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Found 123 results

  1. waspcake

    Duel map - wspck1 [updated]

    Reflex files: http://reflexfiles.com/file/104 My first attempt at making a map. It's small and fast paced. It has good flow. I have playtested it and it seems to play well, though I haven't been able to play a more competitive duel on it yet. I'm not brilliant at movement, but I made a little overview and trick jumps video: http://youtu.be/Vbgc3jiaNAY (how do I embed?) There's some light bleeding from the teleporters and my lighting isn't the best, but I was more concerned with the layout and gameplay. Edit: Updated mega room. Edit: Tightened up a bit; general improvements (video is out of date); some ideas from poub.
  2. tehace

    thcdm12 - Absinthe

    Thanks to Kovak/HAL/entik (in no particular order) I've tried to avoid corridors, keep things simple and make a map that is relatively small. YA room have already been reworked according to some issues that rose during limited testing, hell HAL even jumped in and shoot at walls he didnt liked here is what came out of this: map page - http://thc333.com/reflex/#thirteenth direct screens - http://thc333.com/reflex/thcdm12/index.html WIP VERSIONS: thc333.com/reflex/thcdm12c.zip removed some walls, added ledges. thc333.com/reflex/thcdm12d.zip I've just thrown some ideas in this one, needs testing. Added RA portal + connection, extended GA ledge in YA room. Weakened the ledge above the MH.
  3. tehace

    thcdm11 - Monolith

    map page - http://thc333.com/reflex/#twelfth direct screens - http://thc333.com/reflex/thcdm11/index.html Dedicated to HAL to whom all maps were too big, stairs looks like piano so maybe he can play. zero lights were used ;p
  4. map page - http://thc333.com/reflex/#eleventh direct screens - http://thc333.com/reflex/thcdm10/index.html I decided to get rid of textures that doesnt work and after original topic steering to some drama I decide I'll just repost it I think it could be justifiable since I redone the whole map with proper nolight and default dev*.materials texturing +also included some of the early suggestions. It took a while to redone it since i had to make use of all the brushes I ended up making for the textures, guess it turned out well in the end. I'll repost some valuable posts from the previous topic. Thanks, I have reworked the MH room quite a bit though it was too cluttered earlier I've sent it to Kovak as you suggested and he said he might have a look at it so thanks for bringing that up. I have cut the top level connection in a form of a corridor that lead to RA this way you can still get it if you made that ceeling/triple/quad whatever you wanna call it jump from MH but you have to go through GL ledge therefore being totally exposed, the other way to get it is by doing the celling jump to the ledge where the shotgun is and than stairs jump again over the center area to the teleport that leads to the upper level. Thanks for the suggestion I think that was an actual improvement. Not sure if the second level corridor should be clososed though, or that area where the shotgun is... I can make the adjustements and just see how it plays in case anybody would like to schedule a testing session. I think I made some improvements you might want to try it out with the default look and on normal ping. than you might like what came out of all those brushes I had while doing the textures ;p item placement is kind of locked due to the layout, it could be reworked but needs a proper testing.
  5. tehace

    thcdm4 - Acidic Nature

    Map page - http://thc333.com/reflex/#sixth Screens directly - http://thc333.com/reflex/thcdm4/index.html The quest for compact duel map like cpm3 continues. This time I feel like the scale is there (dm2/3 being too big imo). I worked on dm4 for like 2 days and have a great idea but it turned out to be completely enormous map for a duel... therefore I scraped it and quickly put together very messy version of this map with very basic blocks (most of the time not even connected properly) and after getting the feeling and scale I polished them out. From very limited time I had on it playing with friends (more playtest to follow) it felt pretty good. Would love to hear your feelings about the gameplay & aesthetics. I wonder how much health is advised to be on a small map like this? AEon suggestion to made the stairs stripes turned out great Im still struggling with light leaks. How does that works exactly I have several instanced where I had some weird light just popping out of nowhere in the middle of the wall once i put another object next to it (they didnt have any textured sides exposed to outside light nor they were overlaping... Map on reflexfiles - http://reflexfiles.com/file/34
  6. tehace

    mapmakers rant

    Map page - http://thc333.com/reflex/#eleventh Direct screens - http://thc333.com/reflex/thcdm10/ This one turned out to be much darker than the previous one with kind of warn-out style, no eye-shooting colours this time. It is probably the closest attempt for a compact map so far. Some triple/stairs jumps but one notable is the MH celling jump that if connected with the ledge where YA is will boost you to the 50HP bubble (or that level in general), the rest you'll figure out if played enough Map comes with a brand new UNSUPPORTED TEXTURES SIGN so people dont bother devs about AA and other stuff that might occur broken also keep in mind Im using some great but rather old textures resized in some cases so the quality might be debatable. I messed up with the texturing quite a bit so it become a bore to manage them at a later stage so there are two things I have noticed You'll get missing textures because some unseen surfaces are still textured with some textures that have different location I just couldn't bother to clean them up ;p I used zero nolight and have barely any leaks.
  7. tehace

