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Blindlight

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  1. Like
    Blindlight got a reaction from Grybzt in Map Design Guides   
    here are some good design guides for building competitive maps. Like all architecture and design theres a lot to consider besides aesthetics and as a beginner myself I found these the most helpful:
     
    http://www.goodstuffmaynard.com/portfolio/independent/cdg/index.html
    http://www.quakelive.com/forum/showthread.php?37382-Fundamentals-of-Gameplay-by-Pat-Howard
    http://www.quakelive.com/forum/showthread.php?37690-Fundamentals-of-Gameplay-Part-II-by-Pat-Howard
     
    features like heatmaps will make the process even better. if you know any other good guides post em here.
  2. Like
    Blindlight reacted to Stalast in Redesign proposal of burst gun   
    But how else would I be able to do 100% skill shots like this? 
     
     
  3. Like
    Blindlight got a reaction from qufit in Multiple Start/Finish Zones?   
    Hey so I was thinking while working on a map:
    what if the start and finish zones could reference eachother like teleporters/pads, so you could build multiple lines in a map. For instance startzone A -> finishzone A, startzone B -> finishzone B
    this would allow for maps like parkourstation to actually work in race. the only difference would be that times would be recorded by "line" instead of by "map", and it would be more like rock climbing in that sense. This could make it a lot more fun for people playing on a server where some people want to practice a line for hours while others want to mix it up. It would also make it easier to design maps with easy/medium/hard routes since you could separate the routes, mark significant routes on CTF maps, and overall have more organic, open, and nonlinear designs.
  4. Like
    Blindlight got a reaction from qufit in Multiple Start/Finish Zones?   
    Hey so I was thinking while working on a map:
    what if the start and finish zones could reference eachother like teleporters/pads, so you could build multiple lines in a map. For instance startzone A -> finishzone A, startzone B -> finishzone B
    this would allow for maps like parkourstation to actually work in race. the only difference would be that times would be recorded by "line" instead of by "map", and it would be more like rock climbing in that sense. This could make it a lot more fun for people playing on a server where some people want to practice a line for hours while others want to mix it up. It would also make it easier to design maps with easy/medium/hard routes since you could separate the routes, mark significant routes on CTF maps, and overall have more organic, open, and nonlinear designs.
  5. Like
    Blindlight got a reaction from qufit in Multiple Start/Finish Zones?   
    Hey so I was thinking while working on a map:
    what if the start and finish zones could reference eachother like teleporters/pads, so you could build multiple lines in a map. For instance startzone A -> finishzone A, startzone B -> finishzone B
    this would allow for maps like parkourstation to actually work in race. the only difference would be that times would be recorded by "line" instead of by "map", and it would be more like rock climbing in that sense. This could make it a lot more fun for people playing on a server where some people want to practice a line for hours while others want to mix it up. It would also make it easier to design maps with easy/medium/hard routes since you could separate the routes, mark significant routes on CTF maps, and overall have more organic, open, and nonlinear designs.
  6. Like
    Blindlight got a reaction from pa1ner in Blind's Movement Maps (with videos and tips)   
    I made this thread to compile the movement maps I'm working on. First map is based on a map by cheZDa and Mew () who I asked for permission to repost, taking the 1st level of the freestyle course as a foundation and building it up a lot with color and some basic lights (although I'd like to perfect the lighting more but I have a bad GPU so others could tackle that if they wanted).
     
    movehaus1-parkour

    (download) current version: 1.0
    https://drive.google.com/file/d/0B9r8e5iru84FY2xXVlUzeWhSdDA/
     
     
    The map is based on elemental shapes inspired by the geometry that cheZDa chose for the first level: stairs, boxes, ramps, armatures. elemental colors tag the shapes for recognition, hopefully forming a sort of visual language for movement in the player's mind with which they can compose sentences and paragraphs of movement. Titled movehaus after the bauhaus/kandinsky aesthetic and the MOVE map taken as inspiration.
     
    Of course people wanted to play FFA on it, so it forked into an FFA version, movehaus1-dm, which I am still working on. The twist for FFA is 2 units of lava covering the floor, such that you wont take damage as long as you are always hopping through the lava and don't stop or run into anything or get knocked down. 
     
    bldf1

     
     

     
    new strafe map, gonna start cranking these out very fast. Trying to make them for new-ish people, i.e. not too hard but not too easy, should take some work and be a way to improve.
    http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=81
     
    bldf2

     
    In this one, you'll have to combine strafe jumping, bunny hopping, and double jump. Note that when changing from a strafe jump to a bunny hop turn, if you let go of strafe and hold only W to start the turn, then switch to strafe to make a sharper turn you might find transition easier and lose less speed; using only W will always conserve your speed coming out of a strafe but you can't turn as sharply with it or gain speed.
     
