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  1. ###CHANGES### as of 6/27/15 4:03 AM to the map; - increased height of both tp1 target and it's ledge by 16 units to allow a strafe jump to ledge in fang2 (was already in fang) - moved a spawn in fang2 by 16 units as it was hanging off a ledge - made upper ledge in fang2 higher by, drumroll, 16 units to forum/package pages; -separated fang and fang2 into their own packages (the treatment they deserved) -new screenshots for both the forum and their individual pages I wanted a small and fast paced duel map, and hopefully that is what you can expect. There are two variations of this map, one which is very small (the original), and another which is slightly more open. Between the two, change is minor, but I wasn't sure which I liked more or which would be more fun to play on so I just went ahead and kept both. Fang http://reflexfiles.com/file/336 Fang2 http://reflexfiles.com/file/337 There are several notable features of this series of maps, the most major of which is a lack of both red armor and mega health. Only four weapons are present on the map; the rocket launcher, ion cannon, grenade launcher, and shotgun. And of course, the iconic slopes which look like a Fang™. Feel free to edit the map and post your creation here.
  2. nyro


    http://reflexfiles.com/file/211 Finished my 2nd map! It's a fast paced duel map and the design of it was heavily influenced by Toxicity. I really like that map so I wanted to make something similar. Let me know what you guys think. // Armor - Red Armor - Yellow Armor (x2) - Armor Shard (x6) // Health - Mega Health - 50 Health - 25 Health (x3) - 5 Health (x6) // Weapons - Shotgun - Grenade Launcher - Chain Gun - Rocket Launcher (x2) - Ion Cannon - Bolt Rifle // Revision 6 - Recompiled lightmaps for latest version of Reflex. // Revision 5 - Revised YA and MH pipe double-jumps so that their cosmetic and collision are more consistent with the other pipe double-jumps in the map. - Added and tweaked various details. // Revision 4 - Fixed pipe collision in RA room again(No more invisible platforms). - Moved Bolt Rifle back to top of RA room. - Moved Grenade Launcher to bottom of YA room, near the teleporter. - Moved Ion Cannon to back of MH(Old GL location.) - Moved YA Rocket Launcher to bottom of RA room. - Moved Chain Gun to the back pathway between YA/RA rooms, near the 50 Health. - Added 5 Health (x3) to center top. - Added 5 Health (x3) to RA pillar. - Removed the 25 Health from RA pillar. - Added a Reflection Probe(finally). - Added and tweaked various details. // Revision 3 - Added end round camera. // Revision 2 - Fixed buggy collision caused by a diagonal pipe in RA room. - Fixed a light leak. - Moved Armor Shard (x3) from Center Top to Center Bottom. - Moved Armor Shard (x3) from RA Pillar to staircase leading from RA room to Center Top. - Moved 25 Health from YA room to hallway behind MH. - Moved 25 Health from MH Grates to RA Pillar. - Moved 50 Health from RA top to the window near by. - Swapped Ion Cannon and Bolt Rifle spawn points. - Adjusted various spawn points to face at 45 degree angles. - Renamed the .map from lt_tephra to tephra.
  3. Lowrater

    Matrix Lobby as rocketarena?

    Hi there! I was wondering if Matrix lobby would be a interesting place to do 1 v 1? Incase of "No", i was thinking of making the whole building to jump around in. I guess that would be confusing with 29 floors. No worries.. 29 floors would be insane. Download at: http://reflexfiles.com/file/316 watch live: twitch.tv/TheEarlyAccess What do you think? Intel: 2 x shotguns 2 x blastguns 1 x rocketlauncher 4 x heal 10-20 4 x shield 10-20
  4. Mazu

    mazutourney2 - Dacapoda

    So I tried chronokun's converter and it worked amazing, thank you! So I recreated my older map hcmhxn8 for reflex with few alterations and probably going to change it a lot more if I get some ideas. Feedback and suggestions are welcome. Credits: Impulse(balance and good suggestions) Map & Screenshots: http://reflexfiles.com/file/63 Map Legacy version: soon. (you know my soons, see you in 2 years) Map info: Video: (thanks Tehace) Changelog: This map is being used in Def's tournament.
  5. memphis

