On the battlefield there is no image of “I”, no concept of “me”. Anyone who wants to know the taste of victory must believe in one thing: there is only "we."
Any attempts to find out the player's nickname will be at random. The necessary information will be revealed at the end of the movie. So enjoy watching ...
Posted by lolograde @ 07:20 CST, 31 January 2020 - iMsg
Can Exercise Improve Video Game Performance? A new study led by neuroscientist Dr. Marc Roig and his research team from the School of Physical & Occupational Therapy at McGill University, found, for the first time, that it can.
Time spent playing video games is often seen as time stolen from physical activities. Research has shown that exercise has many physical and cognitive benefits. But what if exercise could benefit video game performance as well? A new study led by neuroscientist Dr. Marc Roig and his research team from the School of Physical & Occupational Therapy at McGill University, found, for the first time, that it can. The results of this study challenge the preponderant view that video gaming and physical activity are antagonistic activities. The findings were published online in the journal Medicine & Science in Sports & Exercise.
Glitch, a fast and minimal arena first person shooter. Influenced by Quake and Unreal Tournament, Glitch is designed to encapsulate what makes AFPS great, and leave out what doesn't.
Gamemodes include duel, DM, TDM and the new CTB (capture the balls, an evolution of CTF).
The focus is on gameplay and content instead of high fidelity details. Movement is non-linear, with an initial flick-dodge, step jumping (aka double jumping) and speed building via 'glitching'™. Air control is medium-high and autojumping is a thing. Weapons are the "holy trinity" plus a pulse starting weapon, and the ability to combo a rocket with rail. Maps are iconic archetypes of the genre. Hitsounds and hitmarkers on the way. Learn the game with HUD item timers.
Glitch is designed by competitive gamers for constant good games between players of similar experience. So if you've got a friend or two you love to shoot, it's for you. You don't need a thousand concurrent players for a good time.
Posted by lolograde @ 08:00 CDT, 20 March 2019 - iMsg
We're pleased to announce that Reflex Race World Cup 2019 will begin in a couple weeks!
Similar to last year, we will have 8 rounds of never before seen maps (plus an additional "warm up" round prior to round 1). Participants have 1 week to learn and run the maps as quickly as they can and submit their replays to our DropBox for review. On the Sunday following the round's end, we will have a community Twitch stream where we watch all the submitted replays, discuss routes, review the points awarded and leaderboards, and reveal the next round's map. The stream will be hosted by CrazyAl.
Posted by lolograde @ 14:16 CST, 7 March 2019 - iMsg
3D Realms has announced a new retro shooter called WRATH: Aeon of Ruin. The game was developed with the Q1 engine and is also co-developed by KillPixel (a Q1 modder who created "Resurrection"). Here's some info from the WRATH's Steam page:
Fueled by legendary Quake 1 technology, the veins of WRATH pump with the DNA of revered '90s shooters. WRATH embraces the timeless elements of classic titles such as DOOM, QUAKE, DUKE NUKEM 3D, BLOOD, UNREAL and HEXEN and carries them into the 21st century.
Equipped with an arsenal of 9 weapons of exceptional might and an inventory of 10 powerful artifacts, you must traverse ancient crypts, sunken ruins, corrupted temples and howling forests to bring death to your enemies. But do not underestimate your adversaries, for they are great in power and number. Your mind must be as sharp as your blade if you hope to survive the dangers ahead.
The world of WRATH is rich with engaging combat, diverse environments and captivating lore. Every element is deftly intertwined to create an authentic and enchanting experience as timeless as the games that inspired it.
-Explore a vast world shrouded in darkness, passionately crafted by the hands of expert Quake scene necromancers.
-Traverse 3 hubs and 15 enormous, interconnected levels crawling with hordes of enemies, lore and ancient secrets.
-Forge your path with an arsenal of 9 deadly weapons, each with multiple fire modes.
-Know your enemy. Many horrors lurk in the shadows, thirsting for your blood.
-Artifacts of great power lay hidden in the dark places of the world. Find them and dominate your enemies.
-Powered by the Legendary Quake 1 Tech, WRATH is an authentic, classic FPS in every way.
-Capped at 666 fps, WRATH will melt your soul and your Voodoo 2... But it's okay. Software Rendering is supported!
-Create your own worlds. WRATH is built from the ground up to be easily moddable. Make your own levels, weapons and characters. From day one, the very tools used to create WRATH will be available for all.
-Gib your friends in classic Multiplayer modes, powered by the renowned QuakeWorld netcode.
Dominate the world of WRATH with 3 other companions in 4 player co-op, LAN or online!
-Immerse yourself in a haunting soundscape born from the twisted minds of Andrew Hulshult (Quake Champions, Rise of the Triad, Dusk and Amid Evil) and Bjorn Jacobson (CyberPunk 2077, Hitman, EVE Online).
A new Reflex race movie by me (lolograde). Featuring runs by BoosT, Donald, htprankster, night, salakalastaja, and slobo. Music is by Robot Koch, Lorn, and Sorrow.
Posted by lolograde @ 08:41 CST, 20 November 2018 - iMsg
Tune in at 14:00 CST, 20 November 2018 for the grudge match of the year between Clawz and Weird. Is Clawz just a lucker or a skilled QL dueler? Does Weird have his shoes on the right foot? Tonight's result will settle these questions once and for all!
A Reflex Arena movie recapping the best runs in each round of the Reflex Race World Cup 2018. For more details, please check out the RRWC Final Stream/Results thread post.
