pool (see announcement) UI improvements: Added team colours to kill feed, in non-team modes own results in kill feed take your primary colour, your kills are highlighted brighter Added PickupNotifier widget Added FragNotifier widget Added TeamHud widget ScreenEffects widget: added hurt/damage feedback Awards now display for the correct time during replay export. Crosshairs.lua updated: added hit feedback (additional drawn (choose from 1 of 7 available), configurable size, end size, intensity, duration), preview displays combined result that will be seen at initial damage dealt Replay editor: We've added a UI for the replay editor, including timecode + dropdown to select who you're following ESC now works properly in replay editor, with a context-sensitive replay menu Gameplay improvements: Spawn system: suicide kills are no-longer random spawn. Spawn system: LOS test now much looser (i.e. it won't pass if spawn point is hiding behind a pillar for that instant) Changed gconst_grenade_trace_radius_world 1.0 -> 0.5 Changed gconst_grenade_trace_radius_entities 0.25 -> 0.0 Bug fixes: Fix for crash occuring in client remote console when attempting to format bogus strings MatchPicker widget: added clip on author name to prevent long names overhanging map tile Fixed issue around "Start" button on menu where it was trying to show an empty hovertext next to it Removed sounds heard during load screen Game countdown no-longer aborts if someone disconnects in MM games. (I believe this was the cause of behaving players receiving bans - the countdown would stop as opponent has DCd, then they'd DC (rather than wait for the full timeout) which would give them short ban.)
  14. 37 points
    shooter

    Reflex 0.49.1

    Hey Lads, This update includes several bug fixes + optimisations. It also includes the addition of a time penalty for leaving matchmaking games early. We've had some feedback recently with regards to people leaving matchmaking games early. This ruins the experience for the other player. To combat this we've added a time penalty if you don't play your game the whole way through. The forfeit option is still there and should be used if you concede defeat. If you forfeit there is no time penalty. Matchmaking Improvements: Can now only forfeit after > 2mins and losing by > +5points If you quit a game in progress, you now incur a time penalty. Leaving lobby no-longer removes you from MM queue Disconnecting from server no-longer removes you from MM queue If you disconnect from a MM game you were playing in, it will still remove you from MM queue Added MM spinning icon next to "Quick Play" to help show that MM queue is still going Timer says "Lobby" instead of "Warmup" when in lobby Detailed match results now sent to masterserver on end of game Added new Russian server in Novosibirsk Added new EU server in Berlin Improvements: Added seconds to replay file name Reduced suicide delay to 2 seconds (from 5) in race mode Bug fixes: Fixed default bind for cl_replay_marker to be 'M' UI now only informs you that leaving will count as a loss in a MM game if you're actually playing Fixed crash on command line +play blah.rep Fixed rich presense text to be correct when in lobby as party Fixed bug where party leaders would remain in queue when members left Optimisations Fixed spatial coherency optimisation between player steps. should greatly reduce CPU load on client+server. Cheers, -- Shooter
  15. 36 points
    shooter

    Reflex 0.47.3

    Hi guys, Getting towards the end of 47 point releases. This one adds extra info to the server browser, and sets the bullet hitbox & wallclipping to be used in all rulesets. There are also a few bug fixes. Changes: Significantly increased level cap Game no-longer loads .pak files inside addons, please don't use pak files in addons Match Picker Dialog filter now defaults to "Staff Picks". Selected filter is saved to game.cfg Player bullet hitbox is now in all rulesets Wallclipping is now in all rulesets Bug fixes: 47.2 (accidentally) introduced client-side-predicted bolt impacts vs players, and it's not 100% accurate. Removing this, the player impact needs to be server verified. Wallclipping now only effectx X+Z axis - this fixes head bumping Fixed bug where replays from 47.1 would crash Addon widgets that override standard widgets are now properly sorted into their addon group in the UI Improvements: Server now pushes rules to steam (timeLeft, ruleset, gameState) Server browser: can now hide old protocol servers Server browser: now see mutators in server list Server browser: hover window now display server rules, player list + mutator list re_seek_to will now block and finish loading up to the specified timecode (rather than just failing) Added com_logclearonstart (allows you to append to log files when set to 0) Experimental plus: Exposed movement constants: gconst_jump_velocity, gconst_double_jump_velocity, gconst_playeronground_speed, gconst_playeronground_acceleration, gconst_playeronground_friction, gconst_playerinair_aircontrol, gconst_playerinair_bunny_accelerate, gconst_playerinair_bunny_wishspeed, gconst_playerinair_acceleration, gconst_playerinair_decceleration, gconst_world_gravity, exposed gconst_playerongroundcrouched_speed, gconst_playerinaircrouched_acceleration -Shooter
  16. 35 points
    shooter

