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Showing most liked content since 05/23/2017 in all areas

  1. 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.
  2. 41 points

    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.
  3. 35 points

    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
  4. 33 points

    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#6 Start Time : Sunday, June 17th, 2018 at 01:00 PM EST (UTC-5) Stream : https://www.twitch.tv/deftv Bracket : https://reflexmonthlycups.challonge.com/RMCNA6 Sign-up : https://challonge.com/tournaments/signup/8t3wrcygID Communication : https://discordapp.com/invite/CepJUfS Prizepool : https://matcherino.com/tournaments/10957 Rules : https://reflex.fun/rmc_rules Reflex Monthly Cups EU#5 Start Time : Sunday, May 20th, 2018, 05:00 PM CEST (UTC+2) Stream : https://www.twitch.tv/deftv Bracket : https://reflexmonthlycups.challonge.com/RMCEU5 Sign-up : https://challonge.com/tournaments/signup/R6rNgTowpd Communication : https://discordapp.com/invite/CepJUfS Prizepool : https://matcherino.com/tournaments/10701 Rules : https://reflex.fun/rmc_rules 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 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 20.02.2017 Trial Admin(s) : Server Admin : Ramagan – joined 01.11.2017 Public Relations : DazedSpartan – joined 01.11.2017 Goulox – joined 05.12.2017 Nacho – joined 21.05.2017 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!
  5. 24 points

    Custom Ruleset Duel Tournament [EU]

    Hi everyone, as some of you may know already, I've been working on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. Here is the full detailed explanation : http://reflex.fun/ruleset.html The goal of the ruleset is not to "divide" the community but to refine these changes and then to propose them to the developers. This testing is only temporary. I'll be hosting 4 tournaments on this ruleset : 09/07/2017 : Custom Ruleset Duel Tournament [EU] 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [JP] 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [NA] 02:00 PM EDT (01:00 to 02:00 for checkin) --- 18:00 UTC 23/07/2017 : Custom Ruleset Duel Tournament [AU] 05:00 PM AEST (04:00 to 05:00 for checkin) --- 07:00 UTC Players from all regions and skill levels are welcome in each tournament, servers will favor players from the original region ! How to play on the ruleset : http://reflex.fun/ruleset.html#Playing Changes from the current competitive ruleset : http://reflex.fun/ruleset.html#Changelog Custom Ruleset Duel Tournament [EU] Information : Date : 09/07/2017 Starting time : 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC Stream : https://www.twitch.tv/arenafps (Gilanguar + Delementary) Bracket : http://challonge.com/7fbmgb95 Sign-up : http://challonge.com/tournaments/signup/OFddSVQMqq Map pool : -The Catalyst -Furnace -Pocket Infinity -Ruin -Simplicity Prize pool distribution : : 50% + 1 Supporter Short Sword from @Jaguar : 25% : 18.75%4th : 6.25% Current total : 400€ You can contribute to the prizepool by donating to the following Paypal address, Please indicate in your message if it's for the NA, EU or JP tournament : guillaumeaj@yahoo.fr Donators : -Ramagan : 10€ -danfel : 10€ -lolograde : 80€ -hello! : 10€ -beat0n : 40€ -Anon : 10€ -uaedude : 118€ -Kyto : 12€ -FlabCaptain : 25€ -chortas : 10€ -FrAgGy : 14€ -tripats : 10€ -Pakho : 10€ -erad : 31€ -Alva : 10€ Rules : General : Join https://discord.gg/KkmVPWp on discord for communication Please use the same nickname on challonge and discord ! Be autonomous, contact your opponent, play your match, report the score on discord. Unsporting behaviour may be penalised. Match system : Winner's bracket matches will be BO3, grand final will be double BO3 (if needed). Loser's bracket mathes will be BO1, except the last two matches which will be BO3. Map picking system : Use the 'roll' command to determine which player drops first. (Player with the highest roll is the roll Winner) W: Roll winner L: Roll loser BO3 : Drop(L)-Drop(W)-Pick(L)-Pick(W) - The last map is the tiebreaker map (Maps are played in order of picks) BO1 : Drop(W)-Drop(L)-Drop(L)-Drop(W) - The map remaining is the map to be played Servers/non EU players : No unauthorized spectators will be allowed on the servers. Servers will be provided, most likely DE, NL and one Dallas server. (Players from different regions than EU are allowed, they'll however have to play on EU servers if facing an EU opponent, EU vs NA will be played on a London server, if the EU player has a higher ping than the NA player on the London server, a German server will be used) In case of a ping/server disagreement, a DE server will be used. Good Luck ! Admins : DazedSpartan Ramagan
  6. 20 points

    Reflex 1.2.0

    Moving 1.2 out of beta, thanks to everyone for the feedback ! General Fixes: Fixed RL lod not working with skins Fixed Plasma lod not working with skins Fixed bolt rifle lod not working with skins Fixed issue where UI would crash when opening last crate Gamma now clamped at 2.7 when in menu (so menu is readable) Hid "buy (in store)" item in profile menu when selecting non-purchasable items not yet found in a crate Increased ui2EditBox/textRegion max length from 256 to 8000 so addon descriptions don't get truncated Main menu forge/map editor buttons now ensure sv_allowedit 1 is set Old replays using rulesets removed from game (experimental, experimental_plus, experimental_stake) should now playback as desired Gib explode directions should now be more consistent when playing back replays continously Removed 'blip' sound from menu.rep Forge: Fixed issue where UI would break when adding bogus values to text entry boxes Updated Reflex_Weapons.zip to include all base textures Added Digi Pink skin set Art: Fixed issue where Speed ragdoll legs crash the game Fixed previous optimisation pass which disabled several particles (such as steam, steam_lava etc) Fixed jump anim that was bugging out the arm Purity: Fixed issue where pak file assets were always taking precedence Visual clarity mod verified to work, as it should be Custom sounds now work too Custom Rulesets: Fixed issue where gconst_stake_enabled (and others) wern't properly reset when returning from a custom ruleset Fixed Crash in “map” with “sv_startruleset” used Fixed issues switching between two custom rulesets Custom ruleset are now always "based on" competitive. i.e. if you don't set a gconst, it will to default to what's in competitive. Exposed gconst_expose_timers_to_lua Exposed gconst_powerups_drop Exposed gconst_default_game_timelimit (keep in mind this will set to ALL gamemodes! don't specify if you want the default of different values per gamemode)
  7. 20 points

    Reflex Monthly Cups

    I'm pushing a 1.1.2 expplus build to the expplus steam branch for this. This will allow you to use the custom ruleset on the 1.1.2 build. note: If you go this way, only the server will need the expplus branch, connecting clients just need to callvote ruleset experimental_plus Been sitting on it for a while with anticipation that 1.2 would beat it - but it doesn't look like that's the case. Please let me know if there are any issues setting up the expplus servers.
  8. 19 points
    We've had a lot of great feedback and extensive testing over the past previous months. We'd like to extend thanks to Rama and crew (sorry if you're in the crew and not named specifically, we have no way of knowing everyone involved, but we appreciate you just the same! Even just for playtesting (update!: here's the list of everyone!! https://reflex.fun/special_thanks.txt <3) for his work with his ruleset and hosting custom servers to make that all happen. The progression and documentation through all the iterations as well as theory behind all the changes are really what made it a comprehensive write-up. This is the result of months upon months of testing across a variety of skill levels. For the full write-up please see: https://reflex.fun/ruleset This is the gameplay changes moving forward and will obviously be part of 1.2, but we're providing this portion early so it can be used in competitions people are running. We loved being able to provide everyone in the community with the experimental plus ruleset, which internally we called more of a "sandpit" to let people play in. This was explicitly stated to be an exclusive testing and development circle in order to reduce noise and dilution among the community. Somebody has taken a massive shit in the sandpit and as a result it has now been removed. Reflex monthly cup melees have also been added and awarded to the winners. Congratulations to everyone involved with this cup, both the players and organisers/admins!
  9. 18 points

    Ishdm12 - Angarr's Gate

    Angarr's Gate FFA/CA map by Irish & promEUs [Workshop Link] Screenshots slightly outdated, will be fixed SOON tm
  10. 17 points

    Reflex Monthly Cups

    Done up some custom melees for the winners each month
  11. 16 points
    Hi All, I made a fragmovie and it's about Reflex Arena. Enjoy: Hasu.
  12. 14 points