    Winehouse - DM arena

    Happy to bring a map aiming first time players and also high skill games due to the item distribution and possible jumps. Fun plays guaranteed. + LIGHTMAP FIXED!!! + added two different files for ffa and 1v1, one area is closed when 1v1 and opened when ffa. Props to xzy for the help pimping the map and fixing other things. Cheers. hf!
  6. Lowrater


    Hi everyone! So here is a 1v1 map i made. Last updated: 12-06-2015 Pickups: 2 x shotgun 2 x blastgun 2 x health 10-20+ 4 x shield 2 x 100 shield 1 x DD 4 x portals (2 sites) I hope you like it. Please reply and leave comments so i can get better. Download here: http://reflexfiles.com/file/309 Twitch: http://www.twitch.tv/theearlyaccess Thanks alot! ​ ​​
  7. Xytaglyph

    xy1 - Coterminous

    Xy1 - Coterminus REFLEX FILES 1v1 Map By: Xytaglyph This is an original map concept that I created on a whim, Its a open and vertical map that has a playstyle that I feel is unique and interesting. Change log: Update for 10 June 2015 Added some cosmetic changesChanged day to night (might be too dark? will have to see)Moved LG to above MHAdded platform below High plat above MHMoved GA to that platformMoved RA tele to come out above the Green central teleporterAdded a partial wall near RA to allow harass between the roomsVersion: somethingidk Uploaded: 9am PST 7 June 2015 tweaked balance and distribution of weapons a bit,reduced total amount of health and armor in the center roomMoved GAChanged MH teleporterChanged RA teleporterAdded RA stairs and reduced pit depthlowered Plasma to ground levelAdded cover above Plasmaremoved JP from below Bolt rifle More Screenshots:
  8. If you leave the editor mode you get into the player pool, and thus we managed to play a 3-man round in 1v1 mode...
  9. NEWS NEWS READ ALL ABOUT IT! ---------------------------------------------------------------------------------------- Looking for CASTERS ( mtarget calling for you ;] ) Looking for STREAM ( PHGP calling for you! ) Looking for an extra 1 or 2 ADMINS ( PLEASE! ) PM ME ON #PHGP OR REPLY HERE With Sanetopia Cup finishing off this past weekend I am looking to start another tournament for NA 1v1, but don't worry there is no rush. I am looking to start sign ups in about 3 weeks, some where around end of May or the beginning of June. The tournament will most likely start middle or end of June. You will have enough time to practice all the maps and get in shape for another exciting NA CUP! Trying to make a beautiful name this time, not sanetopia 2! hmmmm maybe.... Anyway I am looking to start it off with seeing what 5 maps will be chosen by the community to put into the tournament. The 5 maps that will have the highest votes by May 29th will be chosen for the tournament! I will be making this a POLL thread and also if you have any requests or advice for this tournament this will be the time to do so. LETS GET EVERYTHING SET FOR MAY 29th!! THAT'S WHEN THE SIGN UPS WILL BEGIN AND THE TOURNAMENT SHOULD START MID/LATE JUNE!! gogogo!
  10. ###### [map: dp1] ##################################################################################### download (last update 12/04/2014) Or http://reflexfiles.com/file/8 mapname: prodigy [dp1] gametype: duel description: advanced fast gameplay credits and thanks to: WTFProoF, xzy, seekax, danskq owner: def Up on follwing servers: Reliant Reflex Rental Robots [DE] / freeman dedicated servers IP #1: IP #2: [CHI] Reflex - dustin [CHI] DUEL #1 - dustin [CHI] DUEL #2 - dustin [NYC] xerosawyer.com [GER] fpsports.eu:25787 old version (update 11/24/2014) is included in build 28.4, maybe new one will be in 29 ###### [map: dp1a] #################################################################################### download (last update 12/20/2014) Or http://reflexfiles.com/file/80 mapname: prodigy [dp1a] gametype: duel description: modified version of dp1 by eldrek for different gameplay mechanics credits and thanks to: eldrek owner: def Up on follwing servers: octalzeroes.com:9999 [NYC] xerosawyer.com [GER] fpsports.eu:25787 showing the possibilities of movement in dp1 [done by seekax] http://youtu.be/RaymrZzptz4 PS: feedback or videos of duels are appreciated! :-)
  11. 1v1 dm arena for new players, easy moves and 2 yellow armors with 1 mega. All weapons but stake gun. textured by xzy, big thanks. http://reflexfiles.com/file/268