Posted by lolograde @ 08:24 CDT, 30 July 2018 - iMsg
The final round of Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Blackpudding" by benje. Please see below for a stream, round results, and the final rankings of registered racers.
THANKS to all who participated one way or another: racers, mappers, organizers, streamers, and spectators. The Reflex.Racing group is planning to host some smaller events in the near future. Stay tuned!
Posted by lolograde @ 12:44 CDT, 23 July 2018 - iMsg
Round 7 of Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Rash" by rekk0r. Please see below for a stream and end results of all the ranked replays that were submitted.
The 8th and FINAL round started today at 05:30 CDT, 23 July 2018 ! The map is "Blackpudding" by everyone's favorite Ben, bej^. Participants have until 18:00 CDT, 28 July 2018 to submit their replays. As usual, there will be a stream on the following day to reveal the results and show everyone's submissions.
Posted by lolograde @ 10:47 CDT, 17 July 2018 - iMsg
Movies are an important part of the Quake and AFPS community. Not only are movies a great way of introducing new audiences to the game, we get to see some of the best moments, and share the movie maker's unique perspective of the game. The goal of the editor is to make the whole greater than the sum of the parts. And sometimes the editing is so powerful it reorients the way we think about the game itself.
This article contains a series of interviews with a variety of different movie makers, styles, and games. I will update this article with new interviewees so check back regularly! Lastly, there is a Discord channel for Moviemaking. Feel free to join if you'd like to talk movies, music, editing techniques, etc.!
Posted by lolograde @ 22:31 CDT, 15 July 2018 - iMsg
Round 6 of Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Cloister" by Sharqosity. Please see below for a stream and end results of all the ranked replays that were submitted. This week's stream was especially entertaining as there were some technical difficulties and heavy breathing on the microphone. You're welcome in advance!
Round 7 starts tomorrow, 05:30 CDT, 16 July 2018! The map is "Rash" by the king of devgray, rekk0r. Participants have until 18:00 CDT, 21 July 2018 to submit their replays. As usual, there will be a stream on the following day to reveal the results and show everyone's submissions.
Round 5 of Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Helicity" by Donny and Ultra. Please see below for a stream and end results of all the ranked replays that were submitted. They also made a really cool "Making Of..." video for their map. If you're curious the amount of time/effort that goes into making these maps, make sure you to check that out!!!
Round 6 starts tomorrow, 05:30 CDT, 9 July 2018! The map is "Cloister" by the Reflex prodigy Sharqosity. Participants have until 18:00 CDT, 14 July 2018 to submit their replays. Like last time, there will be a stream on the following day to reveal the results and show everyone's submissions.
Another week and another round of the Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Vurdigrenda" by Jane. Please see below for a stream and end results of all the ranked replays that were submitted.
Round 5 starts tomorrow, 05:30 CDT, 2 July 2018! The map is "Helicity" by Donny and Ultra. Participants have until 18:00 CDT, 7 July 2018 to submit their replays. Like last time, there will be a stream on the following day to reveal the results and show everyone's submissions.
Posted by lolograde @ 11:04 CDT, 24 June 2018 - iMsg
Round 3 of the Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "rr_smile4" by Smilecythe. Please see below for a stream and end results of all the ranked replays that were submitted.
Round 4 starts tomorrow, 25 June, 2018 @ 10:30am UTC+0 ! The map is "Vurdigrenda" by Jane. Check out Jane's previous maps in the movie, Jane's Vault. Participants have until 11PM (UTC+0) on Saturday, 30 June, to submit their replays. Like last time, there will be a stream on the following day to reveal the results and show everyone's submissions.
Posted by lolograde @ 11:47 CDT, 17 June 2018 - iMsg
Round 2 of the Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Station 5" by ish. Please see below for a stream and end results of all the ranked replays that were submitted.
Round 3 starts tomorrow, 18 June, 2018 @ 10:30am UTC+0 ! The map is "rr_smile4" by Smilecythe (AFPS movement connoisseur). Participants have until 11PM (UTC+0) on Saturday, 23 June, to submit their replays. Like last time, there will be a stream on the following day to reveal the results and show everyone's submissions.
Posted by lolograde @ 14:27 CDT, 10 June 2018 - iMsg
Round 1 of the Reflex Race World Cup has finished! Participants had 1 week to grind and submit a replay on a brand new map, "Sewers" by me ( lolograde). Please see below for a stream and end results of all the ranked replays that were submitted.
Round 2 starts today! The map is "Station 5" by ish (a veteran mapper in the Reflex community). Participants have until 11PM (UTC+0) on Saturday, 16 June, to submit their replays. Like last time, there will be a stream on the following day to reveal the results and show everyone's submissions. Although the registration window is closed, feel free to download Ish's map and join our Discord channel.
So the long-lasting 1.2 is finally upon us! Quite a few changes have occurred!
We'll be going in to beta for this one to ensure things are stable as a lot of things have changed under-the-hood.
The new update includes a more formalized, and generally more accessible, implementation of custom gameplay rulesets, introduction of sv_pure to limit addon/widget abuse in competitive play, a skins customization "Forge", various new cosmetics and skins, crates, and other "under the hood" tweaks and QoL stuff.
