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F14m3z

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About F14m3z

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  1. F14m3z

    Official 2v2 TDM Mapping Competition

    http://steamcommunity.com/sharedfiles/filedetails/?id=670721026
  2. F14m3z

    Bastion

  3. F14m3z

    Bastion

    Bastion features two green armours, one yellow, one red and a mega health. All weapons are included and there is a total of 150 health in the form of four medium healths and one large health scattered throughout the map. Ammo packs can be found in various locations allowing you to keep your weapons topped up at all times. No lava can be found within the map, instead shallow pools of water provide audio cues and serve as traps during play. Finally the maps tri-atrium world spawn exhibits an accessible design that accommodates new players whilst providing a hidden layer of advanced tech for veterans to enjoy. Play-testing and feedback is greatly appreciated, let the fragging begin! http://steamcommunity.com/sharedfiles/filedetails/?id=670721026
  4. F14m3z

    Aerowalk v2.01

    Interesting.
  5. F14m3z

    Aerowalk v2.01

    This is very nice however the map would make more sense with the GA and YA returned to the intended positions.
  6. F14m3z

    [dp5] furnace

    What?
  7. F14m3z

    [dp5] furnace

    This is what I have observed.
  8. F14m3z

    f14p2 (v1.8)

    Version 1.7 released. (http://reflexfiles.com/file/436)
  9. F14m3z

    prdm3-Ruin

  10. F14m3z

    prdm3-Ruin

    Your right I can see how the major items work after further examination, as I said it was just an initial reaction and not something I spent allot of time studying. The walls that you can get stuck on in several places make it feel unpolished to me. What I was told visually by the rock effects was that there is a wall here so logically I assumed it could be wall strafed. That was not the case. Obviously I did not communicate my experience very clearly as I never said it was trash. I was only playing for testing purposes and was in no way invested in the result of the match, my disappointment was due to discrepancy between the visual effects and the actual worldspawn along side the unorthodox weapon placement.
  11. F14m3z

    prdm3-Ruin

    The way the layout is working right now splits the map into an YA + RA side and YA + MH. What we are seeing as a result are two evenly stacked players after the first spawn both with easy access to RL. Beyond that point the player who wins control will run YA + RA with the down player possibly taking a single YA. Then the in control player with the frag lead will return to RA ensuring they do not give it away granting the down player an opportunity to secure the MH at this time if they where able to avoid fighting after respawning. If the map is design in this way intentionally to make it easy to control and hard to recover from the down position then it is a success especially considering how much more punishing some maps are. However I would still speculate that the weapon placements could be significantly improved. Decisions like having an RL in RA room or a BR close to RA and on the highest level of the map are typically avoided for obvious reasons. I apologise for my hasty analysis, I am not dismissing the map I simply wan't to understand so that we can continue to improve Reflex's map pool collectively. I still think this map is amongst the top 5 most balanced original Reflex maps and I would like to thank promEUs for this excellent contribution.
  12. F14m3z

    prdm3-Ruin

    My reaction to prdm3.
  13. F14m3z

    f14p2 (v1.8)

    Version 1.5 released. (http://reflexfiles.com/file/436)
  14. F14m3z

    f14p2 (v1.8)

    Version 1.4 released. (http://reflexfiles.com/file/436)
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