    Reflex Monthly Cups

    Reflex Monthly Cups Player Profiles (EU) : Vigur RMC EU#1 - 2nd Place RMC EU#2 - 3rd Place Player Profiles is a fun project that allows us to learn a little bit about our fellow competitors. These interviews give an interesting look at the best duelers competing in Reflex Monthly Cups. Vigur 1. Could you share a little about yourself? (Gaming background, IRL hobbies, job/studies, etc.?) Hello, my name is Hardi, im 21 and i hail from Estonia. I finished serving in the army last year and currently work in forest maintenence (The gist of it being just cutting down trees with a trimmer). My first arenaFPS game was Quake Live. I was introduced to it by my brother when it was still in open beta. Played it on and off for a few years until i started Reflex. 2. What's the story behind your in-game nickname? No real story to it, started using it at some point because it sounded short and nice. Its an estonian word which is kind of hard to explain but the word itself should translate to mischievous or frisky ;). 3. How long have you been playing Reflex? (Hours according to steam? First played when?) As of writing this, steam says ive put 700 hours on reflex. I believe i got a firsthand experience of the game in 2016 but started to really get into it in 2017 4. What do you think defines your playstyle? Your strengths and weaknesses? It depends on how i feel and who im up against. Whenever possible i like to have my opponent be the aggressor, since its easier to deal with when you expect him or know where hes coming from. 5. What are your settings (dpi, sensitivity, resolution, fov) and hardware (mouse, keyboard, monitor)? 800 dpi, 8.25 ingame sensitivity (24cm/360), 1920x1080 resolution, 103 fov. Hardware: zowie fk2, random logitech keyboard, LG 24GM79G 6. If you could add/change only 1 thing in Reflex, what would it be? Cant think of any new cool feature so i would just add a new duel map that people would actually start playing 7. Why do you think Reflex isn't more popular? There are already a small number of players playing games like this and those that do are usually loyal to one game. 8. Do you have any advice for new players? Find a player you like to play against or someone equally skilled to practice with. 9. Are there any specific Reflex players you enjoy spectating or playing against? Any rivals? Ive had some fun games with Ivan O and czm is always interesting to play with. There are people id like to beat but i dont consider anyone a rival. 10. Could you, in a few words, tell us what you think of the strengths/weaknesses of each of these players: Vigur, Czm, LKO, Luftwaffel, and Danfel? Ramagan - Hard to break his control, decisive, experienced. czm - Times mega :D. LKO - Gives up too soon. Luftwaffel - Patient, all around good player . Danfel - Plays well when levelheaded. 11. Are there any non-Reflex players you'd like to see starting playing Reflex? Pretty much all of the quake pros. If id have to choose one id love to see ddk play the game again. 12. What do you think of the Reflex Monthly Cups so far? Anything that could be improved on? Taking the playerbase and the amount of people behind it into consideration then i think its going swell enough. 13. What melee/player cosmetics are you currently rocking? My trusty morningstar and owl head. 14. Favorite "frag" or "defrag" movie(s)? Favorite fragmovie: Cypher Cypher Cypher (https://www.youtube.com/watch?v=wY3LZ6Wh0yM) favorite defrag movie: A Journey? (https://www.youtube.com/watch?v=uozFX0MX1Cc) 15. ESREALITY: Cancer or benefit to all mankind? PlusForward (>,<,=) ESReality? I prefer esreality, can get a good chuckle out of it. 16. Anything else you'd like to share? Shoutouts or whatever you want. I have always been a firm believer of respecting the Paco. Thank you to Vigur for taking the time to participate in Player Profiles! Good luck to him in RMC EU#3 this Sunday and respect the Paco.
  13. 14 points

    Replay Editor Guide

    Here's a brief guide to Reflex's replay editor. (FULL DISCLOSURE: I am not an expert. If I've explained something inaccurately or poorly, please let me know.) BEFORE YOU BEGIN EDITING 1. Bindings: You can find all the useful Reflex Replay Editor bindings through the menu --> Options --> Bindings. Use the drop down menu to select Replay Editor: 2. Config: Before you start, always take a few moments to make sure you've got your config the way you want it. Graphics settings, FOV, weapon offsets, force enemy colors, frame rate, depth of field, HUD details, etc.! It is extremely frustrating to start a big project, get half way through, and realize there's an issue with the config. So it is worth a little patience to test out your config before you start! 3. Disk Space: If you plan to use Reflex's re_export function, make sure you have enough disk space. Re_export essentially produces an image sequence, individual PNG image files for every frame you export, which you will eventually want to combine into a video file. Think about it this way, if you export 5 seconds at 60fps and each image is 1MB (at 1080p resolution), that's 300MBs for just a 5 second clip. If you're planning to make a movie longer than 5 second, please keep that in mind! USEFUL CONSOLE COMMANDS The Reflex Files wiki page has a useful list of these console commands located here: http://wiki.reflexfiles.com/index.php?title=Category:Replay_Command. Some are out of date (like re_showtimecode is, sadly, no longer a working command), but most should still be active and working. With the addition of the new Replay Editor HUD, many of the console commands do not need to be used. However, there are still some commands that you won't be able to find on the HUD that may be useful to note: re_set_angle: Used to set camera angle rotation. First set your keyframe and then, without moving from the keyframe, use re_set_angle to update the keyframe's camera angle. re_set_fov: Used to set camera field of view. First set your keyframe and then, without moving from the keyframe, use re_set_fov to update the keyframe's camera FOV. re_export_frame_rate: Used to set the number of frames per second exported. r_depth_export_scale: Used to set how far the depth of field image sequence looks. See Nathan's Depth of Field tutorial for more details. LOADING A REPLAY 1. Lower the console with ` (tilde) and type "play <replay file name>" (without the quotations). For example: 2. When you load a replay, you'll notice that the "timeline" is filling up. That means it is loading. You won't be able to drag the timeline further than where the replay has loaded to. For a 10minute replay, it may take 20-30 seconds to fully load. REPLAY EDITOR HUD 1. MODE: This button lets you toggle between the "EDITING" and "WATCHING" mode. EDITING mode is what you use when you want to make a third-person camera which moves (this is explained in more detail in the "CREATING A SIMPLE CAMERA" section). WATCHING mode is when you are either just watching (duh) or when you actually want to EXPORT. 2. SAVE: I believe SAVE lets you save your camera work. So when you reload the replay later, you can still see the camera path and keyframes you've added to the replay. 3. REPLAY CONTROLS: The outer two arrows (double arrows and bar) are for previous/next keyframes, the second and fourth arrows (single arrows with bar) are previous/next frame, and the middle is play (re_speed 1). 4. MARKERS: If a replay has markers, you can scan to these with PREV or NEXT. 5. EDIT KEYFRAMES: When you want to create a third-person camera, these buttons are the key! ADD and DEL are pretty self-evident. You can use UPDATE to change the placement/angle of a keyframe ONLY if you're at the current keyframe in the timeline. 0 ROLL resets the camera roll angle. RESET, I believe, clears your keyframes. 6. PLAYERS: There's a drop down menu that lets you select which POV you want to view. If you're in WATCHING mode, simply select the player's name and then select ATTACH. If you're in EDITING mode, then selecting DETACH will let you move the camera freely around so you can do some camera work. 7. EXPORT: The START button starts the exporting process. It will export at the framerate determined by the console command re_export_frame_rate. It will also export depth-of-field images (as a separate image sequence). It will export the number of seconds (game time) you've selected in the drop down box. If you want to export some alternative number of seconds, you would need to use the console and type "re_export <seconds>" (without the quotation). For example: re_export 11 8. SECONDS: A convenient way to set the number of seconds you want to export. KEYFRAMES Keyframes are essentially "key" frames that determine a camera's path. By adding a keyframe, you're telling the game to have a camera at whatever given point-in-time, place, angle, and/or fov that you're currently at. Then at a different point in time and place, you may set another keyframe. The replay editor will then linearly interpolate (or "lerp") between the two points (time, position, angle, and fov) to make the camera's movement look smooth. How these keyframes are used to create a camera path is demonstrated in the video below, "Creating a simple camera in Reflex Arena's replay editor". IMAGE SEQUENCES Once the exporting is completed, you will have a new folder in your Replays folder named the same as the replay you're exporting that contains the image sequences. There will be a folder called "colour" for all the normal, color images. If you've also selected DEPTH, there will be another folder called "depth" which contains the depth of field image sequence. You will need some software to combine the image sequences into a movie file. I believe there's quite a few out there but a free, easy to use program that I prefer to use is VirtualDub. To do this with VirtualDub, open the first image in the image sequence folder, colour or depth (File --> Open Video File), set the desired frame rate (Video --> Frame Rate), and then "Save As AVI". NOTE: Keep in mind that VirtualDub does not compress the images at all! It simply combines the images into a sequence in the AVI file format. Therefore, the AVI file size should be at least as big as the sum of all the image files which, depending on the length and resolution of the images, could be multiple GBs in size! AUDIO Unfortunately, I do not believe Reflex Arena's replay editor can currently export audio clips with the image sequences. Getting the audio will need to be done separately from the EXPORT process. To accomplish this, you'll need to play the replay at whatever speed you're exporting at (e.g., 25% speed or re_speed 0.25) and capture the audio with some capture software like Dxtory. REPLAY EDITOR BASICS <Video coming soon of basics of loading replays, using HUD, moving camera, exporting, etc.> CREATING A SIMPLE CAMERA CREATING A CAMERA WITH CHANGING FOV DEPTH OF FIELD Nathan (of ArenaFPS) has a great tutorial on using Reflex's depth-of-field function. You can see that here:
  14. 13 points

    Custom Ruleset Poll

    I like this thread.
  15. 13 points
    i think most of the people posting here are doing so because they feel that the quality of the product that TP delivered is worthy of more appreciation. the abusive people are a small minority of people (that would exist regardless of what was actually going on). most of the comments here are essentially "reflex is awesome, why dont more people play it and how can we change that" which is fundamentally different from "reflex is shit, what do we change to unshit it". anyway, just thought id offer some words of encouragement as its always sad to see developers frustrated and angry etc.
  16. 11 points

    Reflex Racing Cups

    Reflex Racing Cups It's time to give reflex racing the love it deserves, announcing the Reflex Racing Cups! ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ Info We will provide 3 different kind of tournaments: Live Cup ⟶ A small and casual livestreamed tournament that last 3 rounds for 12 racers maximum. Touring Cup ⟶ A monthly racing tournament based on skill tiers. World Cup And we'll start by scheduling the Reflex Racing World Cup 2018. ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ Events Reflex Racing World Cup 2018 That's right, the RRWC 2018 is finally here and it ain't no joke. But we need you to make it a tournament worth playing by joining it, remember the real goal is to keep the players together and have some fun in our little corner of the universe (a little challenge won't hurt either). First Round Round Start: Monday, June 4th, 2018 Round End: Saturday, June 9th, 2018 at 11:00 PM (UTC+0) Discord: https://discord.gg/g7gUxH3 Rules and Gameplay: https://reflex.racing/cups/world-cup Registration**: https://matcherino.com/tournaments/10752/participants Prize Pool: https://matcherino.com/tournaments/10752/payouts Info: https://reflex.racing/cups/events/rrwc2018/ Details: Map: TBA Ruleset: Default Leaderboards: Coming soon™ Registration closes on Saturday, June 2nd, 2018 at 11:00 PM (UTC+0) Please submit your maps to the staff by the end of this date. All donations will go to the prize pool! ** You can sign-up with any account, just make sure to fill out the registration form correctly and avoid sharing any private info. ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ Registration Sign-up to any of the events listed above by following these steps: Join discord. Ask on #registration for grade and location roles**, if you're not planning to race you can also choose whether to be assigned to the mappers or testers. Apply to upcoming cups on their respective forms once they get announced on #announcements, on the official RRC website or on the Events above. ** Not required for the World Cup unless you apply for mapping or testing. Make sure to read the rules before applying to a cup, see Info above. ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ Prize pool Prize pools can vary depending on the cup, if it requires game servers we will keep a small percentage to maintain them. 1st Place: 45% 2nd Place: 25% 3nd Place: 15% 4nd Place: 10% 5nd Place: 5% ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ ⧫ Support Feel free to ask the RRC admins for support: lolograde htprankster You can also volunteer as staff to help us keeping the cups up-to-date and moderating the RRC discord server. Staff can partecipate to any cup and the same rules will apply, racers won't have access to the #mapping channels while mappers and testers won't get any cup points. Don't forget to check out the official RRC website: https://reflex.racing (slick af I mean just look at that domain) Thank you for supporting us during the soon™ era, enjoy .
  17. 11 points