Cosmetics:
Luchador Head
Lunk Head
Knight Head
Horned Head
Goat Head
Knight Torso
Knight Legs
Knight Arms
Speed Legs
Tech Shield
Barricade Shield
Berserker Shield
Skins:
Radiant Burstgun
Winter Camo Burstgun
Polygonal Burstgun
Black Honeycomb Burstgun
Neon Grunge Burstgun
Radiant Shotgun
Winter Camo Shotgun
Polygonal Shotgun
Black Honeycomb Shotgun
District Shotgun
Radiant Grenade Launcher
Winter Camo Grenade Launcher
Polygonal Grenade Launcher
Black Honeycomb Grenade Launcher
Scorcher Grenade Launcher
Radiant Plasma Rifle
Winter Camo Plasma Rifle
Polygonal Plasma Rifle
Black Honeycomb Plasma Rifle
Neon Plasma Rifle
Radiant Ion Cannon
Winter Camo Ion Cannon
Polygonal Ion Cannon
Black Honeycomb Ion Cannon
Unit Ion Cannon
Radiant Rocket Launcher
Winter Camo Rocket Launcher
Polygonal Rocket Launcher
Black Honeycomb Rocket Launcher
Carbon Rocket Launcher
Radiant Boltrifle
Winter Camo Boltrifle
Polygonal Boltrifle
Black Honeycomb Boltrifle
Prototype Boltrifle
Mapping/Meshes:
Abandoned Shelter (DP4) has had an official art pass
tyre
pallet
garbage bag
traffic cone
more cable variations
standard signage font
bench
Code:
Implemented new menu flow
Implemented crates
Implemented skins
Implemented forge
Implemented custom rulesets
Thumbnails now baked in game rather than generated on load (to reduce VRAM usage)
Implemented texture streaming, r_texture_memory_stream_cache controls cache size seen as "Texture Stream Cache" in settings
Custom rulesets:
Added ability to load separate .cfg file for each ruleset (eg ruleset_frag.cfg)
gconst_ cvar's now always exposed and attached to active ruleset
callvote ruleset will report on client list of available rulesets
Added gconst_stakelauncher_enabled cvar
Added ruleset column in server browser
Purity checks:
Asset system will now (silently) ignore assets that are modified but not allowed to be
Assets in internal_skins/weapons/* are not allowed to be modified
Prevent megaspawn & megacooldown sounds from being modified
Prevent armor pickup sounds from being modified
.ttf fonts can now hot-update
.wav files can now hot-update
Game:
Updated megahealth expire sound
Accuracy / stats are now hidden from players during game
Increased r_gamma range from 1.4 -> 3, to 1.4 -> 4
r_lm_clear / r_lm_build now only available in editor mode
Known issues:
Rare error in Menu.lua when opening last crate
Visual clarity addon is being blocked when it shouldn't
RL has visual issues in preview with r_mesh_quality 0
Posted by lolograde @ 07:58 CST, 26 February 2018 - iMsg
Alex Garland, the guy behind 28 Days Later (writer), Sunshine (writer), Dredd (writer), and Ex Machina (writer/director) just released Annihilation (based on the book by Jeff VanderMeer). It's definitely one of the most surreal/dreamlike movies I've seen but the ending missed the mark I think. Maybe needs multiple viewings to fully appreciate it, though.
Posted by lolograde @ 09:32 CST, 7 March 2017 - iMsg
The Quake Champions Closed Beta signup has been announced. Quake Champions is different from previous iterations of Quake franchise by introducing distinct player roles.
The Bethesda official announcement:
It’s almost time to return to the Arenas, so dust off your rocket jumping and Railgun skills – sign-ups for the highly anticipated Closed Beta for Quake Champions are now open on the game’s new official site. The Closed Beta is expected to begin in the coming weeks, and if you’re going to be attending PAX East this weekend at the Boston Convention Center, Quake Champions will be playable at the Bethesda Booth.
The new website is loaded up with details on many of the Arenas, weapons and Champions you’ll be able to check out when the game enters Closed Beta. Also, keep an eye out this week for more info and gameplay videos. On Wednesday, we’ll start our Champion profiles with a new trailer focused on Nyx, and on Thursday we’ll showcase the first Arena, Blood Covenant.
To celebrate the Closed Beta, we have a brand-new gameplay trailer, showing off all the frantic, skill-based fragging and intense speed players can expect from the next great Quake multiplayer game.
Posted by lolograde @ 08:27 CDT, 28 October 2016 - iMsg
This update's highlights: Mutators, Addons, "Experimental Plus", and new weapons/models/effects (amongst various other improvements/fixes). Electro writes "The hype train has finally pulled up at the station. Now we can finally curl up into a fetal position for an hour until we need to start work on 47.1".
We've implemented mutators which add a bit of fun to the game for more casual players. We've also retired the old arena game modes and pulled across arena mode as a mutator.
-Implemented sv_startmutators, callvote mutators
-Implemented sv_allowcallvotemutators so server admins can deny clients changing mutators
added sv_allowcallvotemutators and sv_startmutators to dedicatedserver_default.cfg (with comment)
-Implemented vampire mutator: removes all health pickups, non-self pre-armor damage awards health based off gconst_mutator_vampire_health_for_1damage
-Implemented instagib mutator: no pickups, one shot kills, bolt + melee awarded on spawn, unlimited ammo
-Implemented melee only mutator: no weapon/ammo pickups, melee only,
-Implemented handicap mutator: gives extra health/armor to trailing player, added on TOP of spawned health (i.e. stacks with warmup mutator), clamped at 200/200
-Implemented warmup mutator: always awards warmup values of gconst_player_spawn_health_warmup / gconst_player_spawn_armor_warmup + all weapons on spawn
-Implemented mutator: big head modee - on gibs, on ragdolls, on players
-Implemented mutator: low gravity - half world, grenade, stake gravity
-Migrated arena game modes to mutator system
-Added mutator icons to scoreboard
We've implemented addon support which allows you to share your widgets and game mods over the workshop. There's a lot of cool widgets out there that people have made, making it easier to get and keep them up to date should really allow people to use them more.