    Reflex 1.2.0beta

    Hey lads, So the long-lasting 1.2 is finally upon us! Quite a few changes have occurred! We'll be going in to beta for this one to ensure things are stable as a lot of things have changed under-the-hood. Custom Rulesets: Let's go through a bit of history Over the years people have given great passionate feedback about their balancing concerns. This has been both exciting to see and also a very fine line to walk as everyone has a different perspective. We started with just one "Reflex" and modified the game accordingly. After a while we split Reflex into two rulesets, "casual" and "competitive". This allowed us to have a "casual" version for new/casual players while keeping the high end play wrapped up in the "competitive" mode. After some time with this setup we wanted to try out different balancing options. We didn't want to just change the "competitive" ruleset around often for two reasons: it was used for competitions, and we wanted a standard known Reflex. So what we added here was an "experimental" ruleset which we could change more quickly without affecting things, and it would allow us to iterate faster with the community. This worked rather well, but it took up a lot of time. We only had a very small team, and it was easy to be spend a full day or more balancing / testing things. And while we were going through this, people wanted quicker turn-arounds, and different groups of people wanted to try different options. We needed another solution. From here, we went to "experimental plus". This idea of "experimental plus" was to allow the community to modify the games "experimental plus" ruleset themselves. We had different feelings about this. Allowing the community to try/test rulesets was fantastic, it was near-instant turn-around, and different groups could try different settings as they pleased. At the same time however, we were concerned people might break the game doing silly things. So we limited the "experimental plus" builds to a small group of players who were giving the most gameplay feedback. We kept it to this group only as the games presentation means a lot to us, we want to be seen & experienced in the best and most consistent way. So this catches us up to recent times. What's happened recently is the experimental plus build was obtained by quite a few people and they started tweaking the game as they desired. On one hand this was great to see and it had more people playing! On the other hand it was dividing the community and complicating the user experience with the requirement of special builds and servers. Ultimately it feels unfair as not everyone gets to play with it. We had some discussions / decisions to make. The last point release disabled the experimental plus build, and we continued our internal discussions. We had a lot of feedback in the discord which was great. We also had a lot of internal discussions about this. To us, modifying rulesets is people wanting "modding". While full modding is out of scope for us, it is an interesting way to look at it. At which point we pivoted and started to consider delivering the system in that fashion. So what did we do? Going with this new thought, we've integrated custom rulesets directly in to the game. You can now create a ruleset_fred.cfg in your game/ folder, and set a whole lot of variables in it to define your ruleset. This will allow you to "callvote ruleset fred", and correctly present ruleset "fred". Any client can connect & will have the ruleset correctly applied on their client. Rulesets will appear in the server browser so it's obvious what you're joining in to. We have also exposed the stakegun to the game constants, so people are able to play with this if desired too. The official matchmaking servers will continue to run the internal "casual" and "competitive" rulesets. But this will allow the community to update / refine their own rulesets & experiment as they have desired. New Weapon Skins + Curated Workshop: We have planned to add curated workshop support to Reflex for a long time. With 1.2 we have achieved this! Players can now create their own skins and submit them to the workshop to be voted on and ultimately added to Reflex. We've added an in-game forge where you can tweak & see live updates of your custom skin. Please check out the documentation provided here for how to create your own: http://www.reflexarena.com/documentation/forge/ We're greatly looking forward to see what the community comes up with! To prepare for this, all (non melee) weapons have been further optimised, uv'd and had full art passes in readiness for community skins. We have also added dozens of official weapon skins to be collected. As seen in other Steam titles, curated content that makes it into the game has the opportunity to earn the creator money from marketplace sales. We're also considering selling community group items directly on the store to help support their efforts. Purity checks / sv_pure: Purity checks essentially ensure people are running non-modified assets on their client. Such assets could include modified sounds, lua scripts, damage counting widgets, particle effects etc. The goal of this is to ensure an equal playing field for all parties. This is desired for high level play as obviously it is an unfair competition if one player is playing the stock game, and another is playing the game with lighting disabled + damage counters + armor timers + mega airhorn sounds + etc etc. So the big question is how