  12. VOD's Final set of Best of 5 GRAND FINALS LINK IS HERE! THANK YOU TEHACE for uploading Update May 10th, 2015 The Sanetopia Cup is COMPLETE! I first want to thank everyone that competed in the tournament and I have to say the games were epic! Thank you the community for donating and supporting us through this cup. I want to thank mtarget for the casting same with PHGP crew for providing us with the stream, and thank you Klyph0rd for helping out with the casting as well. I am probably missing some names but know that I am grateful! With that being said the games were EPIC and the finals is a MUST see! Not just because I was in it, but because we had to play 2 best of 5's and they were all SO $$$$ haha Results: 1st) Sane - $300 2nd) Gls - $150 3rd) Grape - $50 Headset Winner - Klyph0rd Brackets: HERE The VOD's will be posted most likely tomorrow after PHGP crew handles the clipping and can't wait to see it!! THANK YOU --------------------------------------------------------------------------------------------------------------------------------------------------------------- ESR post: HERE PHGP News + VOD's + Winners of reflex copies: HERE UPDATE! 5/3/2015 It was a very fun first day and we had many good games. Thank you for all the people that showed up and hopefully we finish this tournament off right! All players can play matches during the week if both players agree! The stream+casting+ALL of the remaining games will be played May 10th. Players can play their matches during the week if both players agree! (May 4th-May 10th) DEADLINE Date: Sunday May 10th 4pm PST / 7 EST again. (ALL REMAINING GAMES MUST BE STARTED LATEST THIS TIME!) I am looking to complete the tournament May 10th, and have the finals streamed+casted as well. So if Mtarget is willing to give us another day that would be amazing, let us know MTARGET & hopefully PHGP will give us some streaming again. Thank you so much. Also some VOD's from PHGP_HOLI thanks! http://www.twitch.tv..._tv/b/655846035 http://www.twitch.tv..._tv/b/655910375 http://www.twitch.tv..._tv/b/655924905 UPDATE! 5/1/2015 So the brackets are finally COMPLETE and this is who you will be playing, there will no longer be moving of brackets so get in contact with your opponent I created a steam group account so people can join in and find opponents if they are not using mirc, once again you can schedule matches @ #thecommission & #reflex @ quakenet.org or join my steam group which will be provided with a link below! The matches will commence May 3rd, 2015 ! The latest you can start your games is 4pm PST / 7pm EST, if you want to start earlier in the day you defiantly can! Please take screenshots of end results and post scores, you must login to you challonge account to submit scores/screenshots. Also Lonezilla & myself will be the admins to help you through anything so give us a message any time needs once again on irc or steam. Brackets: http://challonge.com/NAsanetopia Stream: http://www.twitch.tv/phgp_tv IRC Channels: #thecommission & #reflex @ Quakenet.org https://webchat.quakenet.org - if you do not have mirc client. Steam Group: http://steamcommunity.com/groups/NAsanetopia Steam Account: http://steamcommunity.com/id/iamsane (sane) Steam Account: http://steamcommunity.com/id/LoNeZiLLa (lonezilla) Tournament Schedule: Games start Sunday May 3rd, LATEST start time = 4pm Pacific Standard Time, 7pm Eastern. (games can be played earlier than 4pm if agreed by both players) Round 1, 2, and 3 for both winner brackets and loser brackets MUST be completed! *If players want to play round 4 matches they are allowed to on May 3rd as well, but players will not be punished if they deny to play round 4 on May 3rd* Remaining rounds of tournament will be played Sunday May 10th including Semis,finals etc. *if players agree to play rounds 4+ during the week before may 10th that is also fine if both agree* Scheduling can be lenient but Sunday May 3rd first 3 rounds are MANDATORY to be finished the day of. If you have any questions or any suggestions please reply in forum or -------------------------------------------------------------------------------------------------------------------------------------------------------------- ******** Big thanks for all the people that donated!! I really appreciate it, hope you enjoy the tournament. I love you all!! ******** TOTAL: $500 !!!! THANK YOU SO MUCH EVERYONE THAT DONATED YOU ARE THE BEST!! 1) Slowdive (PROUD SUPPORTER OF SLOWDIVE hah) - $20.51 2) AZK (THE CS KILLA) - $20 3) Gangland (LA LOVE) - $0.02 (epic) 4) Linden from the Swiftnode.net crew! - $40 5) Capo (THANK YOU SIR) - $10 6) Thump4 (ARCH RIVAL ;] haha)- $11.11 7) NEWBORN (THE KING) & Turbo Pixel Studios - $100 AUD ( $76.68 USD ) 8) MacOSXUserWhoCannotPlayReflexCauseWindowsSucks (Old qw buddy aka SANES #1 FAN) love from QW! - $20 9) GLS (the commission LOVE) - $21.68 10) Ben (GLS's right hand man) - $100 11) Sane (#thecommission aka the COMMISSIONER) - $180 THANK YOU NEWBORN & TURBO PIXEL STUDIOS MAD LOVE!! shout out to SWIFTNODE servers currently hosting PHGP Reflex servers which run great!! Donations go to this Paypal: agsaneman@gmail.com ***************************************************************************** Also