Addon supports asset overriding, so you can bundle custom jump sounds etc in addons too!
-Implemented addon backend
-Watches filesystem for change in base/addons folder and reparses disk on notification (rather than only polling disk on install/uninstall) - this allows people to drag new addons in while reflex is running, and reflex sees it.
-Triggers steam-requery after assets on disk change
-Added "New assets found, restart required" message
-Added quick grouping of widgets into addons in widget list on UI (like a treeview but always expanded), hopefully will help organise addons
Electro's comments on widgets and client side modifications:
The custom widgets are a great feature for Reflex, but they also allow you to really assist yourself in game. What exactly to allow/dissallow is not an easy thing to decide. For example I think everyone would agree there isn't much gain with custom jump sounds (depends how elitist we go i guess), while I think everyone would agree having a custom armor pickup sound of 25 seconds definately crosses the line.
So what we have done is provided servers with a list of the custom modifications each client has. This isn't easily visible and is only really going to be used by cheat detection people organising competitions. The intent is that some competitions may allow some mods, while others won't.
"Main" gameplay update
-Burstgun exp integrated into main game
-Shotgun exp integrated into main game
-Grenades exp integrated into main game
-Bolt rifle ammo exp integrated into main game
"Experimental" gameplay updates
-Grenades now point trace (no collision radius)
-Plasma ammo changes: low = 40, max = 150, weapon pickup = 75, ammo pickup = 50
-Plasma kb now 0.425
-Rocket splash radius now 112
-Ioncannon: kb now 1.7, damage = 6, reload = 46ms (= total 130dps)
-Ioncannon ammo changes: ammo pickup = 50
-New "Experimental Plus" gameplay testing for select users. **See "Experimental Plus" section for more details.**
So we've had an experimental ruleset for a few patches now. We work with a small group of advanced players which take part in assisting us in determining which way to adjust the ruleset. It's been brought up that the turn around time for this process is too slow. So what we're doing is providing a new "Experimental_Plus" ruleset to this group which allows them to tweak gameplay on their own build. We're keeping this to just them for now because the goal isn't to have crazy mod servers out there, but to have intellegent subtle tweaks made to improve the gameplay. With the ultimate goal that we can more quickly finesse the gameplay.
I wanted to make this known so people know about it, and also because you guys are all able to connect to these servers and see what they have been doing. I believe the up-coming League will be using this ruleset, for more perhaps talk to @Qualx
-Increased steam VAC timeout max retry count from 10 to 1000
-Added patch for old protocol versions loaded in .replay files to update gamemode indices so things are nicely in order again (now that arena gamemodes are gone)
-Weapon restrictor now uses desired weapon selection rather than reading from player state. (this fixes issue where it would pop down & back up, this also fixes selection where it wasn't correctly picking the best desired weapon on spawn - specifically it occured in instagib)
-Physx gravity now matched to world gravity
-Exposed addon table to lua
-Asset (re)loader now caches state of failed assets / queried assets. So if an asset goes missing the game doesn't drop to ~5fps polling all 3000+ assets while it tries to load the missing one
-Fixed crash bug which would occur if steam API was not initialised
re_setentityproperty should now work on large string properties also
-Secret surprise dev
-Fixed download % on addon dialog to correctly scale 0->100 (isntead of 0->1)
-Save & restore menu status on luastate reload (caused when any lua file uploads)
-Added staff pick filters on AddonPicker.lua & MatchPicker.lua
-Renamed Sort By -> Filter By on AddonPicker.lua & MatchPicker.lua
-Provided addonName field on widget to lua
-Added new bolt rifle model + effects
-Added new plasma gun + effects
-Added new melee: cleaver
-Added new melee: baseball bat
-Added new melee: supporter khopesh
-Added new head: juggs
-Added new head: hostile hoodie
-Fixed shotgun crouch anims (aim + attack)
UPDATE: Devs are making rapid fire point releases. Awesome news in 0.47.2: Wallclipping has been finally added.