    SushiFlex Mapping Competition

    Important Dates: June 1st ||| Submission Deadline June 12th ||| Judging Deadline [Grace Period] June 12th - June 16th June 17th ||| Community Vote Begins June 23rd ||| Winner Announced Hey, the SushiFlex guys are hosting a mapping competition in our continued effort to bring a more diverse and accepted map pool to Reflex. Submit Your Entry Donate to the Prize Pool This competition is a map layout competition for 1 versus 1 (duel), so do not be worried about art. Depending on how this competition goes, we will host more mapping competitions in the future for different modes. Competition Process: Contestants will have until the specified deadline to complete their map layout. Judging will begin immediately after and continue for ten (10) days. Map voting list releases and a three (3) day grace period ensures. A potential tournament will be held with the map pool being the map voting list during this grace period. Community voting begins once the grace period ends and will continue for seven (7) days. The winner will be announced within a reasonable time frame after voting closes. Submission Requirements: Map must be capable of one-versus-one deathmatch (duel). You may submit up to 2 replay files with your submission (if possible , please send us SushiFlex ruleset replays!) Existing maps may be submitted as long as they were submitted to the Steam Workshop no earlier than January 1st, 2018 00:00 GMT. UNLESS the map has had a substantial layout change (ie. something that effects how the map plays ((eg. Re-scaling, teleporter changes, item placements, etc.)) later than the previously stated date. You can submit old maps as long as they have had changes since the start of the year. Multiple entries are allowed, but only your highest scoring entry within the initial judging process will be able to place. Judging Process: Judges will initially weed out any maps that are unanimously deemed poor / incomplete. Judges will then grade the remaining maps on multiple categories using the Sushi Rating Scale (SRS). Judges also will provide a short reasoning for their score as well as may provide potential feedback on the map. SRS - Sushi Rating Scale: ⬥⬦⬦⬦ - Low Quality ⬥⬥⬦⬦ - Average ⬥⬥⬥⬦ - Above Average ⬥⬥⬥⬥ - High Quality Judging Criteria: Base Score (B) is determined using this criteria with each criteria using the SRS. Enjoyment Is the map entertaining and fun to play on? Structure Is the map geometry well designed and properly utilized? Item Placement Is the map item placement well designed and properly utilized? Potential Stability Does the map stand out compared to others in the current map pool? Approach-ability Is the map able to be plated among all skill levels? Interaction Does the map encourage healthy player interaction? (inc vs. ooc dynamic enjoyable?) Experimentation Does the map successfully execute new ideas? Judge's Score (P) uses the SRS and is weighted fifty (50) percent less than the base score. Overall Score: (2B + P) / 15 Judges will then be required to give a short reasoning for the score they have given and optional feedback / constructive criticism. Community Judging: The community will then be able to vote on the top entries rated by the judges. Community members will be able to give an overall score to each map within the pool using the SRS. Selecting the Winner: Final score is calculated by: (0.6 * average judge score) + (0.4 * average community score) If a tie develops between the top 2 entries, the judges will reassess both maps. If a tie is developed between the second and third place entries, both maps will be awarded the second place prize. Prize Pool: First Place 40% of Matcherino Prize Pool 120 Sharqcoin within the SushiFlex Discord. Map is added to the SushiFlex Official Tournament Map Pool for the next available tourney and has the potential to remain within it. Second Place 20% of Matcherino Prize Pool 80 Sharqcoin within the SushiFlex Discord. Map is added to the experimental SushiFlex Tournament Map Pool. Third Place 20% of Matcherino Prize Pool 50 Sharqcoin within the SushiFlex Discord. Honorable Mentions 25 Sharqcoin Submission: https://matcherino.com/tournaments/10027/participants Click join and you will be asked to fill out a form and submit your entries! You may only join once so be sure everything is correct. If an error is made send us a message here or on discord and we will clear your entry and you may re-enter. Donating to the Prize Pool: We are doing crowdfunding for the prize pool via Matcherino! It would be awesome if you donated to allow us to not only reward our winning entries but our judges as well. Donate Here: https://matcherino.com/tournaments/10027/description Information: Ask in the thread for more information or share your concerns. Judges receive the remaining 20% of the prize pool. Our Discord: https://discord.gg/FXGdfjC
  18. 10 points

    Reflex Arena on Plus Forward

    Hello! For people who don't know about it, Plus Forward is a community website dedicated to ArenaFPs. It is quite a comprehensive platform for people to gather information about such games : you can post news, articles, guides, movies, etc. On top of that, there is a database of tournaments and matches with a nice looking interface. So, I think this is an awesome place to gather content about reflex. That's why I decided a while ago to add more content and to keep the reflex part of the website updated, as other players did before me. I think publishing content about the game this is a good way to keep it alive, to raise the interest and motivation for players. You have a game filter on the website so that you are able to display only the reflex related data in all categories : https://www.plusforward.net/reflex/ (you can also create an account, and select your games preferences, as well as other parameters such as theme) Here are some examples of the pages you can find : Guides : https://www.plusforward.net/reflex/guides/ Movies : https://www.plusforward.net/reflex/movies/ VODs : https://www.plusforward.net/reflex/vods/ Events : https://www.plusforward.net/reflex/events/ Matches : https://www.plusforward.net/reflex/matchlist/ Players profile : for example Vigur's one https://www.plusforward.net/player/1800/Vigur/10/Reflex/results/ Rankings : https://www.plusforward.net/reflex/rankings/10/Reflex/24/Duel/ : pretty cool. it gathered the data from all reflex matches logged in the website (but only displayed active players with 5 or more matches) Participate in tournaments, and make it grow ! The tournament pages contains lots of info : participants, rankings, challonge brackets (integrated), matches, statistics (about maps, but it requires accurate matches results logging ) For example, this is from the last RMC cup page : So don't hesitate to visit this website to keep updated with reflex intense activity , and to give feedback. I think we could gather in this website some more old content also, like videos & guides, as it is done here or also on this thread : ---> If you want to help contributing to the site : news & articles writing, logging stuff, correct a mistake, share some content, or whatever feel free to contact me on discord : @goulox#6374. Any ideas are welcome to improve. cheers!
  19. 10 points
    To celebrate the launch of this series I will be hosting a newbienight Sunday, March 18th! Information : http://forums.reflexarena.com/topic/4729-reflex-newbie-night-announcements/?do=findComment&comment=36884 Reflex itself is an extremely hardcore game, and yet we have such a great new player friendly community. It's something special to have both, and our responsibility to maintain that by investing in future competition and future competitors. These tutorials have been a long term project of mine where I've tried to incorporate everything I've learned from teaching players into a compete series that will give all the guidance necessary to become competitive at Reflex in a short period of time. Thank you to all the new players who indirectly (or directly) helped out with this series. Watching you guys improve at Reflex has been a ton of fun for me. This series is split into [Basics] and [Patterns] sets. Since the goal is providing the best tutorials possible, I will be releasing them in groups so I have the ability to improve the later videos based on feedback. [Basics] [Reflex Basics 1] Getting Started in Reflex [Reflex Basics 2] Introduction to Duel [Reflex Basics 3] Basic Item Play [Reflex Basics 4] Factors that Determine Fights [Reflex Basics 5] The Secret to Improvement [Patterns] [Reflex Patterns 1] Things that Matter in Duel [Reflex Patterns 2] All Starting Spawns [Reflex Patterns 3] The Catalyst Guide [Reflex Patterns 4] Pocket Infinity Guide [Reflex Patterns 5] Furnace Guide Link to Playlist : https://www.youtube.com/playlist?list=PLoszoDtQjpErdTa8k21We228JOwZnkhRV Feel free to ask me any questions on discord and I'll answer as soon as I can - DazedSpartan#3488. If you are a new player, add me on steam and I will help matchmake you with other new players to play- http://steamcommunity.com/profiles/76561198042185286 I encourage competitively minded players of all levels to participate in Reflex Monthly Cups- Most importantly: play more Reflex!
  20. 10 points
    Probably an unpopular opinion, but I think the game should prioritize on player experience over viewer experience. It's obvious at this point that Reflex won't be the next big thing in eSports, so maybe stop treating it as one. Loosen it up from areas where the strictness of competitive ideals takes precedence over fun, properly finalizing stake launcher as a core weapon would be a good way to start in my opinion. Perhaps add some variety to map scale and the way items are distributed, two megas, two reds, only two yellows, one mega-one green.. one rocket?.. have some experimentation with taboos like these.
  21. 10 points

    Feature Request: REPLAY BROWSER

    Dear Turbo Pixel Studio Gods: I humbly request a built-in REPLAY BROWSER for Reflex Arena. It would be nice to be able to search all replays in your replay folder(s) and be able to select/play them that way (without needing to copy files names and paste into Reflex). It would be especially nice if you could select a replay and it would preview some of the replay details like: map, mode, player(s), scores(s)/time(s), etc.. In the event the devs are spread too thin, perhaps the replay file system can be exposed in LUA and those in the community with the skills can create a browser? Somewhat related: It would also be very nice to have the option to download the game replay immediately following the completion of a game. Perhaps there could be a "DOWNLOAD REPLAY" button on the end scoreboard?
  22. 9 points