thank you PHGP.tv for the hype and hopefully the streaming! http://phgp.tv/news/na-cup-sanetopia/ The NA Sanetopia tournament has BEGUN! Starting Sunday May 3rd, 2015 4:00pm PST / 7:00pm EST join up! * ENOUGH TIME TO PRAC MAPS * MAP POOL: CPM22 / DP4 / DP5 / THCT2 / CPM3 (blame GLS, sorry tehace) CASTING: Jehar (Confirmed) - Mtarget (Confirmed) - PHGP_Zev (Semi Confirmed) - Gangland (If needed) - THANK YOU VERY MUCH GUYS STREAM: phgp.tv OR tstv - THANK YOU phgp crew and Jehar PRIZE POOL: $500 total prize pool! 1st - $300 2nd - $150 3rd - $50 Also for lesser skilled players who won't reach top3, a random "lotto" type pool to win misc. prizes!! (LOTTO PRIZE REVEALED BELOW ARE IMAGES!!!) Pictures: http://www.reflexfps.net/forums/uploads/monthly_04_2015/post-1486-0-12442100-1429861172.jpg With all the recent HYPE about the epic Ion Cannon and the epic Timers, I think we should test out the new game play in a competitive way and see how it all plays out, maybe we can settle all the arguments of game play changes with the tournament being streamed and all. See the differences between old style game play with the new! Hoping to see people actually join up and participate. If we can have someone stream/commentate games that would be perfect and also help manage/admin tournament give me a message on irc or just talk to me here. Also if anyone is willing to help out with MORE cash prizes you are more than welcome, but regardless lets have fun! ----- All the information about tournament rules etc... is in full description at this link! http://challonge.com/NAsanetopia and sign up page: http://challonge.com/tournaments/signup/PfALAuyQDt
  13. Converted and did a bit of reworking on another one of my favorite CPM maps. Trying to focus on changing the maps balance to work better in Reflex but with a lot of gameplay elements currently missing although planned this is somewhat difficult since everything is basically theory-crafting at this point. Hopefully people will enjoy the map enough to play a few matches and let me know how my changes helped/hurt the map from a gameplay perspective but enough of me rambling here's the change-log, some screenshots, and of course a download link. Initial release (2/4/15) / Changes from CPM version -Fully trimmed map -Changed stairs to be 8x16 instead of 16x32 -Added ramp to jump to second floor near lower YA -Added light on ceiling next to ramp at lower ya -Changed trim near 50 health bubble to go into the wall instead of leaving a small gap for lava -Reduced the height on a lot of the light brushes from 16->8u -Removed detail brushes near lower YA -Removed detail brush near exit of MH teleport -Modified/removed some brushes on the top level to allow the trim to allign properly -Removed a few brushes near upper YA that did not have any visable faces -Removed brushes that extended out from the wall in the upper YA hallway near jumppad -Reworked the stairs going in and out of the lava room to not have a 16u gap for lava between the ground and the stairs -Reworked detail brushes in lower RL hallway to prevent players falling into small lava pockets also added a few clipping brushes on either side -Rotated teleport exit for RA room to be facing more towards RA -Resized area near LG hallway to make it a bit more roomy -Removed 2x 5hp bubble near lower YA -Added trim edge on the wall detail near lower RL -Adding clip brushes around most lights to prevent catches when rocketjumping -Moved lights near GL around a bit to allow clipping to work properly -Added lots of pointlight to brighten dark areas up -Moved Brush over near upper YA to allow quick dropdowns to 2x 25 health -Moved spawn right next to MH to the little PG hallway/teleport (not sure if this wil be good or not) -Added spawn on upper level near YA dropdown (not sure if this wil be good or not) -Redid corner trim near MH hallway -Added reflex logo decal over RA teleport -Added some trim brushes in the room between lower RA and RA -Redid some of the detail in RA room so there are two full details instead of 1.5ish -Moved the wall details 8u towards the center on both sides to fix a lighting bug -Added a light effect/clip brush under the MH tele exit to allow for a trickjump across to area above RA -Added a light effect/clip brush near the jump pad to allow a trickjump to shards from main bridge -Added wall trim near the jump pad area -Redid brushes for stair trim to work with new wall trim better -Redid both teleporters to look a bit nicer -Redid the lava brush in the main atrium to fix a visual bug -Redid lava in RA room to fix a visual bug -Added game end camera in main atrium Reflexfiles download: http://reflexfiles.com/file/145 Here is a somewhat sloppy video of me doing the trickjumps that I have added:
  14. trevize1138