    (video)
    (download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=96
     
    bldf3

     
    Another map combining strafejumping, bunnyhopping, doublejumps, and ramps. Experimenting with multiple routes and possible shortcuts for higher skill levels, although it's still awkward trying to build outside my own skill with these minimal maps, an interesting learning process.
     
    (video)  
    (download) https://www.dropbox.com/s/ame3ybo5hza1zok/bldf3.map?dl=0
     
    bldf4

     
    A tower map, 2 checkpoints on the way up, good luck!
    (video) 
    (download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=106
  7. Like
    Blindlight got a reaction from phgp_zEv in Jump videos, collected   
  8. Like
    Blindlight got a reaction from maltek in thinking about teaching methods   
    I was thinking about ways of making this game more accesible, which turbopixel has already decided to take the approach of improving teaching rather than watering down the game.
     
    how can we innovate tutorials, and training, learning? I think making it social is a start, interactive, with lots of feedback. we saw this in devil's map where we had some 'training' seshs in almost like a shooting range of strafe pads-- it was fun because you didnt feel alone-- but maybe there is also a way of *storytelling* that makes the learning curve more FUN
     
    I always think about zen or martial arts dojos and how everyone wants to have that 'beginners mind' in a lot of difficult games like descent for example, you can find articles touching on eastern philosophy ("the tao of descent") as a way of turning the learning curve into a kind of quest for wisdom. you can see this in like hiphop too where theres a sort of mysticism of the craft and how to become a legend, demigod. looking at skateboarding culture is another place to get some wisdom i bet. skateboarding has a huge learning curve but many passionate beginners.
     
    theres also some other tropes that might be really engaging for training, like thinking about animals, hunters and prey.. check out this vid from NYT of a hawk with a FPS cam strapped to its head. they talk about the "straight chase" vs "playing the angle" and it could be straight from quake this strategy. 
    http://www.nytimes.com/2015/03/02/science/natures-fighter-jets-with-flapping-wings.html
     
    anyone following me here?
    can you think of some interesting ways, tropes to turn the steep learning curve into an adventure? I think Entik has done a really good job in his vids so far, making them stylish, making you WANT to learn.
     
    X.x
  9. Like
    Blindlight got a reaction from maltek in thinking about teaching methods   
    I was thinking about ways of making this game more accesible, which turbopixel has already decided to take the approach of improving teaching rather than watering down the game.
     
    how can we innovate tutorials, and training, learning? I think making it social is a start, interactive, with lots of feedback. we saw this in devil's map where we had some 'training' seshs in almost like a shooting range of strafe pads-- it was fun because you didnt feel alone-- but maybe there is also a way of *storytelling* that makes the learning curve more FUN
     
    I always think about zen or martial arts dojos and how everyone wants to have that 'beginners mind' in a lot of difficult games like descent for example, you can find articles touching on eastern philosophy ("the tao of descent") as a way of turning the learning curve into a kind of quest for wisdom. you can see this in like hiphop too where theres a sort of mysticism of the craft and how to become a legend, demigod. looking at skateboarding culture is another place to get some wisdom i bet. skateboarding has a huge learning curve but many passionate beginners.
     
    theres also some other tropes that might be really engaging for training, like thinking about animals, hunters and prey.. check out this vid from NYT of a hawk with a FPS cam strapped to its head. they talk about the "straight chase" vs "playing the angle" and it could be straight from quake this strategy. 
    http://www.nytimes.com/2015/03/02/science/natures-fighter-jets-with-flapping-wings.html
     
    anyone following me here?
    can you think of some interesting ways, tropes to turn the steep learning curve into an adventure? I think Entik has done a really good job in his vids so far, making them stylish, making you WANT to learn.
     
    X.x
  10. Like
    Blindlight got a reaction from maltek in thinking about teaching methods   
    I was thinking about ways of making this game more accesible, which turbopixel has already decided to take the approach of improving teaching rather than watering down the game.
     
    how can we innovate tutorials, and training, learning? I think making it social is a start, interactive, with lots of feedback. we saw this in devil's map where we had some 'training' seshs in almost like a shooting range of strafe pads-- it was fun because you didnt feel alone-- but maybe there is also a way of *storytelling* that makes the learning curve more FUN
     
    I always think about zen or martial arts dojos and how everyone wants to have that 'beginners mind' in a lot of difficult games like descent for example, you can find articles touching on eastern philosophy ("the tao of descent") as a way of turning the learning curve into a kind of quest for wisdom. you can see this in like hiphop too where theres a sort of mysticism of the craft and how to become a legend, demigod. looking at skateboarding culture is another place to get some wisdom i bet. skateboarding has a huge learning curve but many passionate beginners.
     
    theres also some other tropes that might be really engaging for training, like thinking about animals, hunters and prey.. check out this vid from NYT of a hawk with a FPS cam strapped to its head. they talk about the "straight chase" vs "playing the angle" and it could be straight from quake this strategy. 
    http://www.nytimes.com/2015/03/02/science/natures-fighter-jets-with-flapping-wings.html
     
    anyone following me here?
    can you think of some interesting ways, tropes to turn the steep learning curve into an adventure? I think Entik has done a really good job in his vids so far, making them stylish, making you WANT to learn.
     