    Shooter's AMA (19 January 2018)

    I've done my best to select tidbits from Shooter's impromptu Ask Me Anything ("AMA"). Obviously the devs are still working hard on 1.2 so give them respect and flexibility. I don't think anyone should hold everything said as rock solid but this is just a glimpse of what the TPS devs are working on. I've added some NOTES in brackets throughout where I thought more context was needed but did not want to post a ton of Discord comments to do so. 1.2 wen? GoaLitiuM - Last Friday at 4:45 PM :wave: is it time shooter - Last Friday at 4:46 PM haha not yet but it's slowllllly getting there so many loose ends in this build About shooter's avatar Skytoon - Last Friday at 4:48 PM What's the story behind your profile picture shooter - Last Friday at 4:48 PM My profile picture is awesome :smiley: googled it many years ago - stuck with it About the Reflex movie (name TBD): GoaLitiuM - Last Friday at 4:48 PM how was the movie shooter - Last Friday at 4:48 PM the movie was good man, i think gamers will dig it :smile: shooter - Last Friday at 5:37 PM Pretty insane seeing Reflex on the big screen shooter - Last Friday at 5:37 PM Not exactly what we had in mind when we started the game :smiley: It's humbling shooter - Last Friday at 5:38 PM Outaimed isn't bad too :smiley: It's up to @CaNi & his crew ultimately :smiley: Send your votes his way :smile: About sv_pure shooter - Last Friday at 4:49 PM adding some sv_pure'y stuff which is taking a bit, but i want it done cleanly shooter - Last Friday at 4:59 PM the svpure stuff is quite clean shooter - Last Friday at 5:00 PM (so far :)) Volume - Last Friday at 5:00 PM Just for mm, right? :^) shooter - Last Friday at 5:00 PM It's for competitive ruleset :smiley: shooter - Last Friday at 5:01 PM They [NOTE: timers, other lua, etc.] will still work in casual/experimental/race etc. shooter - Last Friday at 5:02 PM People are begging for a competitive mode, they want a consistent platform to compete on. This is what competitive ruleset is. Volume - Last Friday at 5:04 PM Ruleset discussions are not for shooter AMA hours! @shooter are custom sounds allowed or no shooter - Last Friday at 5:04 PM atm, nay shooter - Last Friday at 5:14 PM All the custom huds / assets will still work in casual mode (including through *MM)(edited shooter - Last Friday at 5:17 PM People are going to abuse any system out there. Expecially in such a competitive environment. Doesn't really surprise me that big game companies have huge ban waves now and then(edited) Volume - Last Friday at 5:43 PM Is r_lm_clear allowed in sv_pure shooter - Last Friday at 5:43 PM haha Volume :smile: That's going to be a fun one isn't it shooter - Last Friday at 5:44 PM r_lm_clear was made for the editor! shooter - Last Friday at 5:44 PM It is definately not intended. [NOTE: Some banter in chat about using r_lm_clear for regular play. He means r_lm_clear is not intended for regular play] shooter - Last Friday at 5:45 PM use r_gamma shooter - Last Friday at 5:45 PM game looks horrid without them shooter - Last Friday at 5:46 PM every time i see a stream with no lights, sun, fog (i said it :p), lighting, effects, particles turned off.. omg, i die inside r3x - Last Friday at 5:49 PM shooter, im just going to say this about any pure "locks" you are planning on doing- its gonna be extremely unpopular, alot of people dislike sparks,particle effects, darkly lit areas, etc. The default hud is ugly as shit(sorry!) one of my fav things about reflex is how much you can customize, and im fairly sure im not alone, so please don't reduce the playerbase to even lower levels simply cause you like your hud shooter - Last Friday at 5:54 PM @r3x I'm always open to constructive / respectful feedback. The flip side is there competitive ruleset is far from an even playing field. People are using damage tracking widgets, playing with full bright setups, particles disabled. It's not fair at all. Competitive is supposed to be an even playing field. Players want an even playing field. It's been said & heard over and over. So what we do we -- we can either disable lighting / particles / everything for everyone. Or on the flipside, we can force everyone to use extreme particles & dark lighting. I think something in the middle is best, but It needs to be standardized at the competition level. Reflex was designed with visibility in mind, it's already clear, high contrast etc. I'd rather fix the "ugly as shit" HUD so it's good for everyone. I quite like it tbh, if you have suggestions on how it can improve, feel free to send them. Sharqosity - Last Friday at 5:55 PM I thought sv_pure was for tournaments only? If I want to play some practice matches on competitive, I don't want to be restricted to low fps and default hud shooter - Last Friday at 5:55 PM @Sharqosity it wont' restirct you to low fps. You still have all the in-game options Volume - Last Friday at 6:18 PM @shooter is weapon offset allowed in sv pure shooter - Last Friday at 6:18 PM yes shooter - Last Friday at 6:18 PM all in-game settings are Owl Ragnar - Last Friday at 6:20 PM last requesty thing, if we're gonna get pure, can we get a better crosshair widget as default? so we dont have to config fuck shooter - Last Friday at 6:21 PM @Owl Ragnar put something together please :smiley: and show us, IIRC the default crosshair has several settings, they're all not okay? shooter - Last Friday at 6:28 PM i'm standing by the sv_pure About draw distance lolograde - Last Friday at 4:49 PM @shooter any chance of draw distance being expanded? shooter - Last Friday at 4:50 PM @lolograde it hurts perf, it also causes more Z fighting closer to camera... lolograde - Last Friday at 4:50 PM could it be turned off for just re_export, @shooter ? since perf is not an issue then shooter - Last Friday at 4:50 PM you can't just turn it off :smiley: it's how the math works :smile: lolograde - Last Friday at 4:50 PM oh dang shooter - Last Friday at 4:50 PM it's not like i just added it for fun haha shooter - Last Friday at 4:51 PM you can do crazy things like two scene renders and composit them :S but that's kinda mad GoaLitiuM - Last Friday at 4:51 PM reversed-z? shooter - Last Friday at 4:51 PM ah goat knows this stuff aye About MM ladder seasons Skytoon - Last Friday at 4:51 PM @shooter is there a reason the seasons aren't automated? shooter - Last Friday at 4:51 PM @Skytoon we are talking about exactly this.. but shh :smiley: LKO-,- - Last Friday at 5:02 PM @shooter any plans for MM season rewards or other ways of incentivizing people to keep playing ladder? shooter - Last Friday at 5:02 PM I think Skytoon hit that nail on the head before. @LKO- Owl Ragnar - Last Friday at 5:47 PM @shooter I'll be cheeky and throw in a question - any thoughts about how long seasons are gonna be and what kind of revamp you are looking at? (dont know how much you can say other than the vague answer you gave lskytoon) shooter - Last Friday at 5:48 PM @Owl Ragnar We have cool ideas -- i don't want to promise anything though at this stage. 1.2 has taken so long, hopefully it's received well, and we can grow things further from there. About rulesets (Ramaflex v. Sushiflex) and exp_plus ruleset shooter - Last Friday at 4:53 PM Yeah there's a lot of rulesets going on now as people are getting access to expplus build... Really not sure how i feel about it. I like it to be known that when you play Reflex -- this is what you get. shooter - Last Friday at 4:53 PM I also like letting people mod stuff though too -- so yeah, kinda thinking/watching this space :smiley: [NOTE: There was some banter about which ruleset would be adopted. Then shooter responded as below.] shooter - Last Friday at 4:56 PM The ruleset was done in the 1.2 branch months ago shooter - Last Friday at 4:56 PM It was discussed on forums shooter - Last Friday at 4:57 PM It's very hard to please everyone :smiley: Which is a big part of why i put expplus out in the first place :smiley: shooter - Last Friday at 5:08 PM Warlord ruleset discussions have been made & decided on forums, Electro took care of it. I don't want to step on his toes at the moment. Newborn wanted the guns to be useful in Reflex IIRC. If we want to take gameplay discussisions further i'd prefer it on the forums where the original discussion took place! shooter - Last Friday at 5:09 PM I'm still undecided if exp_plus will live the day in 1.2 :smiley: About movement changes shooter - Last Friday at 4:54 PM chaging movement is dangerous! the old 0.37 taught us all this :smile: shooter - Last Friday at 4:54 PM I'm realllllly not in a hurry to change movement :smiley: Warlord Wossman - Last Friday at 4:55 PM yeah movement was changed in 37 for ctf but nobody plays it and the other one feels better for combat :> shooter - Last Friday at 4:55 PM It was changed in 37 yes, it was changed a lot of the way back towards 36 in 37 minor updates too. About steak (sic) gun Volume - Last Friday at 4:57 PM Any news on stakegun? shooter - Last Friday at 4:58 PM Not really unfortunately - it's still there in exp_steak or whatever it's called :smiley: Soh - Last Friday at 8:49 PM does anyone know if stake still has the tele glitch where u come out and ur stuck' @shooter shooter - Last Friday at 8:50 PM steak in the face (i don't know :p) About borderless windows, resolutions GoaLitiuM - Last Friday at 5:04 PM wen borderless, resolution scale? shooter - Last Friday at 5:05 PM directx 11 IS fullscreen borderless always AFAIK?? use console to release mouse? About new cosmetics Volume - Last Friday at 5:06 PM Shooter I know the cosmetics aren't your department per se but are there any that you're particularly excited about?(edited) shooter - Last Friday at 5:08 PM @Volume new cosmetics are great :smile: shooter - Last Friday at 5:08 PM I dig them About new hires, volunteers, and community work shooter - Last Friday at 5:09 PM We can't hire anyone, i don't even pay myself lol #indiedev shooter - Last Friday at 5:10 PM The question of help comes up a lot. I really admire it, and it's a lot of the reason we put effort into map editors / scripts / exp_plus etc. About greater access to Reflex's code for community GoaLitiuM - Last Friday at 5:10 PM just give us all the power to tweak the rulesets, they are very useful in private games too shooter - Last Friday at 5:13 PM @GoaLitiuM As for editing the core game code, it makes things a bit harder. Expecially when it turns things in to security, IP ownership etc. It is a buisness, I am liable if it gets sued. It's something I've thought about a lot over the years. It still really doesn't have a good solution/answer. It's interesting/curious to see Unreal making a difference here (this is the first time i've seen a big company take diffs from the open world) -- I like what they're doing, i'm unsure of the legailities / logistics. Puma - Last Friday at 6:28 PM shooter hire goa & kyto pay them in supporter weapons Volume - Last Friday at 6:29 PM No, just ask them if you can put their Huds in the game They'll say yes. Give them a shovel or something. Lol shooter - Last Friday at 6:29 PM We've done this before, can talk to them in private about it. shooter - Last Friday at 6:29 PM I like the idea of improving base game for everyone. About Discord integration GoaLitiuM - Last Friday at 5:12 PM any thoughts on discord integration? like voice and chat but also inviting people into games via discord shooter - Last Friday at 5:14 PM @GoaLitiuM we were in talks ages ago about discord integration. But we talk about a lot of things :smiley: Talk is easy, integrating to production ready is less easy :smiley: About Discord channel, mods, behavior, etc. shooter - Last Friday at 5:19 PM Oh, someone commented about EU mods before -- Yeah we need more mods. And yes this discord needs to be nicer :smiley: shooter - Last Friday at 5:19 PM I don't really see a lot of the chat (it's when i'm sleeping / working), but ... yeah shooter - Last Friday at 5:21 PM CoC is there for reason. It's a place to come and talk, and be nice. Treat someone as you would in real life really. shooter - Last Friday at 5:21 PM And treat the mods with respect! They have a hard job, and we're all greatful for what they do About MM map selection system Volume - Last Friday at 5:29 PM @shooter one last question, is aerowalk going to still be in the map pool, and will the "pick 1 of 3 maps" still be the method of map selection? shooter - Last Friday at 5:30 PM @Volume I think it works well? Embarassing logs, tbh Skytoon - Last Friday at 5:30 PM @shooter was it you or Erectro that had the blessing of working on the Shrek karting game shooter - Last Friday at 5:30 PM haha @Skytoon how do you know about this :smiley: shooter - Last Friday at 5:31 PM Hey I even worked on a Barbie game :smile: lolloll shooter - Last Friday at 5:32 PM We did a scooby doo game too, 3d person platformer. That was fun :smiley: shooter - Last Friday at 5:33 PM :smiley: Software engineering is my day job Linux support erad - Last Friday at 5:41 PM 1.2 linux support [NOTE: picture of a Linux penguin holding RL on Sanctum ] shooter - Last Friday at 5:41 PM Making a picture is easier than porting it :smile: shooter - Last Friday at 5:42 PM I use my mac a lot, but yeah, Reflex is staying on PC. About r_sun and Reflex performance shooter - Last Friday at 5:49 PM r_sun was added for people with verrrry low end machines. In all honestly, i'm not sure the game needs the option now. It really should always be on IMHO. shooter - Last Friday at 5:50 PM my 780ti is like 4 years old, runs fine there shooter - Last Friday at 5:57 PM my 4gig i7 (it's like 3rd gen, maybe) + 780ti rocks high everywhere, tbh I turn on HBAO+ on top too(edited) shooter - Last Friday at 5:58 PM I don't have a fancy 120hz/144hz monitor :frowning: I have a 30" Dell which is so good for dev work i can't part ways with it :smiley: Yeah ctf does stuffer a bit, expecially on huge maps That's fair :smiley: [NOTE: not sure what shooter was referring to here. Maybe another comment but I left it in.] About the internet (and Reflex community reaction) shooter - Last Friday at 6:01 PM This is the internet, people always overract! :smile: About feedback (general) shooter - Last Friday at 6:15 PM It's easy to shit-cann anything or anyone. Actually building/showing something is the hard bit :smiley: We're going to run in to a lot of this I think with the pure changes. Create a forum post, show before/afters etc, and this will help us all understand & get on the same page. If we just say "that's shit fix it", it really doesn't help. About race mode lolograde - Last Friday at 6:21 PM @shooter is there going to be an official race leaderboard? Race mode needs love! shooter - Last Friday at 6:22 PM It does need love About the sound engine and sounds in general Volume - Last Friday at 6:36 PM @shooter can you give us any sneak peak insider info about any upcoming changes to the sound engine or directional sound in general? shooter - Last Friday at 6:37 PM not yet coz there aren't any :smile: lol... As before, easier solution is to look at the directional sound setup. I'd like to look in to this post 1.2 Xytaglyph 💜 - Last Friday at 7:37 PM id love to see hrtf implemented @shooter do you guys use x3daudio for reflex? if so, this might be something to consider, its free to use and distribute https://github.com/kosumosu/x3daudio1_7_hrtf shooter - Last Friday at 8:34 PM hmm @Xytaglyph 💜 this is interesting... yes we use XAudio2 in fact, we use X3dAudio too.. About rumored F2P plans shooter - Last Friday at 6:52 PM I'm not keen on F2P There i said it :smiley: lol shooter - Last Friday at 6:53 PM I don't want to say never, but at this point in time I don't think it's the answer
  23. 9 points

