As mentioned in the Reflex Roundup, the most significant changes will effect the editor, bringing in a whole slew of new features, finally making it feasable to create the oh-so-important symmetrical maps, foreshadowing what is to come in terms of team-play modes.
With respect to art, Electro has added a whole butt-load of new environment art, including ivy drapes, and pillars, rubble, and bushes.
Full Change-log
Gameplay:
- Reduced air knockback on shotgun from 2 to 1.25
- Increased plasma gun splash distance (mostly for plasma climbing)
- Increased rocket splash radius from 80 to 96
- Tweaked rocket self knockback to return rocket jumps to previous behaviour
- Reduced IC damage but increased the rate it fires -- overall damage per second is slightly lower
- Players now have a 0% chance to respawn nearest to where they died (still needs work)
- Tweaked the way plasma gun self knockback is applied for much improved plasma climbing.
Engine:
- Added r_desktop_composition cvar (defaults to 1)
- Fixed error dialog when direct3d device fails to create
- Significantly reduced network traffic when editing maps
Editor:
- Added support for multiple selection (control click)
- Added support for moving / cloning / texturing / rotating multiple brushes
- Added me_snapangle.
- Added me_rotate_dec / me_rotate_inc to allow rotation of selection (numpad +/-)
- Added support for rotating selections (both brushes and entities)
Meshes:
- Added ivy
- Added rubble
Updated Maps:
- cpm21
- dp4
- dp5
- tephra
- f14p1
In another piece of "news" recently at the European Speedster Assembly, Quake I speed-runner Elgu was spotted brandishing his Reflex t-shirt, in front of some 10, 000 + twitch viewers. He posted a respectable time in Quake I with some hypnotic strafes, hops, and rocket jumps.
Links:
edit: fixed