    X.x
  11. Like
    Blindlight got a reaction from Addictus in Arena Map - Octagon   
    Here is a new a arena map I adapted from another great indie fps on Steam called Robot Rollerderby Disco Dodgeball. You should really try it it's a physics based instagib game with dodgeballs so no hitscan and ballistic projectile charge-shot mechanics. http://www.82apps.com/DiscoDodgeball/
     
    Erik Asmussen the dev was kind enough to give me permission to port one of the best maps from his crazy dodgeball FPS. When I saw the map I knew it had this RA3 feel that would go great in Reflex. I made a few alterations to make some extra routes possible and adjusted the scale as best I could. Items were placed hastily, the map is really meant for arena mode.
     
     

     
    http://reflexfiles.com/file/98
  12. Like
    Blindlight got a reaction from Addictus in Arena Map - Octagon   
    Here is a new a arena map I adapted from another great indie fps on Steam called Robot Rollerderby Disco Dodgeball. You should really try it it's a physics based instagib game with dodgeballs so no hitscan and ballistic projectile charge-shot mechanics. http://www.82apps.com/DiscoDodgeball/
     
    Erik Asmussen the dev was kind enough to give me permission to port one of the best maps from his crazy dodgeball FPS. When I saw the map I knew it had this RA3 feel that would go great in Reflex. I made a few alterations to make some extra routes possible and adjusted the scale as best I could. Items were placed hastily, the map is really meant for arena mode.
     
     

     
    http://reflexfiles.com/file/98
  13. Like
    Blindlight got a reaction from KovaaK in Constructive criticism of the new Arena game modes   
    I'm trying to make more smallish RA3 style maps to hopefully improve the 1v1 mode
  14. Like
    Blindlight got a reaction from KovaaK in Constructive criticism of the new Arena game modes   
    I'm trying to make more smallish RA3 style maps to hopefully improve the 1v1 mode
  15. Like
    Blindlight got a reaction from Stormcrow in Ideas of new functionalities for map editing   
    drop it like its hot button
  16. Like
    Blindlight got a reaction from newborn in Christmas Tree Group Building   
    good fences make good neighbors, until someone breaks out the RL
  17. Like
    Blindlight reacted to doquz in [WIP] Ruins of ... something.   
    Been working this for couple of days now. I think it's coming the right way.
    Still needs some lightning and gameplay elements and of course details!
     
    Pictures: http://steamcommunity.com/profiles/76561197963137518/screenshots/
     
    And can anyone tell me a good software to capture video with decent quality?
     
    Some gameplay video, still in progress.
     
    Video:
  18. Like
    Blindlight got a reaction from Rast Brattigan in Bull_Pit - Finished.   
    nice I like how you did the red jump so there are more ways to do it and it's more accessible, I hope other people take a similar philosophy in their maps
  19. Like
    Blindlight got a reaction from Zita in Common jumps from popular maps you want to train on   
    I'm building a new movement map, and I want to collect 10-15 (if there are that many) of the most common trick jumps on maps being played right now. I'm going to try and reproduce them all to exact scale within the map for easy training.
     
    the ones I recognize so far are:
     
    -cpm22abcdefg stair to red armor
    -bdm3 telejump to mega
    -bdm3 stairjump to red armor
    -cpm1 telejump to yellow armor
    -that FFA map(xdfm2) double jump from yellow 8u step to yellow armor
     
    help me add to this list if you can, screens or description of the map and jump are helpful in tracking them down
  20. Like
    Blindlight reacted to Light in New Defrag Map (Work in Progress)   
    Hey everyone, I'm new to Reflex but not new to Quake. I basically spent a few hours learning the ins and outs of the reflex mapping system and decided to share a new map I'm currently working on! It's a two-level strafing map, first level jumps and second level strafe pads. I hope you guys like it, and have fun! Just type "map lightstrafe-2" to play!
     
    https://www.dropbox.com/s/4pldofiveazcvia/lightstrafe-2.map?dl=0
     
    Please give me any feedback you have or questions. This map is meant to be about an intermediate difficulty.
     
    EDIT: The map is now called lightstrafe! Version numbers will follow the hyphen.
     