    thcdm7 - waterception

    It does exists! map page - http://thc333.com/reflex/#eight direct screens - http://thc333.com/reflex/thcdm7/index.html
  8. ###### [map: dp2] ##################################################################################### download (last update 12/20/2014) Or http://reflexfiles.com/file/77 mapname: wired cube [dp2] gametype: duel description: advanced fast gameplay credits and thanks to: xzy, mazu, eldrek owner: def Up on follwing servers: Reliant Reflex Rental Robots [DE] / freeman dedicated servers IP #1: 148.251.131.149:25787 IP #2: 148.251.131.149:25788 [NYC] xerosawyer.com [GER] fpsports.eu:25787 octalzeroes.com:9999 PS: feedback is appreciated! :-)
  9. tehace

    thcdm6 - deathmorning

    deathmorning fraggers map page - http://thc333.com/reflex/#seventh direct screens - thc333.com/reflex/thcdm6
  10. tehace

    thcdm8 - her highness

    map page - http://thc333.com/reflex/#nineth screens - http://thc333.com/reflex/thcdm8/index.html Im running out of colours ;0
  11. theENiGMAman

    TechForge

    version 1.0 Been playing around in the editor for the past couple of days and finally solidified a concept - birthing 'TechForge'.TechForge is the first map I've madefor Reflex (took about 2 days to complete) so there may be a few bits sub par - You can give me feedback which is always greatly appreciated!! The map is still under development so item placements may change based on feedback and further play-testing, and possibly some structural additions and/or adjustments may be made. You can download the map here at ReflexFiles.com. Credit to F14m3z for helping me Dev the map!
  12. arkore

    [MAP] Arena X

    Classic rocket arena map, Arena X. Download & Screenshots: http://reflexfiles.com/file/76 Instructions: map kra1 callvote mode a1v1
  13. Mazu

    mazutourney1 - Burnace

    Here is my first 1v1 map for Reflex based on rather crazy concept and I have no idea whatsoever if this will work decently. Seem to have some issues about gameplay but can't think of any easy solutions to fix it. Single atrium, but fairly large and open. RA is some kind of hub on lowest floor connected to upper floors with jump pads. Currently lightmap is what it is, dark and ugly(at least this map should have proper nolight work on it). LATEST MAP: https://dl.dropboxusercontent.com/u/3240726/reflex/maps/mazutourney1_b2.zip || http://reflexfiles.com/file/30 (extract directly to reflex root, contains map, probe, light) MAP INFO: SCREENS(b1): VIDEO(b1): CHANGELOG: Funstuff:
  14. ch1LLmA

    h2amphi - By Ch1LLmA

    Here it is, the first map i'v ever made called "h2amphi" It's a simple "amphi" map with (1) Megahealth, (4) 25HP's, (8) 5HP's. 2 spawns with both containing a rocket launcher and a grenade launcher. Please be kind and frag as hard as you can and tell me your opinions here or by private messages. 2 download links: http://reflexfiles.com/file/59 https://www.dropbox.com/s/t6akf0uwjhd26ra/h2amphi.rar?dl=0 A few screenshots: http://imgur.com/VFpm7EI.jpg http://imgur.com/CxHnddJ.jpg http://imgur.com/VZ2iBWW.jpg ( Could not get the embedding work for some reason. Doing it wrong? )
  15. Bjarke

    bdm1 - by Bjarke

    Mantra - bdm1 Alpha 1 A small duel map, with a circular layout. Mantra is designed for competitive play, and offers a lot of fun for new and old players. Download: Alpha 1 (5.83mb) Dropbox Mediafire Feedback: Item layout Clipping Lighting Duel compatibility Map layout Thank you and have fun! - Bjarke
  16. tehace

    thcdm5 - electrodynamics

    map page - http://thc333.com/reflex/#sixth direct screens - http://thc333.com/reflex/thcdm5/index.html so it turned out quad materials can have variety of uses ;0 lets have something to play over the weekend HF
  17. arkore

    [MAP] Hydro

    Hadn't had a chance to post this on the forums yet. So, here it is: Download & Screenshots: http://reflexfiles.com/file/28
  18. tehace

    thcdm3 - foundry 1v1

    map page - http://thc333.com/reflex/#fourth Screenshots - http://thc333.com/reflex/thcdm3/ Map (zip) - thc333.com/reflex/thcdm3/source/thcdm3.zip no poinit in putting *.map since I would have to provide separate links for lightmap The map features rather standard items 1MH 1RA 2YA the debatable addition are 2GA as you will most likely dmg yourself to deny YA its rather pointless to down yourself to the point to take the GA therefore those 2 are almost guaranteed to be up for the player without the control and they're the only armours available on 2nd level. What do you think about such setup? There are also around 100H in each room, as the map is basically 2 rooms with a hard connection in the middle and two soft connections in the form of corridors on both sides (but they're not just straight lines). Generally speaking there are 2 levels but there is a bit of 3rd that additionally connects some points, key weapons are located there (RG, LG, plazma) but they're limited and you cant just run circles on 3rd level. There are some jumppads here and there, no teleports, the middle pilars have bouncy hops around them so they allow you to get to the higher level easily, some tripe jumps are possible. Looking forward to hearing your thoughts on this one.
  19. Benroads

