Reflex Kickstarter - Classic Arena FPS in modern engine. SAVE ARENA SHOOTERS!!

I think the fact the developers are taking a pro cpma players opinion at such an early stage of development shows their intent to remake/emulate quake3/cpma

Yes it's essentially Q3 remade in a new engine with added features, gameplay tweaks, which a lot of people want.

I don't remember him but I didn't really follow dueling/cpma (looking at his history he seems to be a dueler not a team player)
(I do remember a player named voo on 3wave on eu servers but not sure if it was him)

I was in division 1 for quake2 and quake3 (tdm,duel,ctf,3wave,osp,ra3) and was in teams with people who formed dignitas but I moved on around 2005-2006 (was in pcgamer 2001 in feature titled 'best at quake3')

https://www.youtube.com/watch?v=YiX9d_j1Xao

I agree with this, who the player is and how good he was at older games doesn't really influence watching the coverage of a proposed game.

If anything, watching developers play a game they have been working on for months is much more interesting as they have more insight into where their game is going and what their intentions are.

I hope they stop talking about cpma and start making something that is actually new while still keeping features from quake/ut

At the moment they still have assets from quake3 and even quake2 (listen to the sounds in the stream videos)

The game is going to be similar to CPMA, what's wrong with that? They can't please everyone, some people want VQ3, others OSP, others CPMA, this game is leaning towards CPMA because that's what they like. It won't be an exact clone, but it will have a lot of the same mechanics / weapons / movement.

edit: lol nitram100 beat me to linking the Vo0 CPMA video. :P
 
Yes it's essentially Q3 remade in a new engine with added features, gameplay tweaks, which a lot of people want.
The game is going to be similar to CPMA, what's wrong with that?
I think what's wrong is cpma is still playable on quake3, yet it has a small following (can't find any active servers)
seems counter-intuitive to re-create something that already exists (especially when it seems dead)

esr_interview
esr_interview said:
We'll get progressively less like CPM as we continue development
esr_interview said:
Will there be any different weapons compared to the Quake series?
We've got a few new weapons that have never been seen in any Quake game

Reading some of the comments and threads on ESR with regards to this is quite interesting.
A lot of comments pretty much saying what I have said here (that cpma is dead + remaking a existing dead game mod will not change a lot)
Also a lot of people saying about QW and quake2.

I still wish these guys luck with it.

I'm sure someone will create a new arena game like quake/unreal tournament without ripping the previous games off and make it successful.
 
I think what's wrong is cpma is still playable on quake3, yet it has a small following (can't find any active servers)
seems counter-intuitive to re-create something that already exists (especially when it seems dead)

Depends on why it is dead - if its a smaller known mod for a game where people have mostly moved on (to quake live) then releasing it as its own stand alone thing with the right advertising, support and ease of access could work.
 
Config for anyone interested.

unbindall

name Feyla

// General and Movement binds

bind mouse1 +attack
bind mouse2 +jump
bind w +forward
bind s +back
bind a +left
bind d +right
bind m cl_replaymarker
bind o re_speed 0
bind p re_speed 1
bind , re_prev_keyframe
bind . re_next_keyframe
bind [ re_prev_frame
bind ] re_next_frame
bind tab +showscores
bind 0 toggleeditor

// Weapon binds

bind 1 weapon 1 //axe (melee)
bind 2 weapon 2 //burstgun
bind e weapon 3 //shotgun
bind v weapon 4 //grenade launcher
bind c weapon 5 //plasma gun
bind q weapon 6 //rocket launcher
bind f weapon 7 //lightning gun
bind r weapon 8 //railgun
bind x weapon 9 //stake gun

// Mouse and sound settings

m_invert 0
m_speed 6 //mouse sensitivity
s_volume 0.2600000 //sound volume

// Basic video settings

r_resolution 2560 1440
r_refreshrate 110 //insert your monitor refresh rate (60hz,120hz,144hz or different)
com_maxfps 0 //set the maximum frames per second
r_fov 104//set your field of fiew
r_vsync 0

// Information feedback

r_stats 0 //statistics
r_showfps 1 //show fps ingame
r_profiler 0 //show analytics
cl_show_profiler 0 //analytics

// Low quality settings

cl_corpse_time 0.000000
cl_gibs_expire_time 1.000000
cl_gibs_maxcount 1
r_bloom 0
r_dynamic_lights 0
r_dynamic_shadows 0
r_fullscreen 1
r_fxaa 0
com_maxfps 150

// Gameplay settings

cl_show_keys 0 //shows the keys you are pressing
cl_player_outline_colour_friendly 4 //change the outline colour for friendly models
cl_player_outline_colour_enemy 1 //change the outline colour for enemy models
cl_weapon_offset_z -10 // Hide weapon model
cl_show_gun 0 // Hide weapon model (again)
cl_player_outline_colour_friendly 4 // outline colour for teammates
cl_player_outline_colour_enemy 1 // outline colour for enemies

Put this in game.cfg file in the Reflex directory and edit to suit you.

Back the file up as it gets reset to default when the game updates.
 
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