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lolograde last won the day on November 14

lolograde had the most liked content!


About lolograde

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  1. Weapon Stay 2v2 Modifier

    The CPM weapon stay was for the entire ruleset, iirc. Not map specific.
  2. Weapon Stay 2v2 Modifier

    The wording is a bit funny but I think I know what you mean. It's a philosophical question about what 2v2 should be like. If you had QW style weapon/ammo system but with Reflex's weapon balance, and played 2v2 on a duel map, it seems like it'd break any sense of map control. Just grab weapons and relentlessly rush. I've never played QW 2v2 but I assume QW's weapon balance has a lot to do with it working well in QW (RL has enormous splash/damage and LG does insane damage so it's harder to rush the "in control" team down). EDIT: Incidentally, if I remember correctly, CPM briefly introduced the QW-style weapon/ammo system (CPMA 1.34 or 1.35) and it caused a lot of controversy since it didn't seem to work well with the weapon balance. There was a large tournament on-going (Challenge Master Cup Extra Large, "CMCXL") which rapidly died halfway through after the update. I'm not saying it's a bad idea. It'd be fun to test. It'd be awesome if the devs simply introduced some room to make custom mutators or game modes so ideas like yours could be tested. However, I will say that I think the spirit in which in most enjoy 2v2 is that weapon control is part of the equation. It can be a lot of fun with the right balance and experienced players.
  3. Interest in an NA CTF Tournament?

    I bet @OJ. is a good attacker and runner.
  4. Interest in an NA CTF Tournament?

    Just a suggestion: How about a draft tournament instead? Less likely that one supergroup will form to rule them all. Four players are chosen as captains. They play a FFA on Fusion (or something) to determine who gets first pick, second, third, and fourth of the other signups.
  5. Forums upgrade

    New forums are dope. Animated like button.
  6. [1.1.2] Disembodied arms in replays

    Occasionally, when watching a replay and switching POV or to editor mode, you will see disembodied arms floating about (which you can see through walls). Simply clicking "detach" does not fix it. The only solution I know to get rid of the arms is to switch back and forth between POVs while the replay is playing and then detach from the disembodied arm's POV. I'm not quite sure the exact circumstances required to reproduce this but it may be related to keyframes being added in Editing mode while still attached to a player.
  7. Reflex Monthly Cups

    Awesome! Good luck to all competitors!
  8. Would you like the game to be like that?

    If only someone would take the initiative and get those maps uploaded to the workshop...
  9. Would you like the game to be like that?

    Add Competitive Race and I'm sold. Some additional thoughts: Have a "PLAY NOW" option where it puts you into any casual game w/ players regardless of mode. Always keep 1 server active in various regions with active bots so newbs can always find a game instantly. An option at the top for "MAP EDITOR" or something like that which will jump you straight into an map in editor mode. "Change Map" window includes a drop down option for "My Workshop" (queries only items in your workshop
  10. [race] rr_smile3

  11. Replay Editor Guide

    That's the only way I know how to do it as well, actually. Exporting always resets re_speed to 1. Maybe @entik or @Qualx have some insights here? It'd be nice if there were a re_set_speed command. Would take care of the efficiency issue as well as enable some fancy time manipulations without needing a video editor for that.
  12. 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?
  13. I agree w/ above but I also would like to point out one of the side effects of air control. If you compare it to crouchsliding (which is similar), the major difference is that being in the air and bunnyhopping makes you more vulnerable. It's a balance between risk and reward. You can move faster but you also risk getting pushed by knockback or popped up by a well placed explosive. Another thought about strafe jumping in general is that I think it is, at its essence, about another, deeper and more nuanced level of control over your player. It's not necessarily always about going as fast as possible (although that is fun) but sometimes it's about going the right speed. In duels, you may want to be going a certain pace to get somewhere in time for something but not so fast that it becomes dangerous and foolhardy. In race, the most efficient route may not always be the one that goes at maximum possible speed. In other words, it's the power to control how fast you move.
  14. Strafe Theory

    Ages ago injx wrote an article called "Strafing Theory" which is an explanation of how strafe jumping works. It takes some time/effort to read through but it is worthwhile! Thanks to @salakalastaja for digging up this link. Here's @salakalastaja demonstrating some of the types of strafing possible in Reflex Arena!