should Reflex handle this. Internally we've discussed & tried quite a few different options / solutions. We started off with a solution which would simply prevent you joining the game if the server was set to pure mode and you had custom addons. This functionally worked but it required players to manually uninstall all their addons, which completely fails on usability. Extending this, we had Reflex hot loading/unloading assets as you join sv_pure servers / normal servers. This way the user can have all their addons installed, and it just hot-unloads them all for sv_pure servers. This was good, and we took it further by hiding sv_pure and associating it with the competitive ruleset. While functioning, this ran into further issues, where now the user has to maintain two HUDs. Their "normal" custom one, and a stock HUD. While implementing solutions to this, things really didn't feel right. A lot of what makes Reflex unique is customization. People love their custom huds, sounds, weapon packs, extra addons. The majority of these addons add to the game without pushing past the bounds of giving an unfair advantage. Just forcibly disabling all addons really fights directly with what Reflex is all about. At this point we discussed other solutions such as white listing (which was rejected as it's going to turn into a nightmare - both technically and socially). We discussed simply blocking certain assets being modified only in sv_pure. But really none of them fully work. At the same time, we didn't want to break all the addons in the workshop + force people to update things. So that pulled us back to the drawing board, we had a solid thought about what Reflex is. Really what it offers right now is great. Rather than coming along with a sledgehammer and totally changing things, we can take smaller steps to remove things people are doing we disagree with, and keep the entire ecosystem people have grown to love still functional. So the decision we came to was to prevent modification of several assets we deem core to the game. These include weapons, sounds etc. Armor, Mega respawn & fade sounds will be locked down, as part of this we've tweaked and increased the mega expire sound volume, as yeah it's been a little too on the subtle side. We recognise that a large portion of the community has been playing with reduced particles for a while now, and while we're not totally fond of it, it is very popular (top in addon workshop), so we'll be leaving that one alone for now. Also, we've restricted access to lm_clear inside the level editor as it was made for the level editor, NOT the game. To combat the "darkness" people are complaining about, we've increased the upper limit on the gamma slider. We'll also be hiding damage done (per weapon) during match to combat damage counting widgets. Ultimately, we want Reflex to be a fair environment to compete in, but we need to be careful to not to remove what makes Reflex unique. - Change log - Cosmetics: Luchador Head Lunk Head Knight Head Horned Head Goat Head Knight Torso Knight Legs Knight Arms Speed Legs Tech Shield Barricade Shield Berserker Shield Skins: Radiant Burstgun Winter Camo Burstgun Polygonal Burstgun Black Honeycomb Burstgun Neon Grunge Burstgun Radiant Shotgun Winter Camo Shotgun Polygonal Shotgun Black Honeycomb Shotgun District Shotgun Radiant Grenade Launcher Winter Camo Grenade Launcher Polygonal Grenade Launcher Black Honeycomb Grenade Launcher Scorcher Grenade Launcher Radiant Plasma Rifle Winter Camo Plasma Rifle Polygonal Plasma Rifle Black Honeycomb Plasma Rifle Neon Plasma Rifle Radiant Ion Cannon Winter Camo Ion Cannon Polygonal Ion Cannon Black Honeycomb Ion Cannon Unit Ion Cannon Radiant Rocket Launcher Winter Camo Rocket Launcher Polygonal Rocket Launcher Black Honeycomb Rocket Launcher Carbon Rocket Launcher Radiant Boltrifle Winter Camo Boltrifle Polygonal Boltrifle Black Honeycomb Boltrifle Prototype Boltrifle Mapping/Meshes: Abandoned Shelter (DP4) has had an official art pass tyre pallet garbage bag traffic cone more cable variations standard signage font bench Code: Implemented new menu flow Implemented crates Implemented skins Implemented forge Implemented custom rulesets Thumbnails now baked in game rather than generated on load (to reduce VRAM usage) Implemented texture streaming, r_texture_memory_stream_cache controls cache size seen as "Texture Stream Cache" in settings Custom rulesets: Added ability to load separate .cfg file for each ruleset (eg ruleset_frag.cfg) gconst_ cvar's now always exposed and attached to active ruleset callvote ruleset will report on client list of available rulesets Added gconst_stakelauncher_enabled cvar Added ruleset column in server browser Purity checks: Asset system will now (silently) ignore assets that are modified but not allowed to be Assets in internal_skins/weapons/* are not allowed to be modified Prevent megaspawn & megacooldown sounds from being modified Prevent armor pickup sounds from being modified .ttf fonts can now hot-update .wav files can now hot-update Game: Updated megahealth expire sound Accuracy / stats are now hidden from players during game Increased r_gamma range from 1.4 -> 3, to 1.4 -> 4 r_lm_clear / r_lm_build now only available in editor mode Known issues: Rare error in Menu.lua when opening last crate Visual clarity addon is being blocked when it shouldn't RL has visual issues in preview with r_mesh_quality 0 Speed legs cause issues on ragdoll/gib
  17. 33 points
    ReflexMonthlyCup