    Ammo balance in Clan Arena

    Hello=all, I am very happy that Rama ruleset is confirmed for 1.2. This will mean big things for duel, however it brings up an issue for the atdm gamemode. In atdm you tend to have rounds that last a while, and you need more ammo than duel, especially when you're playing a bigger game like 4v4 for example. I've found through playing that the ammo limits with the current ruleset are pretty good with atdm, however the new rama ruleset ammo caps won't give players enough options, especially with only 16 rockets. To fix this, I think voting on the arena mutator should change the max ammo as well. So, what should these new ammo values be? Here I've gathered the values of ammo caps for different versions of reflex and cpma: Current ruleset ammo caps: grenades - 15 rockets - 25 ion - 150 bolt - 10 plasma - 120 Rama ruleset ammo caps: grenades - 10 rockets - 16 ion - 150 bolt - 10 plasma - 100 CPMA CA ammo caps: grenades - 15 rockets - 50 lg - 150 rail - 15 plasma - 50 OLD Reflex ammo caps: grenades - 15 rockets - 30 ion - 200 bolt - 20 plasma - 200 Here's what I think the new ammo values for atdm should be, and why: ROCKETS: I think a good number of rockets would be 25-30, or more. With the current max, 25, I feel like I can comfortably rocket jump around and fight enemies, while still having a few left over each round. Rama ruleset's cap of 16 would pretty much force the player to save all of their rockets for fighting. Increasing this number will let players rocket jump more, which I think is a good thing. I personally don't like CPMA's cap of 50 rockets, because you can stand there and spam an angle forever - idk though, discuss this in the thread GRENADES: Grenades are pretty much only used for spam in atdm, since you should always have enough rockets if you want to directly fight somebody. The current max of 15 grenades is fine, but I think it could be lowered to 10 without changing too much, while also limiting the amount of spam that can come out. ION: The current cap of 150 is enough to take out another player in a prolonged 1v1 ion fight, plus you will have some extra ammo left. I think this cap should stay at 150. BOLT: The current cap of 10 bolts works well enough, however you could play +back rail for a decent amount of time with 10 rails, and most people agree doing this exclusively isn't fun. The rail cap could be lowered to 8, and it would discourage this type of play a little more. PLASMA: I don't really understand CPMA's CA cap of 50 ammo for plasma. In a direct mid-range fight, people will always prefer ion. In a long range spamming situation, it does very little damage, can be dodged, and rail is probably more effective. Plasma sees use in atdm mostly when a player is fucking around, so I think you should be able to use plasma for as long as you want. Plasma's ammo cap should stay at the current value of 120. STAKE: Stake is the most skill based weapon in the game and requires 200 iq and knowledge of advanced physics to use. Please raise stake's ammo cap to 500. What are your thoughts on these values? Please discuss below
  24. 9 points

    Post your WIP screenshots!

    Been a while since I've posted anything here - Latest progress of the map Irish posted screens off up above
  25. 9 points
    In my opinion there's nothing refreshing in QC, it's the zero-level of creativity. It's the perfect example of a generic licence game repeating patterns of current successful other games. Like all big names, they just have money to advertise massively and exploit the natural conformism of people.
  26. 8 points

    Reflex Demopedia

    Reflex Demopedia v0.2 Hey guys, I have been working on this on and off for a while now, I think its gotten to a point worth posting about Reflex Demopedia is... View your demos from directory play demos save descriptions + timestamps Favorites tab Some notes: Your replays folder should be located at steam \reflexfps\replays\ if you want to be able to play from app. Right now playing the demo is only compatible with QWERTY keyboards - switching your keyboard layout to US language should work, otherwise lmk and Ill look into implementing your layout. Also, it is a python .exe so its a bit large (60mb) If you have any suggestions, please let me know, Im open to adding any feature or w/e. Download (v0.2): https://www.dropbox.com/s/dbgzkfqrytwosbo/demopediav0.2.zip?dl=0 Source: https://github.com/wolfeman95/Reflex-Demopedia Thanks for helping test and suggestions - @boost @capodecima @dev @brandon @lolograde screen:
  27. 8 points

    List of useful links

    Hi, I've been missing for a clean list for common links that new players might need, but couldn't find one. So I've made little page, where I've put in my mind important and useful links. Link: https://reflexlinks.github.io/ If you have suggestions what to add or remove, please write those here or ping me on discord Empyrean#4078 <3
  28. 8 points

    A new Player

    Hello! I will start playing Reflex Arena and wanted to feel out the game and community a little bit I am 28 and come from playing CS 1.4/1.6, CSS, CSGO and recently Quake Champions Beta and Early Access. I think QC is very far from being playable, but I got caught up with the arena shooter part ^^ I have always loved the bunnyhop mechanics from CSS aswell and played countless hours on bhop Servers. I am very curious what the movement is like in Reflex Arena. However I see mostly good feedback for RA running stable and being competetive. I also read that the community is rather small wich I think is cool as long as I will find people to play with^^ I rather have a small dedicated skilled community with less cheaters and bullsh1t than a big one. Can you invite me to the Discord Server maybe? I am using the programm and need a direct invitation to join. However, nice to meet you Reflex Arena Community
  29. 8 points

    Post your WIP screenshots!

