Sanetopia 2 "The Return"

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4. July

NORTH AMERICAN TOURNAMENT

Just like a movie you have been waiting for 10 years to come out, just like the child you have waited for 9 months, and just like the job you wish you didn't have to work...

 

Reflex 0.35.1 out with new Meshes

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4. July

Reflex 0.35.1 is out and hints even further at CTF. Also, the knockback of the rocket has been updated again to adapt around the feedback provided by the community. Along with a few gameplay changes, some really cool new...

 

Cpm15 Released for Reflex

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26. June

Keter, a reflex community mapmaker has released cpm15. After talking to a few oldschool players they said it feels just like the original ( which is a good thing ) and automatically makes the reflex version sustainable. Check it out...

 

Great fanmade Trailer!

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20. June

Check out this hilariously Epic fanmade trailer of Doom 3 "What I wanted it to be" by LinKzaki shows the upcoming Doom 4 with original sounds and more!..

 

The Reflex Editor is evolving!

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16. June

Something people have been waiting for a long time is finally happening! In this preview you can see multi-select and movement of multiple objects in the upcoming Editor! Check it out..

Check out this Epic Metal Gear Solid Trailer!

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15. June

As debuted on on E3 Live, the new trailer for Metal Gear Solid V: The Phantom Pain from Konami. We had to share it due to its cinematic structure. Well done Konami! Check it out here!

 

Bethesda reveals Doom4

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15. June

fast pased arena style combat from mars to the deapths of hell - Bethesda on MP

Doom Snapmap, fast paced, and real deathmatch will be available on the all new Bethesda net. Another Awesome feature of the new Doom will be something called "Snapmap" which will let you build you own maps and more! Also, Co-op and other custom team modes will be available which bethesda will be revealing "soon".. 

 

Reflex 0.34.3 with Knockback out now!

Logo | zEv
9. June

First up, we've made some significant changes to our knockback system. We now use different values for "vs grounded player" and "vs enemy player", giving us far more control over how approachable a player is (while keeping in-air knockback amounts reasonable). We've also tweaked the way knockback angles are calculated for some weapons...

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