    Here are some changes made in the latest versions:
     
    Lightstrafe-1
     
    - Added Teleport functions under first, second, and third levels so players no longer have to redo the whole course.
    - Moved a few pads to better suit the speed some players can achieve, making for more interesting routes
    - Added a new third level with lava theme and obstacles (still needs testing)
    - Changed colors of the map to nogrid (testing out themes)
     
    Lightstrafe-2
     
    - Fixed the 2nd level pads to be less difficult based on the speed of most players
    - Repositioned some pads in 3rd level and moved teleporter a few units closer to the stairs
  21. Like
    Blindlight reacted to Fastidious in What is the point of own engine?   
    The map editor and the 1000hz input decoupled from frames already more than justify them making their own engine.  There is also other nice stuff like server side demos that few games have.  We don't what else is coming in the future.  It is clearly worth it as Reflex already has features other engines don't.
  22. Like
    Blindlight got a reaction from Gangland in Why I Love This Game   
    dude hit the X and select ignore all sigs if you mind that much
     
     
     
    all glory to the flex
  23. Like
    Blindlight got a reaction from pa1ner in Blind's Movement Maps (with videos and tips)   
    I made this thread to compile the movement maps I'm working on. First map is based on a map by cheZDa and Mew () who I asked for permission to repost, taking the 1st level of the freestyle course as a foundation and building it up a lot with color and some basic lights (although I'd like to perfect the lighting more but I have a bad GPU so others could tackle that if they wanted).
     
    movehaus1-parkour

    (download) current version: 1.0
    https://drive.google.com/file/d/0B9r8e5iru84FY2xXVlUzeWhSdDA/
     
     
    The map is based on elemental shapes inspired by the geometry that cheZDa chose for the first level: stairs, boxes, ramps, armatures. elemental colors tag the shapes for recognition, hopefully forming a sort of visual language for movement in the player's mind with which they can compose sentences and paragraphs of movement. Titled movehaus after the bauhaus/kandinsky aesthetic and the MOVE map taken as inspiration.
     
    Of course people wanted to play FFA on it, so it forked into an FFA version, movehaus1-dm, which I am still working on. The twist for FFA is 2 units of lava covering the floor, such that you wont take damage as long as you are always hopping through the lava and don't stop or run into anything or get knocked down. 
     
    bldf1

     
     

     
    new strafe map, gonna start cranking these out very fast. Trying to make them for new-ish people, i.e. not too hard but not too easy, should take some work and be a way to improve.
    http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=81
     
    bldf2

     
    In this one, you'll have to combine strafe jumping, bunny hopping, and double jump. Note that when changing from a strafe jump to a bunny hop turn, if you let go of strafe and hold only W to start the turn, then switch to strafe to make a sharper turn you might find transition easier and lose less speed; using only W will always conserve your speed coming out of a strafe but you can't turn as sharply with it or gain speed.
     
    (video)
    (download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=96
     
    bldf3

     
    Another map combining strafejumping, bunnyhopping, doublejumps, and ramps. Experimenting with multiple routes and possible shortcuts for higher skill levels, although it's still awkward trying to build outside my own skill with these minimal maps, an interesting learning process.
     
    (video)  
    (download) https://www.dropbox.com/s/ame3ybo5hza1zok/bldf3.map?dl=0
     
    bldf4

     
    A tower map, 2 checkpoints on the way up, good luck!
    (video) 
    (download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=106
  24. Like
    Blindlight reacted to _NOVA in CONTRABAND - new duel map   
    In the outer rim of the deadly system KN-7.
    In low orbit on a lifeless planet, hidden from eyes and sensors. A destroyed alien base was discovered by the notorious smuggler droid, KENO. The base was rebuild and is now a hot spot for anyone looking to sell or buy illegal goods.....   "Contraband" is a map that me and my über awesome mate, Khensu, just made ( our very first map ) and actually wanted to add to the first "get your map included" ( but too late ).
     
    It's a duel map which can be played as ffa as well. 
     
    If you want to try it out download it here : https://dl.dropboxusercontent.com/u/4764888/reflex-mapping/contraband/nova_khensu_duel.zip
     

     
    See more screen shots here : https://www.dropbox.com/sc/i0ier91sd2n6u78/AAB3Hd-Los3K5KNEQPWXj1xVa#/
     
    Created by : Khensu & _NOVA
     
    0/
  25. Like
    Blindlight got a reaction from Smilecythe in Reflex - steam charts   
    why in gods name would you be preoccupied with steam charts at this stage. something could break on a test branch and we could not be able to play for some weeks or something (like there are issues now with 28 test), it's completely in under construction mode and theres no way you can or should advertise or try to acquire users in this state, best to keep it small enough for testing and feedback and push it when it's actually done.
    I detest how people watch steam charts like their life depends on it for finished games let alone unfinished ones. if you actually take a qualitative look at this community its really encouraging seeing this mix of quake live, cpm, tf2, tribes, xonotic, warsow even CS and all the tiny FPS niches coming together. best just unbookmark steamsharts for awhile and just assess how the community is going based on your own senses of whats good or bad, rather than follow zombie herd mentality.
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