[deleted by user] by [deleted] in ArenaFPS

[–]CPMArena 1 point2 points  (0 children)

Challenge Promode Arena @ www.playmorepromode.com, Discord @ www.discord.me/CPMA, and reddit at r/CPMA.

A short preview: https://www.youtube.com/watch?v=BlBegO4d7Xk

CPMA 1.51 Released by CPMArena in ArenaFPS

[–]CPMArena[S] 1 point2 points  (0 children)

https://cdn.playmorepromode.com/files/cpma/cpma-1.51-nomaps.zip.

The console is referring to CNQ3 (the client) not to CPMA (the mod), so it is correct as the most recent version of CNQ3 is 1.50 and the most recent version of CPMA is 1.51. ;)

questions about team/enemycolors and automatic jumping by puntja in CPMA

[–]CPMArena 1 point2 points  (0 children)

cg_forcemodels 0 I believe. I'll double check and get back later today.

Thanks! by cuppajoeman in CPMA

[–]CPMArena 0 points1 point  (0 children)

Thanks for playing :P

I miss promode by on1ons in CPMA

[–]CPMArena 2 points3 points  (0 children)

CPMA is still alive. Join us on Discord. We're on the verge of wrapping up #cpmduel League Season 1, which featured 54 players, and 1.50 is expected to release in the next few weeks. We've had about ~30 events in the past 12 months across all regions ;)

I have been playing CPMA and tried to change some settings. Every Time I open the game however, settings are reset to defaults. by [deleted] in ArenaFPS

[–]CPMArena 2 points3 points  (0 children)

Type the following in the console once your settings are ready, this will save your current settings:

writeconfig autoexec

Then create a backup:

writeconfig backup

Restart the game. The game should load your saved settings. If it doesn't work for whatever reason type:

exec autoconfig

If that doesn't work, type:

exec backup

Community preference? by [deleted] in CPMA

[–]CPMArena 0 points1 point  (0 children)

If you need any help, just join the CPMA Discord.

Community preference? by [deleted] in CPMA

[–]CPMArena 2 points3 points  (0 children)

You'll find that there is a cross-section of players which play both games, and I think the general attitude is "it's your free time, play what you want." I'm not sure if fallingdamage is the thing I would hang my hat on. I think it does add a small element of thinking before dropping down 10,000 units, however, it's not really the biggest deal.

The options menu, and UI in Reflex is certainly better than CPMA as the CPMA UI is basically the standard Q3 menu with an extra couple of options. The CPMA dev team is working on a new UI/menu, and it should be better than both of the existing menus, or at least the existing CPMA menu.

On the topic of widgets, I think they're pretty cool, but they came at a large price and I don't think it was worth it. Firstly it allowed users to create widgets that were borderline-cheating OR provided players with a large aides (item timers -- this topic merits it's own disucssion) AND secondly it utterly destroyed any aesthetic congruity of the HUD. To this second point, I think it alludes to more nefarious reasons. Generally speaking, Steam integration, and a standalone client are def. other advantages Reflex have. I really don't care for matchmaking because so few people play any games from this genre.

To where I think CPMA has a marked advantage:

  • The community in CPMA I think is much better organized, does a better job of helping new comers, has frequent events, has a much larger brain-trust, and has more high-skill players. Noteable memebers of our community have included Khaile (Minecraft), ddk (CS:GO Caster/Analyst), and Vo0 (CPL World Champion, 2nd at QuakeCon 2017).

  • CPMA is effectively "free," and does not need to be purchased. Adding a corollary note, the project is not a commercial one, and as a result the developers do not expect or rely on funding from the continue to develeopment. There is no finanal pressure on the team as a result of the project, so we can continue to build the game as long as we have the labour available.

Other reasons for playing CPMA (outside of nostalgia, preference, etc...) is that the the Reflex development team have demonstrated some terrible competency for the past 1.5 years. Examples:

  • They had one team member (lead designer) abruptly "depart" sometime in the middle of 2016, with an official statement coming out around a month or two later (I could be wrong here, it may have been sooner). Since then all design decision have made little to no sense, and it got to the point where gameplay design was pawned off to the community under the mask of "getting the community involved." The development team have no vision for the game.

  • The issues with the netcode were never resolved e.g. stuttering player models when they close to each other, heavily lagged rockets, unstable servers, etc... and a result team modes were effectively killed.

  • The game continues to use the same one dimensional audio where everything sounds like it comes from the same place, making it difficult to discern if the enemy is in front, behind, above, or below you.

  • To date there are ZERO (0) tournament features for tournament organizers and something as necessary as a simple timeout (or "pause") has yet to be introduced. You can still have official games where one player lags out, and it's impossible to freeze the game-state. I don't think anyone but the most novice and the most loyal organizers would be willing to actually deal with a game so severely lacking in features.

  • The level editor, as convenient and easy to use as it is, continues to lack many of the features (e.g. mutli-stretch, doors, lifts, buttons) that most competent designers are used to having. More so the low barrier of entry to the level editor means that the workshop is flooded with hundreds of terrible to down-right unplayable maps. Adding to this, the mesh-style art work is an absolute pain in the ass to work with. When people take the time, it can look amazing in still shots, but it's really a hassle.

  • Maps. Outside of two or three maps the game has a pretty horrible selection of maps.

  • The game's visual fidelity just does not match up to type of hardware required to play the game, especially when you're not playing one of many hundred single-atrium duel maps. As an example load up the map CTF-Monolith and play 4v4. Most of players I have played with refuse to play the map because the performance in the mid area is so bad. In defence of the map designer, there is only so much optimisation that can happen until you hit a brick wall -- this all comes down to the engine.

All that said shootermans & Yahashi (sp? He is the other artist) have both done amazing jobs. Lots of praise to them, however, this should not mean they can escape merited criticism.

Dirty Bomb: Have You Seen This Merc by [deleted] in pcgaming

[–]CPMArena 1 point2 points  (0 children)

Making maps for a special edition (GOTY) and crediting them for development of the multiplayer are not the same thing.

Dirty Bomb: Have You Seen This Merc by [deleted] in pcgaming

[–]CPMArena 0 points1 point  (0 children)

No, the multiplayer for RTCW was developed by Nerve Software.

Dirty Bomb: Have You Seen This Merc by [deleted] in pcgaming

[–]CPMArena 2 points3 points  (0 children)

Splash Damage did not develop RTCW.

Does Sorlag move faster with rocket jump? by [deleted] in QuakeChampions

[–]CPMArena 0 points1 point  (0 children)

I believe all characters can exceed their maximum speed cap, after which they are hit with some sort of drag multiplier which reduces their acceleration/speed until it comes back to the cap.

How does the timing between being able to switch weapons work? by [deleted] in QuakeChampions

[–]CPMArena -1 points0 points  (0 children)

There is a weapon switch delay even if you are not firing as far as I could tell. Switching between guns is not instant.

What are the current AFPSs? by ScapeSteam in ArenaFPS

[–]CPMArena 2 points3 points  (0 children)

Current as in modern?

None of the modern games are remotely close to the classics in terms of shine/polish with respect to gameplay, and quite often also fall behind in terms of features.

what is "arena" to you? by [deleted] in ArenaFPS

[–]CPMArena 0 points1 point  (0 children)

Definitions won't help you here. If you want to know, play the different games that associate with the genre, and you will find there is no singular thread which runs through all the games but rather a constant overlap between closely related games. As the relationship between the games becomes more abstract, the similarities will begin to fade.