Generic improvements:
-Added 'bullet' collision hitbox to players to address pop-up issues. With the capsule you can land a rocket right underneath the player standing on the ground and have him knock up (towards!) you
-Removed team damage in team games with arena mutator
Bugs:
-Fixed stakelauncher colours after new bolt rifle weapon was introduced
-Fixed issue where when you first install an addon it wouldn't be detected until a reflex.exe restart
-Fixed issue where addon picker showed steamids instead of names
-Removed "Local Changes" messages from addon UI as it wasn't being detected properly
Experimental:
-Player hitbox uses new bullet shape
-Max splash damage a rocket can now do is 85 (direct is still 100)
Experimental plus:
-Added gconsts: gconst_armor50_faratten, gconst_armor100_faratten, gconst_armor150_faratten, gconst_mega_faratten, gconst_ioncannon_hum, gconst_boltrifle_hum, gconst_ioncannon_hum_faratten, gconst_boltrifle_hum_faratten
-All the explus_gconst values are now synced server->client
-Added gconsts: gconst_grenade_damage_splashmult, gconst_cell_damage_splashmult, gconst_rocket_damage_splashmult - these allow us to reduce splash damage effectively giving direct hits more damage
-Added gconst: gconst_player_isbullet
Experimental Plus:
-Rockets, cells, pellets, bolt, grenades now all have separate trace vs world/entities. The idea is we can make hitting the player slightly easier/harder without having projectiles hit corners you wouldn't expect
-Added gconsts gconst_burstgun_startammo, gconst_shotgun_pellet_trace_radius_world, gconst_shotgun_pellet_trace_radius_entities, gconst_grenade_trace_radius_world, gconst_grenade_trace_radius_entities, gconst_cell_trace_radius_world, gconst_cell_trace_radius_entities, gconst_rocket_trace_radius_world, gconst_rocket_trace_radius_entities, gconst_beam_trace_radius_entities, gconst_beam_trace_radius_world, gconst_bolt_trace_radius_entities, gconst_bolt_trace_radius_world
Bug Fixes:
-Fixed bug: IC turret didn't use to reload (just fired every frame! :))
-Fixed bug: ChatLog.lua error when localplayer == nil (happened on connect)
-Removed www.reflexfiles.com loadscreen tooltip
-Updated www.reflexfps.net/forums loadscreen tooltip
-"Competitive Arena FPS"
-Described as "challenge", "rush", "fast"
-Class based, different players have different abilities
-Bethesda to support tournaments beyond QuakeCon
-Developed in partnership with Saber Interactive
-Multiplayer only? No mention of campaign.
-"PC focused"
-120hz, uncapped framerate gameplay
-Strafe jumping
-Campgrounds a playable map?
-Visor has wallhax?
-Ranger can teleport?
-Grunt/Scalebearer has some kind of dash/charge move?
-Mynx/Nyx has glowing hair, dodge move?
-Rocket launcher looks like classic Q3 style model
-Machinegun looks different than Q3 style model
-Lightning gun, rail gun, shotgun, gauntlet
Posted by lolograde @ 06:24 CDT, 20 August 2015 - iMsg
Apparently I've reached a milestone. What do I win?
Also, can we get stats on who has the best made:received ratio and who has the most either made or received? I'd submit a request but those seem to disappear into the ether.
YouTube (or, more accurately, Google) is reportedly buying Twitch.tv. Could this mark a major shift in the quality/support for the popular streaming website?
Here's a short CPM frag vid full of luckskill featuring me! I hope you enjoy! -lolograde
EDIT: Due to unpopular demand, created an HD (1080p@60fps) version without HUD. See link below. Special thanks to Santile and myT for assistance with q3mme issues.
Posted by lolograde @ 13:53 CST, 26 January 2014 - iMsg
You are invited to participate in a competition to see who has the best moves in CPM! The winner of this competition will not be decided on frags but on moves and style. In order to participate, you must submit a single demo using the CPMA mod, with CPM gameplay mechanics, and on a map from the official CPMA map pack between 30 and 60 seconds in length. All demos must be submitted by March 2, 2014. Please see below for more details and specific rules.
You have 30 to 60 seconds to showcase your movement skills and style. We encourage participants to be as creative as possible. While the difficulty and novelty of tricks will garner more points, please also consider the "flow" of your demos. The idea is to showcase not only your own movement skills and style, but also what CPM movement is capable of.
A panel of judges will rate your demo based on the following criteria (from 0-10, with 10 being the best!):
1) Difficulty: The more difficult the tricks/moves, the higher the points!
2) Execution: Few or no mistakes present in the demo equals more points!
3) Usefulness: Tricks that can be very useful in an actual match will receive more points!
4) Transitioning: The smooth transition of each trick to subsequent tricks will receive more points!
1. Participant must submit a single demo between 30 seconds and 60 seconds in length.
2. All submissions must be done using the CPMA mod. Demos recorded in defrag will not be accepted.
3. Demo must be on an "official" CPMA map (i.e., any map included in the CPMA map pack). For the official map pack, go HERE.
4. Weapons are allowed. Self-damage and fall-damage can be turned off.
5. No scripts, no bots, no timescaling, no demo cutting, no aliasing, et cetera.. Your movement should be entirely unassisted.
6. All demos should be submitted to lolograde@gmail.com before March 2, 2014 12:00AM GMT.
7. Only ONE (1) demo per participant. Please contact admins if you need to replace your demo with another.
Can I use weapons? Yes, use whatever weapons you want!
Can self-damage and fall-damage be turned off? Yes, it can be turned off.
Can judges submit demos? Yes, but judges will not be allowed to judge their own demos.
What if I submit a demo that is shorter than 30 seconds or longer than 60 seconds? Am I disqualified or is there a penalty? For every FULL second short of 30 seconds or longer than 60 seconds, points will be deducted from the demo's ratings. However, allowance will be given in the event a demo is 29.5 seconds or 60.5 seconds (i.e., no points will be deducted). You may want to use myT's UDT cutting tool (here) or QLDT (here) to trim your demo to the exact length/segment you want to submit.
Are Threewave maps allowed? No, they are excluded. However, we might consider holding a second competition with a different map pool!
Can I submit multiple demos? No, just one per participant. Also, aliasers will be disqualified if they attempt to avoid this rule.
What if I submit a demo and then decide I want to replace it with another demo, can I? Yes, but please include in your email that the new submission is your FINAL submission. Your previous submission will be deleted prior to being reviewed by the panel of judges.
Can the demo include frags? Yes, but they will not count towards the demo's rating.
