Reflex Arena

Reflex Arena

Refinery
6 Comments
Shinebox 19 Mar, 2017 @ 10:07pm 
Pretty rad map, but the overuse of the color green is killing my eyes, especially to line the ledges. I think replacing some of it with orange might be more visually appealing, and can be used to line ledges of a different height
Barls 6 Mar, 2017 @ 2:17pm 
Piles of sand upstairs don't interact with weapon shots, open windows or view portals all over the map don't interact with weapon shots. You probably shouldn't have giant gaping holes covered with full clips as it detracts from combat clarity. When running away from Red armor towards Bouncer near shotgun it seems to want to grab and shunt you straight back up and you have to do a 180 to get out of it, it also seems fiddley to get out of most of the time and probably doesn't add much to combat because of how tight and random it is. I'd suggest lowering the bouncer to the floor and opening up the shaft a bit as it is very much a mole tunnel right now. Fan under red armor appears to be open yet is full clipped which lacks combat clarity. Barbed wire around rocks near the green platform close to shotgun doesn't fit. I'd suggest some beams or something else instead. More clarity and simplicity in general will make this map better. Still far too cluttered imo. Keep it up.
Nounoustar  [author] 5 Mar, 2017 @ 3:27pm 
So I've updated Refinery with small changes here and there and that's better (imho) :
- A larger room (E1),
- Less slime because more platforms (also easier to jump on),
- A bit less meshes, (I've tidy up a bit some rooms too like you've suggested Barley),
- Retinas friendly, (lights emits less bloom, also white material is replaced by light grey material in order to reduce contrasts),
- Other small tweaks.

Thanks for feedback !
Barls 2 Mar, 2017 @ 2:43am 
Falling under 144 fps seems jittery when at other times it runs at 250+... Your art looks nice, but it seems to detract from visibilty on the map in some places. On the first screenshot the platform at top is clean yet the background is full of perhaps too much stuff. On the second it seems to be visually confusing about where you can stand and what your rockets will hit and splash off (pipes) etc.. 3rd screenshot; again it looks cool, but a tad cluttered. And the other areas... They're just often very, very busy and hard to fully comprehend instantly in mid battle... That's my thoughts anyway. But I like it, just needs more clarity overall. :D
Nounoustar  [author] 2 Mar, 2017 @ 1:52am 
Roger that Barley and thank you for your feedback - I'm going to look after these cluttered areas, removing some barrel tremplins, also make it harder to fall in the slime, and make some of the rooms wider. I thought the map was larger before playing with others.
Is it this problematic to not fall under 144 fps ? Do you feel it ?
Barls 2 Mar, 2017 @ 1:19am 
Drops to 148 FPS on 1070GTX FTW at various points in the map; probably too many meshes etc... Looks nice, but far too cluttered many areas. Could be cleaner and have better performance otherwise unlikely people will play it if it runs poorly. Map is also a little confusing, but top first effort.