    sventourney5 - The Shark Tank

    Another remake of work I'd already done in Q2. The original map never really got released, though. This features laser platforms you can stand on but shoot through. Death from below! http://reflexfiles.com/file/235
  15. Lowrater


    This is my 8, map i've done, that's based on some Unreal spirit. Take a look, and give me a comment. Note: I know i have lighting issues. I find it hard to place it. I don't have the time the next few days to fix it, but it will get done. Please note, that this map is made to be tricky and when thats said, you have to move nicely if you dont wanna get slowed down. Info: 1-v-1 FFA TDM pickups: (will be updated) 1 x all weapons 1 x 100 hp 1 x 50 hp 1 x double dmg 10 x 25 hp 10 x 5 shield others: 2 x portals
  16. map page - http://thc333.com/reflex/#sixth direct screens - http://thc333.com/reflex/thct3/index.html Simple duel map with kind of circular flow, open with lost of connections / cut-outs. If you are able to make stair jumps coming with speed you might like this map even more. Originally the map did not have RG but people whined about it and seeing how RL is the most dominant weapon nowadays anyway I've added it but it might change in the future depends on where we end up being with the balance. Currently zero nolight have been used I'll update the map with it sometime later but thats the reason why LM is that big and I have fair amount of brushes that it going to take a bit for a proper nolight ;0 prototype stage (without RG) more videos incoming, thanks to all the people that helped out testing mazu, cremator, flowie, jjuho, wallen to name a few + all those random peeps that keeps joining and getting their ass kicked on a new map
  17. Mazu