    I am working on a multi-stage strafe race map. 5 / 6 stages are done. Design is meant to be very simple and clean, but i am still unsure if i should use colored water for the ground to get area lighting in colors.
  30. 8 points

    Base problems of team modes

    I didn't know there were so many technical issues with larger player numbers on a server. If that is the case then maybe team modes aren't even worth working on. That said I don't think they really worked on team modes much. They gave interviews saying how important it was but team lock was never a feature for about 2 years. Clearly not an important part of the game. One important distinction to make regarding team modes might be to admit duel and team modes require different design. The problem with basically everything AFPS lately is they are designed around duel, then team modes fail horribly and everyone is like "well it's an AFPS we knew no one would play it." Why not actually design gameplay around teamplay modes for once? Hell most AFPS can't even recognize team modes need higher ammo caps which is incredibly basic. Sure 25 max rockets or whatever might work in duel but it is shit in team modes where you might have 3-5+ enemies on a team. More targets need more ammo. The reason QW TDM was magic was because the teamplay was good and revolved around self-sacrifice which was very unique. There's a big difference between basic coordination tactical play (deathball, OW ult combos, etc) and making plays that might hurt your own direct power but indirectly help you by making the team stronger. When you do an aggressive attack in QW TDM, secure a kill which drops a strong weapon pack for a team mate it might be very risky. After the fight you then have to sit around and guard it for a team mate to take (even riskier!). The selfish play would be to take the pack (more ammo!) and run. You're more likely to live but your team will be weaker off and if you need help later your team mate won't have a good weapon. Those are the decisions and unique aspects which make teamplay magic work yet it only happens if there are sharp power differences (strong QW RL, RA, quad every minute, etc) and scarcity (hard to get ammo, 30s weapon respawns). No one would save a weapon in QC because everything respawns in 5s. If you look at PUBG (which is insanely popular, shockingly popular) at it's core it's one life deathmatch. Yet it shares many AFPS qualities. Items are tied to map spawns and while random certain areas are much more likely to spawn certain things. In PUBG team modes players make tough quick decisions and need to do that sacrifice play which might be very risky for themselves but helps their team. It's very random (item spawns, circle, etc) which makes more crazy shit happen but also means it is a less serious competitive game. Yet at this point I think most AFPS players would be more than willing to trade a little casualness if it guaranteed an actual player base worth a damn. I also strongly believe no AFPS is going to have strong player base without a good solid team mode (and no CA isn't it because it's too simple). Maybe someday an AFPS will actually give team modes the effort they require.
  31. 8 points

    Custom Ruleset Duel Tournament [EU]

    Final results : 1st place : Ramagan 2nd place : Kyto 3rd place : hyrveli 4th place: Danskq 5th place tie: gaiia, xLuftwaffel 7th place tie: Vigur, Laskerdoodlydoo 9th place tie: danfel, Lunokhod2, DazedSpartan, jalla 13th place tie: jorp, totallynotcupcake, Gubbins, ch1LLmA 17th place tie: LADam, OVERR1DE, Capwn Thank you to all the people that were involved in making this a great event : -Players that signed up and played on the ruleset before the tournament -Donators for contributing to the prizepool and hyping the event -DazedSpartan for helping me as a co-admin and organizer -Gilanguar and Delementary for the stream -entik for the esr and +f posts Replays : Dropbox link Twitch VODs : Part 1 : https://www.twitch.tv/videos/157807448 Part 2 : https://www.twitch.tv/videos/157813499 Part 3 : https://www.twitch.tv/videos/157820809 Part 4 : https://www.twitch.tv/videos/157834755 A Youtube VOD should be available soon on the AFPS channel. Make sure to play in the JP and NA tournaments next Sunday and the AU tournament the Sunday after if you're from those regions !
  32. 8 points

    ColdFire - TDM2V2/3V3/FFA

    My new map : ColdFire http://steamcommunity.com/sharedfiles/filedetails/?id=918483665 A map for TDM 2v2 or 3v3. Could also work for FFA. For those who tried a previous version, the carnage is now under the bridge Any feedback is welcome, mostly about the items balance... Byebye, Have fun
  33. 7 points


    map is now in the steamworkshop -> https://steamcommunity.com/sharedfiles/filedetails/?id=1378824625mapname: Aberrationgametype: dueldescription: created for Sushi mapping competitioncredits and thanks to: bjarke, fht, mazu, jigsaw, 666, terifire, lugia and all those i forgotowner: def the map wont get any artpass for now, due to submission for the sushi mapping competition
  34. 7 points

    Sushiflex March Madness!

    1. General 1.1 Welcome Hello Reflexers! Sushiflex March Madness has finally arrived for Spring 2018 - a month filled with official Sushi duels and doubles tournaments every weekend, as well as other tournaments hosted by various community members. All information for the official events are in this post. The official tournaments have a base prize pool of $80 each, with donations open to the public. 1.2 wen Join the Sushiflex Discord! https://discord.io/sushiflex To get set up to play Sushi, check out #sushiflex-setup. 1.3 Schedule 3-3 EDIT: The NA and EU 1v1 tournaments have been moved back 1 week in order to encourage signups. House of Dubs Draft Cup #1 Sunday, 25th March 17:00 CET / 11:00 EST Check Sushiflex Discord #house-of-dubs for more info. Register: https://goo.gl/forms/uKWK6qaDL2eMc4A43 Bracket: https://challonge.com/hoddraft ACE Cup Saturday, 10th March 14:00 EST Forum post with more info: http://forums.reflexarena.com/topic/4738-sushiflex-ace-cup/ NA 2v2 Cup Sunday, 11th March 16:00 EST Stream: TBD Prize Pool: $80 Donate: https://matcherino.com/tournaments/10056/description Bracket: http://sushiflex.challonge.com/NA2v2 NA 1v1 Cup Saturday, 17th March 16:00 EST Stream: TBD Prize Pool: $80 Donate: https://matcherino.com/tournaments/10055/description Bracket: http://sushiflex.challonge.com/NA1v1 EU 2v2 Cup Sunday, 25th March 15:00 GMT Stream: TBD Prize Pool: $80 Donate: https://matcherino.com/tournaments/10057/description Bracket: http://sushiflex.challonge.com/EU2v2 EU 1v1 Cup Saturday, 31st March 15:00 GMT Stream: TBD Prize Pool: $80 Donate: https://matcherino.com/tournaments/10041/description Bracket: http://sushiflex.challonge.com/EU1v1 Please contact us if you would like to stream any event! Times: http://www.worldtimebuddy.com/ NA 1v1 and 2v2 Tournaments: Check-in opens: 15:00 EST | Tournament start: 16:00 EST EU 1v1 and 2v2 Tournaments: Check-in opens: 14:00 GMT | Tournament start: 15:00 GMT Please note, if you must leave for a period of time during a tournament, an admin may be able to schedule your game later – however, you must inform admin as soon as possible. If you do not let an admin know, you might get dropped from the tournament for delaying matches. 1.4 Demos Feel free to record or stream your own matches. Admins will review demos as necessary. Demos will be recorded on all servers, and all replays can be downloaded from their respective server links: Dallas #1: Dallas #2: UK #1: East #2: Sydney #1: Owl's Sushi Saloon 420 (US CENTRAL): Owl's Sushi Sauna :ok_hand: (UK): Owl's authentic Norwegian Sushi (UK): Owl's shamanic Sushi (UK): 1.5 Registration You can register from NOW until the tournament starts by: 1. Signing up on challonge (links above). Register your team for the 2v2 tourneys! 2. Showing up in http://discord.io/sushiflex on the given date! 1.6 Admins House of Dubs Draft Cup #1 - CrazyAl NA 1v1 Cup - Sharqosity Sushi ACE Cup - Sharqosity NA 2v2 Cup - TBD EU 1v1 Cup - TBD EU 2v2 Cup - TBD Please contact us if you would like to help admin for any event! 2. Match organization 2.1 How-to We expect players to know the rules and be fairly autonomous when setting up/playing tournament games. Of course, if you have any questions, don’t hesitate to ask a tourney admin for clarification. To set up your match, talk to your opponent and determine a best server from the following list. Know the map picking rules (section 2.3)! 2.2 Servers North America: Dallas #1: Dallas #2: West #1: West #2 (US-W Big eZ): East #1: East #2: 172.10617.210:28547 Central #1 (Owl’s Sushi Saloon 420): Europe: UK #1: UK #2: (Owl’s Sushi Sauna) UK #3: (Owl’s authentic Norwegian Sushi) UK #4: (Owl’s shamanic Sushi) Australia: AU #1: 2.3 Duel Map Picking Rounds before Winner Bracket Semifinal - Best of three (BO3): 2 map wins needed - Both players type roll 100 into console: - Loser Drop, Winner Drop, Loser Pick, Winner Pick - Last map is used as Tiebreaker Winner Bracket Semifinal and following rounds - Best of 5 (BO5): 3 map wins needed - Both players type roll 100 into console: - Roll + Drop-Drop-Pick-Pick-{{Pick-Pick}} -> If it ends 2:2 the remaining map is the decider. No draws possible. Grand Final - Best of 5 (BO5): 3 map wins needed - WB winner needs to win one BO5 - LB winner needs to win two BO5 matches 2.4 Doubles Map Picking Rounds before Grand Final There are only 3 maps - each team will choose a map, and the last one will be played as a tiebreaker if needed. Grand Final - WB winner needs to win one BO3 - LB winner needs to win two BO3 matches 2.5 Reporting Match Results Players can either self-report the result of a match in challonge, or post the result in the Sushi Discord #competitive channel after the match. Keep an eye on the bracket after your game so you can be ready to set up the next game with your opponent! 3. In game play 3.1 Game format 1v1 Duel Tournaments: Sushiflex v6.2 Timelimit: 10 2v2 Doubles Tournaments: Sushiflex v6.2 - 2v2 Timelimit: 15 (The only difference in the 2v2 ruleset is 80 damage melee vs. the duel ruleset’s 100) 3.2 Map Pool 1v1 Pool: gt3 MEdit Calendar xy10beta Furnace Sanctum 2v2 Pool: Ironguard Phobos Thermal Blast A match must be replayed if it was not played on these maps or if it was not played on the Sushi ruleset. 3.3 Map Pool Feedback A survey will come out after the conclusion of all the tournaments where you can provide feedback for the map pool, including which maps you'd like to keep, and any new ones that should be played. If you would like to support the creation of new competitive duel maps, consider donating to dog's Sushiflex Mapping Competition! 4. Prizes 4.1 Prize Pools 1st – 50% 2nd – 25% 3rd – 15% 4th – 10% 4.2 Donations We appreciate your donations - contribute to the tournaments with the matcherino links in section 1.3! Thank you to Tehmeh for donating $30 to each official tournament! Thank you to Volume for donating $50 to each official tournament! See you in the Arena!
  35. 7 points