    Reflex Monthly Cups

    Welcome to Reflex Monthly Cups Reflex has been in need of a more established competitive scene for some time. The goal of the Reflex Monthly Cups is to give those who have the drive to compete in duel the guarantee that their commitment will be rewarded. Our goal is not to provide two tournaments or ten tournaments, but to provide a sustainable framework for competitive and dependable Reflex duel tournaments that will continue as long as there is demand and people willing to organize them. RMC is a purely volunteer effort, but we will do our best to consistently meet our goal of hosting a duel tournament every 4 weeks for each region. Upcoming Editions Reflex Monthly Cup NA#7 To be announced... Reflex Monthly Cups EU#6 To be announced... All future tournaments will be played on Custom Ruleset 2- https://reflex.fun/cr2 Registration Participants must sign up on challonge before the official tournament starting time : http://reflexmonthlycups.challonge.com/. Players must also join https://discord.gg/zUXuDcg on discord and ask for the Participant role in the "role requests" channel (https://discord.gg/cmNasKK) order to access the tournament-general channel where servers will be assigned on tournament day. On the day of the tournament, participants must check-in on the challonge page. Players will have a 1 hour window to check-in before the tournament begins. Each cup is limited to 32 participants, when full you should still register, you will be added to the waiting list and will likely make it in before the tournament begins Map Pool The Catalyst (http://steamcommunity.com/sharedfiles/filedetails/?id=608558613) Furnace (http://steamcommunity.com/sharedfiles/filedetails/?id=608417285) Pocket Infinity (http://steamcommunity.com/sharedfiles/filedetails/?id=609506884) Abandoned Shelter (https://steamcommunity.com/sharedfiles/filedetails/?id=608404670) Simplicity (http://steamcommunity.com/sharedfiles/filedetails/?id=609501573) Tournament matches must be played on the official versions if the game is streamed, both players can agree to play on a clean version otherwise. Prizepool Current cap : $100 (for each single tournament) The prizepool cap will be increased if community donations allow it. Distribution : : 45% + Reflex Monthly Cup Shovel (In-game unique melee item) : Album - Video : 25% : 15% 4th Place : 7.5% 5-6th Place : 3.75% ($2.5 will be used at each edition to cover server costs). You can contribute to the prizepool by donating on Matcherino in the prizepool links above (supports paypal). Remember that the goal is sustainability. Donating small amounts regularly is more helpful than a single large donation. Thank you for keeping competitive Reflex alive! Rules Reading the rules is mandatory when participating in a tournament : https://reflex.fun/rmc_rules Previous editions -RMC NA#1 : Final Bracket - VOD - Replays - Prizepool -RMC EU#1 : Final Bracket - VOD - Replays - Prizepool -RMC 1st Editions Highlights : https://www.youtube.com/watch?v=D09-7wBvV2 -RMC NA#2 : Final Bracket - VOD - Replays - Prizepool -RMC EU#2 : Final Bracket - VOD - Replays - Prizepool -RMC 2nd Editions Highlights : https://www.youtube.com/watch?v=EE7IpHDVznw&feature=youtu.be -RMC NA#3 : Final Bracket - VOD - Replays - Prizepool -RMC EU#3 : Final Bracket - VOD - Replays - Prizepool -RMC 3rd Editions Highlights : https://www.youtube.com/watch?v=JeTiPOIQyvQ -RMC NA#4 : Final Bracket - VOD - Replays - Prizepool -CR2 AU : Final Bracket - VOD - Replays - Prizepool -CR2 JP : Final Bracket - VOD - Replays - Prizepool -CR2 2v2 : Final Bracket - VOD - Replays - Prizepool -RMC EU#4 : Final Bracket - VOD - Replays - Prizepool -RMC NA#5 : Final Bracket - VOD - Replays - Prizepool -RMC EU#5 : Final Bracket - VOD - Replays - Prizepool -RMC NA#6 : Final Bracket - VOD - Replays - Prizepool Official RMC youtube channel : https://www.youtube.com/channel/UCt3JBOnzAk4WD1dgnHGOvJQ Official RMC challonge organization : http://reflexmonthlycups.challonge.com/ Reflex Monthly Cups --- Staff Head Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 Tournament Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 bitstream – joined 20.02.2018 Trial Admin(s) : Server Admin : Ramagan – joined 01.11.2017 Public Relations : DazedSpartan – joined 01.11.2017 Goulox – joined 05.12.2017 Nacho – joined 21.05.2018 Video content : Zuluu (VODs) - joined 20.02.2018 RMC banners created by lolograde Original logo created by s.i. Honorary Staff : erad (Tournament Admin) - joined 25.11.2017 cat_smoker (Highlights Movies) – joined 09.01.2018 cupcake (Highlights Movies) – joined 01.11.2017 lolograde (Highlights Movies) - joined 01.11.2017 Volunteer Reflex Monthly Cups is looking for volunteers eager to help us improve the quality of these tournaments: Another Public Relations member who can advertise the cups on discord and other sites and platforms 2 to 4 additional tournament admins Additional Video Editor Someone with videomaking skills to join the highlights video team A newswriter who can write pre and post cup summaries A tournament admin issues periodic announcements, reminders, and information throughout the tournament. Tournament admins are responsible for assigning servers for matches and managing the challonge page. They must be available throughout the tournament to assign servers as games are finished, as well as in cases where rules need to be enforced. The more tournament admins available for a tournament, the less the workload will be for each one. If you are interested in any of these roles, please contact @DazedSpartan#3488 on discord. Thank you!
  18. 32 points
    Yasashii