Demos and a brief highlight video of the top 3 will be posted soon!!!! Thanks to all who participated.
Also, we plan to do another competition in the near future so please submit your recommendations for the map pool. Already suggested is the ThreeWave maps. Alternatively, I am considering Kenya duel maps for CPM (astronomybeta, eiz, reqtourney, etc.).
Thanks to myT and mew for feedback and ideas. =)
Edited by hanslolo at 17:33 CDT, 23 March 2014 - 27739 Hits
In case you don't want to watch, some highlights of what Tim Willits says:
-Multiplayer will be a big part of game (not just tacked on)
-Not ready to unveil multiplayer until it's ready
-Rage is not an RPG, no character stats
-id Tech 5 designed to be cross platform from bottom-up
-Focus on making game fun, not tedious (monitoring quests)
-Various weapons but also various ammo for each weapon
-Weapons/vehicles are upgradeable, persist with you through entire game
-Rage due for release "sometime next year" on PC/Xbox360/PS3
Not sure how much of that is new info or not. None of the video looks new, though.
Edited by lolograde at 20:37 CDT, 4 May 2010 - 3922 Hits
Description stolen from Quakeworld.nu (by Kapitan_Kloze)
Do you like QuakeWorld, pretty girls and ice-hockey? If you've replied "yes" thrice, this is just what you've been looking for.
Goblin powered up by nuff-nuff are the crack team responsible for a new QuakeWorld movie. This has been a rarity in our community, so it is a great pleasure to proudly present nuff-nuff's very first attempt at QW cinematics!!
Posted by lolograde @ 06:12 CST, 15 January 2010 - iMsg
Excerpt,
CENTCOM announced earlier this year that a team of employees would be "[engaging] bloggers who are posting inaccurate or untrue information, as well as bloggers who are posting incomplete information."
The finals of both games will be shown at Dreamarena Extreme with commentary by Jay (2gd) and Joe. The finals will also be played at Samsungs new 120hz TFT monitors.
Posted by lolograde @ 23:29 CDT, 23 March 2009 - iMsg
According to an article posted on BBC today, PC gaming still rules them. Of course, this conclusion is reached by the PC Gaming Alliance and so clearly it must be completely unbiased.
Xerp,
"Despite Xbox LIVE and PlayStation, the online platform that remains the most accessible and robust is the PC."
Posted by lolograde @ 23:15 CST, 31 January 2009 - iMsg
Lots of announcements!!!
There are talks of a Quake World 1v1 or 2v2 tournament in the future. In preparation, I am posting a link to the best QW client out there and some extra files for the client: EZQuake.SourceForge.net & EZQuake Download + Skins
If you´re new to Quake World, try the nQuake automatic installer for beginners/starters. nQuake package comes with configs, crosshairs, help files, ezQuake is also intergrated. Only thing you need is an orginal pak1.pak from Quake1 or the Q1 Demo pak1.pak.
The first will be the first of the Warsow series of tournaments. Inspired by those who gather their power at #Warsow.Pickup
This will be held with in the first two weeks of February. Date is not final yet!
The second and finally here, as still the main event and reason for this address being here: Quake 3 CPMA 4v4 CTF!
So now, the scramble for teams to gather and leaders to be born or reawaken begins!
Take a look at a preview of the promotional video made by xano0ch:
Posted by lolograde @ 13:52 CST, 11 January 2009 - iMsg
According to a Reuters news post, "The number of obese American adults outweighs the number of those who are merely overweight, according to the latest statistics from the federal government.
Numbers posted by the National Center for Health Statistics show that more than 34 percent of Americans are obese, compared to 32.7 percent who are overweight. It said just under 6 percent are "extremely" obese."
Posted by lolograde @ 19:21 CST, 13 November 2008 - iMsg
The Champion of the North American CPM community, VORPAL, granted me permission to do an interview with him. The following covers his views on the NA community, Euro community, and what it took to become the best CPM player out there...
After becoming the undisputed champ of the NA community do you feel like you still have the same motivation to keep playing CPM? VORPAL: Well, not really! The competition in the North American community is a joke. I realize that I am a prodigy and all. Much like William James Sidis. However, there is no excuse for me dominating the NA scene so hard.
Who was your toughest opponent in becoming champion of NA? VORPAL: That is a good question! Unfortunately, all my opponents were easy. However, if I had to place a wager on who would be second place to me, I would put stock in THE FALKO.
He's polish though. VORPAL: I realize this! Nobody is perfect.
I have come to understand that you're a white christian.... how does this affect your everyday life? VORPAL: Well, this does take about an hour out of my daily life to train for prayer and what not and about 6 hours from Sundays from attending church
What denomination of Christian? VORPAL: Baptist... I think it is quite a shame that the North American community is filled with heathens who drink/smoke.
Do you think that gives you an edge over your opponents? VORPAL: In a way yes, most of my opponents are sinners. And before every match I pray, and I know that Jesus will guide my way to victory. So far it has worked -- I hope it stays that way!
Any hobbies? VORPAL: None at all.
What hardware do you use? VORPAL: MSIE3.0 and QcK+ -- I heard the previous champion before me used that. Who was that? VORPAL: Vamp1re. He wasn't so [happy] in having me take his throne... as we all saw from my previous ESR demo post.
What is your most favorite and least favorite maps on CPM? VORPAL: My favorite of course would be 22 because I don't have to play for 10 years and get amazing aim to conquer it. My least favorite would be 1a, because it is a shitty map. There is nothing appealing about it -- only shitty Europeans like 3a/1a.