    Thunder FFA #1

    Yo welcome to FFA event. If you like FFA feel free to join and play. We play every week. Date: Thursday, March 15, 2018 Session Start: Central Europe: 20:00, United Kingdom: 19:00, Russia / Moscow: 22:00 Mode: FFA only Server: Capodecima's FFA server
  36. 7 points

    Reflex Monthly Cups

    Reflex Monthly Cups Player Profiles (EU) : czM RMC EU#1 - 3rd Place RMC EU#2 - 2nd Place Player Profiles is a fun project that allows us to learn a little bit about our fellow competitors. These interviews give an interesting look at the best duelers competing in Reflex Monthly Cups. czM 1. Could you share a little about yourself? (Gaming background, IRL hobbies, job/studies, etc.?) Mostly Q1/QW, FVF/TDM/duel, 97/98 and summer 01, then Q3, TDM/CTF/duel, 00-06, sporadically after that. one tournament for each of the games CPMA (01), Tetrinet (01), RTCW (03). Always been a solid troll, programmed here and there, studied and still studying math 2. What's the story behind your in-game nickname? Started Q1 as "l3r0y", suggested by my uncle during our Heretic LANs. Switched early to "crezyman", a variation on a ROTT difficulty level. Abbreviated to "czm" because "SIK-CrezyMan" was too long for the IRC server used by QW players in Sept 97. Nowadays "czM", with the "M" to convey attitude, like a raised eyebrow 3. How long have you been playing Reflex? (Hours according to steam? First played when?) 200+ a bit hours, installed around June 2017 4. What do you think defines your playstyle? Your strengths and weaknesses? Playstyle: probably summarized well by games in 2nd RMC cup, most of which are probably on youtube.Strengths: usual stuff, maybe with plasma usage as an outlier. Weaknesses: movement and failure to maintain simultaneous awareness of all aspects of the game, like enemy status, item order and respawn timing, ammo, etc., which causes me to miss item spawns and opportunities for aggression. Still working on this, slowly improving. 5. What are your settings (dpi, sensitivity, resolution, fov) and hardware (mouse, keyboard, monitor)? I'm traveling and away from my gaming computer at the moment, so I'll try my best to remember: mouse: sensei, I think monitor: benq xl2420T keyboard: whatever came w/ my desktop dpi: 800, I think? resolution: 1920x1080? fov: default sensitivity: 5.8 in reflex, which amounts to about 13 cm/360 with my other settings. inverted, no accel. (same as I used between 03 and 06, but pitch-to-yaw 2:3 then, 1:1 now) 6. If you could add/change only 1 thing in Reflex, what would it be? Hmm, might be nice if matchmaking and monthly cups had the same ruleset. Would also be nice to have a personal movement trainer (i.e., a player who follows me around and gives me movement tips). I generally like how it is, e.g., the weapon balance. 7. Why do you think Reflex isn't more popular? I haven't followed it long enough to know, but let's see. On the one hand, games like this aren't as easy to get into for new players as most of the popular games these days, just because it's harder to achieve minor victories or measure progress, especially since most of the existing players are already pretty skilled. On the other hand, from what I've heard, the QW/CPMA duel scenes are a bit healthier at the moment. So I don't really know. 8. Do you have any advice for new players? I imagine most new players to a game like this already know most of what I could say, like that the goal is to improve slowly without getting demoralized, that the point of competition is just to help everyone step it uppp, and so on I always find it helpful and encouraging to take honest account of how much I'm messing up, by watching my own demos, noticing the constant mistakes I'm making, recalling what I had been thinking right before them, and thinking through how I could have focused differently to avoid them. Every time I can eliminate one of those I get a little better. 9. Are there any specific Reflex players you enjoy spectating or playing against? Any rivals? Haven't spectated too much, since I'm usually anxious to get into the game and play someone, but have enjoyed watching whoever is playing the best at the moment, like Ramagan or hoyt. I've liked playing Ramagan for the challenge and Vigur because we're similarly skilled and he isn't a namecalling crybaby. Ivan because he's fast, creative, and does weird stuff. Learned a lot playing vs. danfel, Luft, many others 10. Could you, in a few words, tell us what you think of the strengths/weaknesses of each of these players: Vigur, Czm, LKO, Luftwaffel, and Danfel? Ramagan: speed, cycling, constant pressure Vigur: consistent aim (esp rockets), resilience, not frustrated by opponent, but maybe misses opportunities for aggression, esp when in control LKO: haven't played him as much as the others; good overall, but sometimes he seems to lose focus a bit when he's winning, and doesn't seem to have fun when he plays to win (b/c he thinks it's a bit boring to play defensively) Luft: speed and aim, but maybe hasn't played too much lately danfel: good overall, but didn't seem to play too seriously in practice games for awhile, although maybe that's changed lately 11. Are there any non-Reflex players you'd like to see starting playing Reflex? Thresh, Drakken, Kyto, Vo0, noctis 12. What do you think of the Reflex Monthly Cups so far? Anything that could be improved on? Appreciate efforts of all involved, no major suggestions for the main cups; might be nice to have one-off cups (even bo1) featuring new or at least underplayed maps, for the sake of variety. 13. What melee/player cosmetics are you currently rocking? Default 14. Favorite "frag" or "defrag" movie(s)? uNkiNd's, Q3FUELs, many others 15. ESREALITY: Cancer or benefit to all mankind? PlusForward (>,<,=) ESReality? Always like XSR/ESR, embarassingly unaware of PlusForward. Thank you to czM for taking the time to participate in Player Profiles! Looks like you got your wish on the competitive ruleset. Good luck in RMC EU#3 this weekend and we're all looking forward to watching you step it uppp!
  37. 7 points

    GoaHud - Minimal Animated HUD

    Spectator goodness update (r37): Added new Scores widget for spectators, works in duels and team modes (experimental, disabled by default) Very simple and minimalistic looking score widget, will be expanded in future updates Customizable health/armor bar animation speed (disable by setting the Tick Speed to 0) Supports custom fonts and font sizes for both names and scores Colors, center offset, bar sizes and propotional sizes are also customizable Chat: Added custom font support (experimental, use font filename without the extension, place your custom fonts under addons folder) Chat: Added chat scrolling support (use mouse wheel), and a new setting to display more lines when chat is active Chat: Display player ready messages (enabled by default) Messages: Show current ruleset after game mode, supports RMC, sushi and legacy (pre-1.1.4) rulesets BetterGameplay: Added option to strip/ignore color codes from all widgets (^1n^2i^3c^4 ^5o^6n^7e) BetterGameplay: Global color code mode now enables emoji support as well (still quite buggy) TimerBig: Added option to hide it while spectating (enabled by default) Fixed messages and frag messages overlapping with scoreboard Added Options button to movable sub-elements in Brandon's Hud Editor Fixed some emoji codes Chat: Added chat preview box to options Fixed reset settings not working with some options Added in r36 update: Crosshair: added option to specify minimum time for mode shapes to show up Small hotfix (r38): Fixed error caused by previous Chat font not getting applied correctly
  38. 7 points

    Reflex Monthly Cups

    Great to see these games guys! I've pushed the ruleset (has been in our ongoing 1.2 branch for ages) to a 1.1.4 build just now. It adds the cosmetic reward weapons awarded also.
  39. 7 points
    EDIT dec-something-day. I recently re-read an article on ESR with a rather enlightening convo between lolo and terri. I will not post the link because reasons, PM if wanted. I would like to redact my tactless name-meme post above. I will however leave it as evidence of my own stupidity. This movie is a huge win for the game. Although recently quiet, I'm sure the guys down under are cooking up a good meal of crow for a-lot of nay-sayers to eat. In the past I have done my best to be a relentless hype-man for Reflex. I am not a coder, and I am not a top level dueler by any means. Hell, I haven't even played daily for over a year! So the hype has been my best contribution so far. I am still here, and will continue to deliver the hype. This movie will do more than put reflex on the map. It could re-open the door to a genre that in this day and age is less relevant. People will watch the movie. People will buy the game. As normal, they will get rekt. However I believe that those that stay (as have we) will be more interested in WHY they play, more-so than the "game" itself. Some will stay, some will leave to other games, but I believe this will open the door to those players searching out the history of the genre, and open the door for playing the other relevant games (cpm, ql, qc, tf, etal). This will only increase the community across the board. To Erectro, Shooter, Yasashi, and all involved I say this: BELIEVE THE HYPE. It is what you create. Also, I like, Control Shift. <3
  40. 7 points