    Reflex Arena Launch!

    We're very excited to announce that we will be officially launching out of Early Access! The whole team at Turbo Pixel Studios wants to thank you all for supporting us through the journey of Early Access. Season 1: Along with the launch we will be officially starting Reflex Arena's competitive Season 1. The Season will last 3 months and comes complete with leaderboards and downloadable replays: Available here We’ve updated the map pool after taking feedback and pre-season map vote statistics into account. Competitive 1v1 Aerowalk, The Catalyst, Static Discharge, Ruin, Furnace, Simplicity, Pocket Infinity Competitive 2v2 The Grave Site, Tephra, Iron Guard, Thermal Blast, Phobos Competitive CTF Sky Temples, Monolith, Suna Station During the season you will earn competitive points for your wins, which you will then be able to trade for epic gold weapons. You can preview these in-game in the updated Profile section. Bots: We’ve been working on bots behind the scenes for a while and we’re pleased to include them in this release. Check out the bots section under the TRAINING tab or host your own game to play versus them. The bots are targeted towards new players, and also players who wish to practise their aim. Changelog: The changelog from the last update to now is available here http://forums.reflexarena.com/index.php?/topic/4265-reflex-arena-launch-changelog/ We want to reiterate that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community, and today we celebrate the 1.0 launch - it’s a beginning, and not the end! The Turbo Pixel Team
  19. 29 points
    Features - different styles, with unique animations - custom colors - adjustable alignment - adjustable feed direction Style Examples Update 1 - fixed bug that would crash feed - background opacity can now be changed Installation Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/01/25) Now available through the steam workshop. Instructions Enable "br_KillFeed" in the widgets menu.
  20. 28 points
    Yasashii

    Proving Grounds

    Hey guys, With 1.1 we are adding a new competitive playlist to Match Making - Proving Grounds. At this stage, it will be for 1v1 maps only, this is mainly due to the fact of the current large backlog of potentially good 1v1 maps available. We will look to expand this to 2v2/CTF etc soon. This will be a playlist featuring new and upcoming maps to test their potential to enter the official map pool for upcoming seasons. Full Match Making Rank and CP awards are available in the Proving Grounds - we want to encourage play, testing and feedback. Each round of maps will run for a 1 month cycle. All picks + drops will be recorded with the results shown at the end of each cycle. Top maps from each cycle will be collected and voted on by the community before they take a place in the next seasons map pool. Authors of selected maps that make it to the official map pool will be rewarded with special unique personalized customization options (will be able to discuss with devs). For the initial cycle, we'll kick it off with a selection of maps based on community buzz to get this feature rolling immediately. For future cycles, we'll start threads and put the call out, do votes etc. to narrow it down and get you all involved more. To access the Proving Grounds, simply go to find a Match Making game like you would normally, and tick "Proving Grounds". If selected, you will be matched against others that want to play in the Proving Grounds map pool. In no particular order, these are the first cycle of maps: Sanctum by Promeus - https://steamcommunity.com/sharedfiles/filedetails/?id=803273126 Immortal Share by KovaaK - https://steamcommunity.com/sharedfiles/filedetails/?id=608668643 Quickfire by Greed - https://steamcommunity.com/sharedfiles/filedetails/?id=684976774 The Pandemonium [thct1] by Tehace & Arkcoss - https://steamcommunity.com/sharedfiles/filedetails/?id=900335975 Calendar by Terifire & fht & def - https://steamcommunity.com/sharedfiles/filedetails/?id=620887104 xy7 by Xytaglyph - https://steamcommunity.com/sharedfiles/filedetails/?id=898760373 Fata Morgana by Terifire - https://steamcommunity.com/sharedfiles/filedetails/?id=888460764 Abandoned Shelter [clean] - http://steamcommunity.com/sharedfiles/filedetails/?id=775755349 Note: We don't endorse clean versioning of levels, however in this case we're purely curious to see how gameplay and popularity goes. Please use this thread to provide any feedback with the maps. Also feel free to discuss potential candidates for future proving grounds cycles.
  21. 28 points
    shooter