How did you become so good at CPM? VORPAL: Well, there is a reason they call me the prodigy! I have a tested IQ of 136 and I am in the Mensa Society. I played a lot of good players in my ladder climbing to the top and I think my genetic intelligence has given me the gift to overcome the learning curve quickly, to be honest. I'm always thinking ahead for what my opponents are going to do. I'm always a few steps ahead -- sometimes four, maybe five -- of my opponent because of this natural intelligence which the Lord has blessed me with.
Do you plan on representing the USA at Dreamhack? VORPAL: Good question! I have asked the North American community to pool some money to fly me out to Sweden as I am currently a student and unemployed. However, no one has been kind enough to do so. Apparently NA has no concerns with having their best player win Dreamhack.
The map-pool is the big 5 (1a/3a/15/22/24) for Dreamhack. Many people accuse you of being only good at 22. What do you say to that? VORPAL: Listen, I have proven what I have needed to as far as my skill goes. I've beaten many of the top players on all of those maps except for 1a (which I never plan to play). Never? VORPAL: Correct. What if you were put into a situation where you had to play 1a or forfeit? VORPAL: Good question! Lets hope I never end up in that situation. I would forfeit though
What do you think of the EURO CPM scene? VORPAL: It is a joke to me. Apparently Vo0 is their best player and he was no match for me on 22 when he was in America. What maps did you play? VORPAL: 22, 3a and amphi, I won all 3 maps. Honestly the euro scene is a joke. Their players lack skill / strategy. Anyhow, I wont go into detail
Thank you for your time. Is there any shout-outs you'd like that make? VORPAL: Thank you, JAMAL and Falko for being there for me on my way to the top!
NOTE: The opinions expressed in the above interview are neither those of the interviewer, ESR or any related affiliates and/or advertisers.
Posted by lolograde @ 14:40 CDT, 24 October 2008 - iMsg
ArsTechnica.com has a summary on a recent study done by IGN Entertainment and Ipsos MediaCT that says all the myths about gamers be pudgy, lonely, and poor are false!
"Based on the research, it's obvious that the gaming market has outgrown many commonly held stereotypes about the relative homogeneity of video gamers," said Adam Wright, Director of Research for Ipsos MediaCT. "Today's gamers represent a wide variety of demographic groups: men and women, kids, parents and grandparents, younger and older consumers. All this underscores the fact that gaming has become a mainstream medium in this country that appeals to people from all walks of life."
Posted by lolograde @ 12:15 CDT, 27 September 2008 - iMsg
//RELEASED//
Amon Amarth - Twilight Of the Thunder God Metal-Archive's Profile for Amon Amarth
I know Amon Amarth is one of those bands that is either love or hate. Well, I'm not afraid to say I love em (with the exception of 'With Oden On Our Side' which I thought was mediocre). They're pretty simple melodic death metal a la Hypocrisy and (early) Amorphis. But the melodies are so fucken meaty and catchy it's a metal you can tap your toes to. With their new album, Twilight Of The Thunder God, my enjoyment of their music has been reignited. Particularly on track 5, "Varyags of Miklagaard", which is, in my opinion, one of the best Amon Amarth songs I've ever heard. It's too catchy, I'm thinking I'll listen to this song 100 times in a row before it gets old.
Jeff Loomis - Zero Order Phase Metal-Archive's Profile for Jeff Loomis
Jeff Loomis, guitarist of Nevermore, has released a solo album. It's heavy, it's jazzy, and it's instrumental. I've only listened to about half the album, but so far I like what I hear. It definitely has that dropped D sound of Nevermore, but I was more surprised by the crisp and rapid shredding Loomis does on some of the tracks. I guess Nevermore's sound doesn't have room for this amount of shred, but I love it.
//UPCOMING//
The Faceless - Planet Duality Metal-Archive's Profile for The Faceless
One of my most enjoyed albums in years, Akeldama by The Faceless blew my brains out. Now they're looking to do it again with Planet Duality. You can catch a single song from their new album on their MySpace (www.myspace.com/thefaceless). It's jazzy as fuck, so prepare yourself, but it still maintains that hyperactive, melo-grind-time-changing-insanity of Akeldama.
Posted by lolograde @ 09:47 CDT, 18 September 2008 - iMsg
NewScientist.com has an interesting article on gamers who are apparently more physically fit than the average American, yet more likely to be depressed and abuse illicit substances despite their mad leet skillz.
Excerpt,
"PALE, overweight couch potatoes. That's the stereotype of avid online computer gamers, but these joystick junkies are actually in better than average physical condition, a new US survey suggests, although they may be less healthy mentally."
Gameplayer.com.au has an interesting interview with the Australian tournament admin for the WCG on the topic of drug use in E-Sports.
Excerpt,
"In one WCG, a player I knew took amphetamines an hour before his match to boost his reflexes. His team ended up losing the match, although it certainly had an impact - his performance helped his team to win one map out of three - it kind of hits home that only the really talented will come out on top in the end."
The rest of the interview can be viewed here gameplayer.com.
Edited by Nicky at 01:55 CDT, 29 August 2008 - 22390 Hits
Posted by lolograde @ 14:48 CDT, 27 August 2008 - iMsg
A new article posted on www.DevelopMag.com yesterday highlights the rise of Splash Damage from a rag-tag team of Q3 modders beind the early Q3 mod, Q3 Fortress, and later Wolfenstein: ET and ET:Quake Wars...