    Reflex-Ru Newbie Cup #2

    The background image is a vectorized screenshot of Pocket Infinity made by @tehace Reflex-RU Newbie Cup #2 The game was dead quite a while. We decided to try to involve new people to Russian community again. For some reason it's much easier to find players to newbie cup, than organizing the normal ru-cup. Brackets: Ru-Cup Newbie Cup #2 [https://goodgame.ru/cup/6223/] <--- Current Ru-Cup Newbie Cup #1 [https://goodgame.ru/cup/5201/] Ru-Cup #7 [https://goodgame.ru/cup/5077/] Ru-Cup #6 [http://challonge.com/ru/reflex_ru_6] Ru-Cup #5 [http://challonge.com/ru/reflex_ru_5] Ru-Cup #4 [http://challonge.com/ru/reflex_ru_4] Ru-Cup #3 [http://challonge.com/ru/reflex_ru_3] Ru-Cup #2 [http://challonge.com/ru/reflex_ru_2] Ru-Cup #1 [http://challonge.com/ru/reflex_ru_1] Date: 26.11.2017 16:00 msk gmt+3 Streams: @Furioness [https://goodgame.ru/user/593944] [Ru] (If you want to stream our little event, let me know. It will be boring by the way) System: double elimination bo3, Loser Bracket bo1, Loser Bracket Final bo3, grandfinal bo3 Ruleset: Competitive Map-pool: Simplicity, Fusion, Catalyst Picking the map: /roll 100; DE: W: Roll winner L: Roll loser bo3 - Pick[L]-Pick[W]-Decider bo1 - -Drop[L]-Drop[W]-Decider Prize-pool: ~ $80 Thanks for the donations to: @Kyto ~20$ @chortas ~$12.5 @LKO-,- ~$5 @sesen ~$1 @w96k ~$30 You can donate to prize pool anytime, would appreciate that. To do that, contact @w96k in discord Reflex-Ru Discord channel: Reflex-RUIf you decided to learn Russian
  41. 7 points

    CoCA 1.2 - Cup of Clan Arena

    Edit: The tournament is over! Congratulations to team Owl & Sharq, who placed first after all of the round robin games! Also thanks to Siro & Pattah for showing up last minute, there would not have been as many games without them! Here are the VODs of the matches that decided the winner: game 1: https://www.twitch.tv/videos/182246500?t=44m33s game 2: https://www.twitch.tv/videos/182246500?t=53m47s CUP OF CLAN ARENA 1.2 A casual 2v2 clan arena tournament! Game mode tdm, mutators Arena, ruleset competitive Who Anyone can join with or without a team. PM either me (Sharqosity#0314) or fragile (/fragile#0514) on Discord to sign up, and tell us your team name and partner. Don't worry if you don't have a teammate! You will be paired with someone on the day of the tournament. What Best of 3: The map pool is still flexible - tell us your suggestions for what would be fun! When This Saturday, the 14th at 9 PM CEST Where The tournament is open to anyone, but will be played on EU servers; feel free to join if you are from any other region and don't mind playing on high ping. Links Bracket http://noobschleuder.challonge.com/fxx2ey0h Discord Server https://discord.gg/JErsCCp Noobschleder Replay Stuff (player rankings)
  42. 7 points

    Custom Ruleset Poll

    Region : NA Highest reached rank in Matchmaking : Platinum Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why? There aren't any changes in this ruleset that I disagree with. All of the weapons have been made more powerful, but I still don't think that they are powerful enough. The armors in Reflex Arena mean quite a lot, probably more than in any other Arena Shooter.. but the weapons aren't powerful enough to combat them. You often find yourself damaging your opponent just enough for them to maintain their item cycle (and more importantly, stay in-control), but not enough for you to secure the frag. What ends up happening is, the out-of-control will deal a ton of damage of the course of a few item respawns and eventually ends up dying due to being out-of-control and not having the resources available to continuously contest. Then the cycle repeats itself. Even if you (the out-of-control) are dealing far more damage to the in-control than they are dealing to you, after three or four engagements you no longer have the hp to fight (at this point in the match the stacks are usually even), and you have to make a choice.. do you risk another death and go for the frag, or do you try to buy time and wait for the next item? Either way, both choices are in the favor of the player who is currently in the lead. The best way to address this is to slightly up the damage potential of just about every weapon. You could increase the RLs splash slightly to 124units, so spam is more effective. You could decrease the reload (increase the firerate) on Plasma to 90ms to have a similar effect. You could up the dps of the IC to 139 (6dmg @ 43ms). And even slightly buff the Shotgun. Maybe the changes I'm proposing are too drastic, idk. But I do think that more powerful weapons should be considered, as this is an issue that I feel has been overlooked for too long.
  43. 7 points
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456. Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example) And also make a small text near weapon icon in weaponbar widget. (this could be an option) Something like this What do you guys think about it?
  44. 7 points

    Post your WIP screenshots!

    Just some of the things, mostly promEUs, and me were working on.
  45. 7 points
    I want Reflex Arena to change it's name to Yeflex Arena. Y stands for devs saying "yes" to every community suggestion and idea.
  46. 6 points

    The identity of Garou EXPOSED

    Hello, Just thought the community deserved to know the extent of what ((Garou)) did close after the launch of Reflex. Imgur album of exposing, and down right embarrassing logs. Other than that, self-boosting to be the first prime overlord in EU, close to launch. Abusing several exploits within Matchmaking as a way to force the developers to fix the issues faster. Not the type of person you'd want to associate your entire game with, which is currently using HIS ruleset. @Ramagan Care to make a comment?
  47. 6 points

    Reflex Monthly Cups

    Reflex Monthly Cup NA#1 Results The first NA Reflex Monthly Cup was concluded today, and showcased some of the best competitive Reflex has to offer. A big thank you to all the RMC staff, Delementary for casting, and to all the participants who made this tournament possible. Congratulations to Hoyt, the champion of the first NA Monthly Cup and the winner of the exclusive shovel made by Yasashii! : Hoyt : DazedSpartan : Ezormer See you all next time. Final Bracket : http://reflexmonthlycups.challonge.com/RMCNA1 Complete Broadcast : https://www.youtube.com/watch?v=TP-OVTznEQs&feature=youtu.be Replays : https://www.dropbox.com/s/cym0p6sbgd53887/RMCNA1_replays.zip?dl=0I Donations are open for the second rotation of monthly cups : RMC NA#2 : https://matcherino.com/tournaments/8746 RMC EU#2 : https://matcherino.com/tournaments/8747 Thank you for donating! In order for Reflex Monthly Cups to be sustainable we need many more tournament admins. It will not be feasible to continue to run the cups without more help. If you are interested, please contact @DazedSpartan#3488 on discord.
  48. 6 points

    [race] rr_smile3

    Some challenging and unique jumps. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1183487713
  49. 6 points

    Custom Ruleset Duel Tournament [NA]

    Hi everyone, as some of you may know already, I've been working on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. Here is the full detailed explanation : http://reflex.fun/ruleset.html The goal of the ruleset is not to "divide" the community but to refine these changes and then to propose them to the developers. This testing is only temporary. I'll be hosting 4 tournaments on this ruleset : 09/07/2017 : Custom Ruleset Duel Tournament [EU] 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [JP] 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [NA] 02:00 PM EDT (01:00 to 02:00 for checkin) --- 18:00 UTC 23/07/2017 : Custom Ruleset Duel Tournament [AU] 05:00 PM AEST (04:00 to 05:00 for checkin) --- 07:00 UTC Players from all regions and skill levels are welcome in each tournament, servers will favor players from the original region ! How to play on the ruleset : http://reflex.fun/ruleset.html#Playing Changes from the current competitive ruleset : http://reflex.fun/ruleset.html#Changelog Custom Ruleset Duel Tournament [NA] Information : Date : 16/07/2017 Starting time : 11:00 AM PDT, 02:00 PM EDT. Checkin starts 1 hour before the starting time. --- 18:00 UTC Stream : https://www.twitch.tv/Delementary Bracket : http://challonge.com/ih4htd36 Sign-up : http://challonge.com/tournaments/signup/VkjAQ7icXd Map pool : -The Catalyst -Furnace -Pocket Infinity -Ruin -Simplicity Prize pool distribution : : 50% : 25% : 18.75%4th : 6.25% Current total : $160 USD You can contribute to the prizepool by donating to the following Paypal address, Please indicate in your message if it's for the NA, EU or JP tournament : guillaumeaj@yahoo.fr Donators : -uaedude : $125 -erad : $35 Rules : General : Join https://discord.gg/KkmVPWp on discord for communication Please use the same nickname on challonge and discord ! Be autonomous, contact your opponent, play your match, report the score on discord. Unsporting behaviour may be penalised. Match system : Winner's bracket matches will be BO3, grand final will be double BO3 (if needed). Loser's bracket mathes will be BO1, except the last two matches which will be BO3. Map picking system : Use the 'roll' command to determine which player drops first. (Player with the highest roll is the roll Winner) W: Roll winner L: Roll loser BO3 : Drop(L)-Drop(W)-Pick(L)-Pick(W) - The last map is the tiebreaker map (Maps are played in order of picks) BO1 : Drop(W)-Drop(L)-Drop(L)-Drop(W) - The map remaining is the map to be played Servers/non NA players : No unauthorized spectators will be allowed on the servers. Servers will be provided, Dallas, Chicago, New Jersey. (Players from different regions than NA are allowed, they'll however have to play on NA servers if facing an NA opponent, EU vs NA will be played on a NJ server or Chicago server (if the NA player is west NA)) In case of a ping/server disagreement, a Chicago server will be used. Good Luck ! Admins : DazedSpartan Ramagan
  50. 6 points

    Community Server Stats

    I worked on a simple system to gather some basic community/server stats. The result can be found here It updates every hour and basically puts the info of the replay headers into a database for further processing. It's far from being perfect (and you should maybe refrain from putting mysql commands in your playername) but it features some nice stats like map ranking, improved replay downloads, and a pretty useless plot of your scores during the last matches. Any feedback appreciated! If you are interested in setting this up for your server as well feel free to pm me. (If you want to play on the community server in question and you don't want your info on the site pm me for black listing.)