    mazut3 - Rear Entrance

    Here is another conversion of old 1v1 map with several changes. Base is hcmcpm18 which is something like 7 years old map already but I liked it enough to rebuild it for Reflex. Using slightly more simplified naming and reverting other maps to same format later. Actually this map had partially inspired me with mazut1 burnace. Map: Reflexfiles Dropbox Map info: Changelog: Screens: (see reflex files page) Video: soon Feedback, ideas and suggestions are appreciated, thanks!
  18. Another CPM map that I enjoyed a lot but was rarely ever played outside of "Kenya" tournaments, hopefully it will play well and can see a bit more use in Reflex. The color scheme is slightly changed from my normal one to provide better contract in the test builds (0.31.0/1). Removed the quad texture on teleports until I can find a replacement that doesn't look strange. Changelog, screenshots and of course Reflexfiles download link to follow. Reflexfiles download: http://reflexfiles.com/file/177 akumacpm1a->brakm1 CHANGELOG Initial Release (2/26/15) -Removed all weapon_decal/armor_decal brushes created by the converter -Recreated a few brushes not created by the converter -Removed some wall details to continue trim at the upper part of YA room leading to MH -Removed detail brushes on the MH platform -Removed/reworked some detail stuff on the opening above the MH pickup -Removed wall details in RA room -Changed RA teleport to exit where the 25 health was -Redid brushes on upper RA room to fix texture bugs -Redid brushes near GL leading to RG to fix texture issues -Removed wall details on hallways leading from GL to RG -Added trim brushes in SG/YA room next to the lip -Added trim brushes in YA/RG room near stairs -Removed detail brushes from RG alcove -Redid brushes near jumppad to fix texture bugs -Removed a detail brush near the exit of RA room leading towards YA/SG -Redid brushes for the frame of the RA teleport to fix texture bugs -Removed the exit tele in the wall near lower YA -Removed the exit tele in the wall near GL -Redid brushes near SG/YA room light in the corner above stairs -Swapped railgun with rocket launcher in the main atrium -Moved the 25 health that was in the upper part of RA room to the GL ledge -Removed clipping brushes around trim -Removed the trim brushes on the stairs leading to lower RL -Added ramps to replace the removed trim brushes to allow a jump to upper YA -Retextured trims near the start/end of stairs to normal floor color -Removed trim brush near upper YA at end of stairs -Reworked trim on stairs leading to MH room from YA -Removed a trim brush on stairs leading to RA teleport -Redid trim on stairs next to green armor -Removed 2 small brushes on RG pad -Redid the brushes above the jumppad to fix texture issues -Redid a number of brushes on the RA atrium ceiling to fix texture issues -Removed some caulk brushes from outside the map -Redid brushes in main atrium to fix texture bugs -Lowered lower YA platform by 8u to fix not being able to jump there -Removed a few brushes from lower YA platform when adjusting height -Removed brush from under the stairs at lower YA platform -Removed brushes from under stairs at upper YA near RL -Lowered area near lower RL 8u to fix jump issues near RA room -Redid trim on area leading to upper YA from lower YA -Redid the trim on the cieling leaving the RA room towards upper YA -Centered light in RA room entrence from upper YA -Added trim to cieling above 50 health -Added trim to the cieling on the level above the 50 heatlh -Added light prop in RA room to allow a jump to GL -Added light prop in upper YA room to allow a jump to SG
  19. HaraldQuake

    1v1 rules

    Hi guys. Today I played few 1v1s and after a time I was really annoyed. I will explain why... The match started, I got shit spawn, got fragged.. got spawnkilled 4 more times.. then after like 5 minutes rape I was able to get some really nice stack and managed to steal him all the important items. Ok, fair enaugh.. But then.. He just ran away for the whole time.. I was able to frag him 1 or 2 more times but still.. He won the game by running away.. I think this is not fair and so I want to suggest some things: 1. make 1v1 with fraglimit (maybe 15 frags) 2. on each map there should be 2 start-spawns for 1v1. so there are only 2 possible spawns you can spawn at 1v1 start (these need to be placed in a fair way). 3. buff spawnweapon
  20. pulex

    Dark Shrine

    Hello there! This is my second map, done in co-op with sLIKK. We just wanted to have a QW endif like map to play mid-air, so we made a high square tube map, and started to play with ideas, how wud it be the best way to copy the mid-air mod in QW. After some test games we stated that 1v1 mod, with lots of RLs floating with the spawns fits the best. Arena did not work, because you will fall down until the timer counts down, so the thrill of the really first spawn in the air is just lost like that. After another couple of games we discussed to make some clip tubes around the spawns, coz unlike in QW, you can initially dodge the incoming rockets in the air with ease. Recommended sv_timelimit is 3 and of course, you can still play Arena mod to practice other weapons too. Hope you will enjoy! Reflexfiles.com: Darkshrine
  21. pulex