"Unlike most mods, though, Q3F caught the attention of id Software -- a company intimately familiar with its modding scene -- after the team managed to attract worldwide fansites very early on. They were invited out to QuakeCon in 2000, the annual gathering for id fans and mod makers in id's hometown of Mesquite, Texas, and given their own demonstration area. They presented their work to anyone who'd look, but most importantly to id themselves."
Posted by lolograde @ 20:35 CDT, 18 July 2008 - iMsg
I've noticed more and more players and pundits talk about how random pro-q3dm6 has become and I'm wondering, is this just a new development? Or has this been the general consensus since pro-q3dm6's inception?
I wonder if this has anything to do with the advancement of average skill-levels, better internet connections, better hardware (mice, mostly) and even perhaps better netcode?
But you must admit, retrospectively, that dm6 in a tournament setting didn't seem that random at all. The better players, Cooller for example, dominated this map against lesser players -- so it doesn't seem reasonable to say that the map has always been random...
Posted by lolograde @ 21:51 CDT, 23 April 2008 - iMsg
I'm sure anyone reading this will probably know of the upcoming Opeth album, "Watershed". From listening to the free radio edit of Lotus Eaters(link!) and the full album version of Porcelain Hearts (available online at the iTunes Music Store and Amazon.com), I really sense Opeth is maintaining their legendary status has metal gods.
Lotus Eaters has a heavy rock sound. Following very closely to the sound laid out on Ghost Reveries. Porcelain Hearts on the other hand is classic Opeth style. One thing that's interesting though, however, is the lack of death metal guttural growling that Mikael Akerfeldt has become so famous for (he has some of the darkest, bitterest growls on the planet, imo).
Porcelain Hearts is by far my fav of the two present releases. I highly recommend you support Opeth and also support your metal habit and buy it. It's crushingly heavy. Axe, on the drums, has managed to trick Mikael into finally letting Opeth have some blast beats and some rather odd-timing drums patterns. But it really works with the music. I've listened to Porcelain Hearts about two dozen times now and it's still making me throw the horns each time.
I cannot wait to hear the full album and see them in concert!
Edited by lolograde at 14:51 CDT, 29 April 2008 - 12241 Hits
I watched that demo of she.mongo (the autofire hacker, not real mongo) against Zero4 and I was looking through my demos and found this (from a while ago, before I saw the she.mongo demo). Same guy?
Sorry, I'm not a skilled player, but still kinda entertaining watching an autofire hacker lose a match. Could this prove taktics > aim/speed/xerp? Krogoth would be so proud!
Posted by lolograde @ 22:00 CST, 25 February 2008 - iMsg
A couple metal albums/bands that I want to mention that are not widely regarded or popular.
Artist:AGALLOCH
Album: Ashes Against The Grain
Genre: Doom/Black
Released: 2006
This band hailing out of Portland, Oregon plays an eclectic mix of doom-laden and 70s rock riffs with a dash of black metal rasping vocals and sweeping soundscapes. The album Ashes Against The Grain is packed to the brim with ideas. Epic melodies and catchy hooks abound throughout the 8 songs.
Notable songs: Not Unlike The Waves, Our Fortress Is Burning (Part 2: Bloodbirds)
Artist: ANATA
Album: The Conductor's Departure
Genre: Death/Technical
Release: 2006
An original and diverse take on the genre, at moments you could be scratching your head and asking yourself is this really death metal? Is this is the future of technical death metal? So abrupt are the time changes and mixture of jazz-riffage, strange modes and scales all combine into a sort of surreal and melodic metal experience - think Cynic meets Augury. The mentality here is extremely melodic and progressive death metal. I wouldn't call it quite melo-death because it would hearken comparisons to the extreme saturation of Gothenburgian melo-death bands out there whereas this band sounds nothing like them.
Notable songs: Better Grieved Than Fooled, Children's Laughter
Posted by lolograde @ 10:35 CDT, 1 September 2007 - iMsg
I thought I'd share with you a bit of wisdom on metal. Metal is not just epic thrash riffs, or guttural vocals, or chugging breakdowns (which is often quite un-metal, imo). So, in order to expand some awareness on good, non-traditional metal, here are some recommended, but little known (relatively) metal bands from opposing and interesting sub-genres.
Progressive Traditional Metal --
Band: Hammers of Misfortune
Album: The Locust Years
A weird, eclectic band coming out of California, USA that plays a mix of thrash, folk, power and classical metal. The guitars are thick, heavy and strangely catchy. The melodies are a strange mix of Rush and Pink Floyd with a dash of folk and a heavy, but strange, power metal vocal.
Death Metal is known for it's overbearing, thick distorted melodies and rattling double peddling. This band coming out of Germany plays extraordinary guitar licks with crystal clear sound. Not only is the melodies rich and packed with technicality, but they're also written by one man! When recording the album, the entire process was written and programmed by Muhammed Suiçmez with no prior recording experience! He managed to create an album with a pristine, unique sound. Particularly nice listen for guitar players!
"well ive played FPS games sinse 1996, its my 16th birthday tomorow so yeah i was like 5-6 years old playing Ultimate Doom etc, then in 1998 i played Half Life for the first time, i completed that repetitivly.
then i got into Counter Strike, im sure youve heard of..i still play that to this day, ive also played quake3 sinse 2000, never really trained on it properly though, heh, im sure theres more games ive played its just really early in the morning! ^^ ..4pm..lol
err, heh, any questions? :p"