    Reflex 0.47.6 - Merry Christmas!

    We've enabled the Christmas build for your holiday season. Including the famous robot Santa hat, plasma rifle snowballs & your the candy-cane melee weapon -- We've also added a familiar sneaky eggplant launcher We're hard at work on 48 which is turning out to be one of our largest updates yet, this is expecting to drop sometime in January. Merry Christmas to all, enjoy your holidays - Shooter \o/ Changes: Enabled Christmas event Added crow flock Fixed bug where projectiles would impact teleporting players Updated xmas meshes Added xmas wreath
  22. 28 points
    CrazyAl

    [Movie] DANSKYTO

    My first ever movie project. Frags by @danskq & @Kyto Music: W.A.S.P. - Murders In The New Morgue (Chainsaw Charlie) Army of the Pharaohs - Battle Cry I couldn't upload to YouTube because one of the songs triggers copyright which mutes the video. https://drive.google.com/file/d/0B11eMCGfIb9wdUgwUHIxbDlYTEU Download for 60fps
  23. 27 points
    So our 2v2 mapping competition has come to an end, thanks to everyone who entered! We had over 30 submissions and many many games were played. Was good to see maps from some more experienced mappers as well as new mappers. Each offering different approaches. It was a pleasant surprise to see many new mappers put up quality maps, people obviously put time into their efforts In the end it was Ironguard that captured us, it was a favourite among many judges and we definitely had a lot of fun games on this map. The final results are: 1st place: Ironguard by irish workshop link: http://www.steamcommunity.com/sharedfiles/filedetails/?id=626520198 2nd place: Phobos by promEUs workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=716386516 3rd place: Thermal Blast by def and mazu workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=741879425 Thanks to all our entrants, congratulations to our winners, and much love to our judges! We'll be in contact shortly to hand out the prizes
  24. 25 points
    slobo^-

    Reflex Racing 2016 - A Christmas Special

    hey, this was supposed to be released december 26th, but i just couldnt make it in time. it was so much work + some serious IRL issues came up around christmas time as well unfortunately. anyway here it is - my christmas present for the whole (racing) community. enjoy.
  25. 25 points
    Electro

    Reflex 0.46.4

    We're pushing out another point release to address some crash bugs & tweak experimental changes. Bug Fixes Fixed server crash occasionally occuring on map change Fixed issues with teams getting swapped around as game goes live Fixed issue where sv_allowmodes would only allow last option in list to pass Fixed crash when querying steam leaderboards top 20 when not connected to steam Experimental Ruleset Changes BURSTGUN Projectile speed was 3500 now 4000 Pprojectile damage was 7 now 6 Max ammo was 40 now 30 Weapon pickup ammo was 20 now 15 Ammo pickup was 10 now 5 Spread no longer randomised Spread was 0.05 now 0.03 Now has 7 projectiles (previous 6 + new center) SHOTGUN Max ammo was 40 now 20 Weapon pickup ammo was 20 now 10 Ammo pickup was 10 now 5 GRENADES Explosion radius was 150 now 160 PLASMA Max ammo was 200 now 100 Weapon pickup ammo was 100 now 50 Ammo pickup was 50 now 25 IONCANNON Max ammo was 200 now 150 Ammo pickup was 50 now 25 Damage was 6 now 7 (was 120dps now 140dps) Knockback (ground and air) was 1.7 now 1.5 (to mostly counter damage increase, still is slight buff) ROCKETS Explosion radius was 120 now 115
×