    Hi there everyone! this is my first real attempt for an 1v1 map release. The map is called Powerplant, and it developed from an on the fly project, once called cyanide. My first goal was to make a simple, but bit bigger map than the usual 1v1 maps for reflex nowadays, starting off from that default block which u begin the editor with. I opened up the server, so any1 was able to join, jump around and test the map. Later on, accidentally a player noticed a really nice shadow effect when he was jumping around the map online, so my next aim was experimenting with the lights of reflex. From there on, the map developed thru games and feedbacks, and I tried to do some unique shadow stuff for every major item. While it looks sometimes pretty awesome, if you play the map with high quality gfx, it can cause serious FPS drops, so I recommend you to play the map without dynamic lights and shadows. The visual fancy stuff is all for experimenting, but my main goal still remains, I hope I cud create a 1v1 map which plays nicely. Any kind of feedback and comment is appreciated. Hope you will enjoy, heres the map: Reflexfiles link: Powerplant Some more pictures at my OneDrive: Powerplant images
  22. Map page - http://thc333.com/reflex/#tenth Screens - http://thc333.com/reflex/thcdm9/ If you want to test it out without having to download textures or they dont work for some reason the map is also available on my FR host or look for "[FR]thc333.com/reflex" in the server browser and callvote map thcdm9tx updated the zip with textures that have mipmaps. some trims are fucked up, some leaks but overall the textures worked just fine. http://thc333.com/reflex/thcdm9.jpg im sorry I had to do this map and details coming soon... as a side note HAL was kind enough to bash some of my maps therefore I got some good criticism so I'm going to be updating a lot of the other maps sometime soon. oh and happy new year everyabody :> edit: textures - http://www.mapcore.org/topic/13903-texture-set-pk02-sourcetga-versions/ (thanks majki).
  23. Skull Hunt is a map that never got the attention it deserved in QW. I decided to remake it for Reflex, and I think it turned out quite nicely. The map should be well suited to duel and small FFA. Possibly 2on2? I have uploaded the map on ReflexFiles.
  24. I present to you! Shub-Niggurath's pit! https://www.youtube.com/watch?v=nNkHOCGRxzs Short Trivia: Shub-Niggurath's pit is the final level of Quake. In Quake 1 there would have been two parts - A crypt and the part this map i focused on. Usually Shub-Niggurath herself, would sit in the center of the island surrounded by lava. However in Quake World, and now Reflex. You can challenge that player you love/hate to a deadly duel in the fiery pit of Niggurath. Usually the map is used for Player-Vs-Player. - with Rocket launcher as the main weapon. So Please, go-ahead! Practice your aim, or jump around in a modernized nostalgic experience. It's all up to you. - I think i derserve a like for the effort. Please note: This map plays differently in Reflex, and the scaling isn't perfect. Also all feedback is appreciated. I would also like to address a bug, now that i have the chance: When building an enclosed map (No open areas to the skybox), it seems that the lighting like to sneak into the map anyways. Giving an option to disable the natural lighting, could maybe fix this. Pictures: http://goo.gl/7sqXXS [imgur] Download the map: http://goo.gl/nbBwQr [Mediafire] Changelog: Update: 11th November 2014
  25. Hey there! I made a map based off of the serious sam map called little trouble. It's pretty big and really open. Some screenshots: https://i.imgur.com/1oGuxgt.jpg https://i.imgur.com/KHM4BN5.jpg https://i.imgur.com/vIwPMZ8.jpg https://i.imgur.com/BUqCOdO.jpg https://i.imgur.com/3BH9SdA.jpg https://i.imgur.com/5qaqkOT.jpg It's still an early version, so feedback is more than welcome Download here: http://reflexfiles.com/file/150 EDIT: Updated the map. Made it a bit less open and made movement a bit smoother, as well as adding a few more options for out-of-control play