    cpm22b - A touchup

    Due to some fairly serious boredom and far too much free time I did a fairly large cleanup on cpm22a Here is a somewhat general "changelog" CPM22a-CPM22b CHANGELOG: -Removed brushes outside of the map -Cleaned up brushwork under the RA stairs -retextured most colored trim -resized and make teleport triggers flush -removed brushes at teleport exits -removed brushes under spawn locations -removed and resized brushes near the upper area near jumppad -added angled brushes near the jail bars -added trim to most of the map -redid teles to mimic q3 cpm22 -added semi arc things near lower RL -added semi arc thing near YA -added semi arc thing near RG -adjusted semi arc thing near upper jumppad -adjusted wall near GL teleport to fix alignment issues in the main atrium lower area -nolighted a large part of outside the map -changed trim around teleporter bases -added diagonal brush/trim near lg ammo spawn -rotated lg spawn -added trim around octagon pillar year GA/GL -made clipping cover whole RA platform -nolighted all (most?) outward facing textures -added some clip brushes on the bottom side of RA platform Due to lightmaps being frustrating right now I would avoid building them unless you set your texel size to 100000000000 or something so it'd basically just be a flat gray light on the whole level. I might update this in the future when lighting is more workable but until now I am probably done with this for a bit. I might work on cleaning up cpm3 to be a bit nicer looking at some point as well. I'm undecided about the clipped corner as I believe it makes the RA jump far too easy but people seemed to want to keep it in so I guess it will stay unless people want to see it removed badly. Here are some quick screenshots Download: https://www.dropbox.com/s/8avzx5fic94h2v3/cpm22b.map?dl=0 Thanks to Eldrek for his conversion of cpm22 that can be found here:
  20. prez

    cheesin_dm1_rescale2

    Here's the dropbox for you guys https://www.dropbox.com/s/tsgvja4b15p0hdm/cheesin_dm1_rescale2.rar?dl=0 And some screenshots! I really appreciate feeback. And i can't forget to thank Shpuld for making the map scaling script, It's a huge time saver. You can find it here
  21. MeTzGoRe

    [DUEL] Prison (Beta)

    Prison_Beta (incl. lightmap) It's my first Map, so what do you guys think ? ===================== Install: Unzip to SteamAppscommonReflexbaseinternalmaps Mapdetails: ===================== Weapons: Rocketlauncher = 1 Granadelauncher = 1 Plasmagun = 1 Railgun = 1 Shotgun = 1 ===================== Armor: Red Armor = 1 Yellow Armor = 1 Green Armor = 1 5 Armor = 11 ===================== Health: 100 Health = 1 50 Health = 2 25 Health = 4 5 Health = 14 ===================== Spawnpoints = 7 ToDo: -Balancing (Pickups/Spawnpoints) -Lightning 3rd Floor -Jumpad designs Quick overview and a few jumps: http://youtu.be/KaucUMFwTBk DOWNLOAD: http://reflexfiles.com/file/50
  22. qophyn

    qhdm2 - Lasers 2v2/1v1

    "Jeffery?" "Lasers." *nods* This map (as you can see in the title) is designed for 2v2 or 1v1. It actually started as a cake, but now it's not. Feedback is appreciated. You actually spawn inside the walls behind the targets in the little inlets. There's a teleporter to get out, I got the idea from ultiduo in tf2. I think this could help or hurt a fresh spawn's ability to get their bearings. Thoughts? Download
  23. Tree_

    t_tourney1 - Clean Room

    For my first shot at creating a duel orientated map, I wanted to create something that harked back to multi-leveled CPM classics such as 3a, 22 and 24. Tight corridors and staircases are the theme of the day here and there's an emphasis on fighting over what little health is scattered around the map. Version: Beta 1 Item Overview: 1x Shotgun 1x Rocket Launcher 1x Ion Cannon 1x Bolt Rifle 6x 5 Health 2x 25 Health 1x 100 Health 3x 5 Armour 1x Medium Armour 1x Heavy Armour Screenshots: http://imgur.com/a/pqmqC Download: https://mega.co.nz/#!VVhnjSTY!jDqc_NVIUnb_QY4Ca8lnGSXXUk1cpDBb5nGttIZfBj4 Future Updates: Update the item layout as necessary. Fix lighting. Do something with the roof - The current is only intended as a place holder. Any feedback or comments would be appreciated!
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