There's a clock. It's only visible during the actual game, not in warmup. If it's not there when the game starts, let me know because something is broken.
Check the UI subform at www.reflexfps.net/forums -- I'm pretty sure someones already made a count up game clock. I'll probably add it as an option when UI widgets are set up to be properly user configurable.
enemy model is what stops me from playing it... not even the movement that is cpm like
I think apart from the smooth movement, the other major but not obvious thing that makes ql and q3 so much better than other fps games, is the enemy models.
Look at it from the side, it's the bastard child of TankJr and Keel :)
Reflex is really nice, even if not many players are interested in such a high skilled arena shooter (sadly).
The editor is so much fun, it would worth the price alone! Vq3 movement and CTF would be the first two picks on my wishlist, but only the latter will ever happen afaik.
As far as I can tell the movement is going to shy away at least slightly from the usual CPMA formula, heck it already has, I don't like CPMA's overly snappy tourettesy feel that much, I prefer how is QW sort of is snappy yet deliberate, and it seems to be going in that kind of direction at least how it is now.
In first Quake you need to tap forward for a split second everytime you hit the floor to get decent speed.
Learn this shit and world will seem simplier \o/
It's the fact that the model's legs/torso doesn't lean to the sides when strafing and when being pushed by a rocket/doing a rocket jump that makes the models look stupid in Reflex when they are moving around. It's one of the very cool features that Q3 introduced.
It looks specially cool when jumping at high speeds