cp shock

Credits

Submitter
  • P2: Drudge
    Points: 2,171
  • C1: Member
  • A5: Veteran
    Account Age: 5 years
Snipergen (Creator/Co-creator)
Key Authors
snipergen

Rating

8.75/10
Based off 30 rating(s)

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Additional Info

Development State
Final/Stable
Maximum Players
32

Stats

Post Count
72
ViewCount
25,890
Downloads
4,319
Date Added
4 years ago
Date Modified
4 years ago
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***NOTE*************** I might release an optimized version in the form of cp_shock2, but dont expect it for now so go ahead and use this version :) And yes respawn times are fucked up sorry, you'll need a plugin to sort it out.

FINAL VERSION v1.0

This map has been trough 2 big beta tests, played it on a lot of servers and made the map less sniper friendly, added a building on ccontrol point b, 70 seconds setup, faster respawn if A is capped, better balance, made the fps better, added more details, retextured buildings, other skybox, other soundscapes, custom textures for when the map starts (menu screen).

Thats all I can say, enjoy the map, place it on server rotation, have fun! I hope I can join you.

Thanks for reading, downloading and/or placing on server!

Cheers,

Snipergen

Oh, dont forget to rate please.

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Comments

    • P1: Beggar
      Points: 43
    • E1: Helper
      EF: 2
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: stays nice and close to the tf2 style, nice variation on Gravelpit Cons: I strongly dislike this map for a number of reasons: 1. There is only one spawn exit, making spawncamping a serious gamebreaker. 2. A is too easy to defend and B is way too hard to defend. Put a sentry in the corner and up high on A and voila, it's defended. B is barely defendable. 3. Already mentioned, the HUGE open area between A and B, completely pointless.

    OB GLOB DE GOB DE GORRRR!
    • P1: Beggar
      Points: 154
    • E1: Helper
      EF: 1
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    • A4: Graduate
      Account Age: 4 years

    Pros: A nice map for the over 24 slot servers. Cons: I feal the open space is a bit wasted all the key fighting happens in the buildings. Improvements: Think of the area inbetween blue spawn and cap a in gravelpit. Make the open area more like that with little barns and rocks and so on. (Not as thick though, but it is a bit thin atm) Notes: I do like it but it just a little of making a map that i will play by choice. The critic rating is a bit harsh :(

    farly new to mapping
  • Anonymous

    Pros: Plays pretty well and is fairly well balanced for the most part, good detail work especially on the cap points Cons: Drops my fps to shit, really needs some optimization work done. Needs team balancing done. Improvements: In my opinion, there needs to be more visual interest between the cap points and the main fighting areas. Just a bit of details could work wonders. I'd even go as far as suggesting a third point be put in in the center building, creating a more linear progression and allowing the map to continue longer than a simple 2-point map. Notes: Overall quite good (though the respawn times really need to be fixed).

    • P2: Drudge
      Points: 1,111
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      EF: 18
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      Account Age: 4 years
    Posted by Snipergen Yeah that sums it up a bit. I am aware of the horrible stuff I did in this map and I finally know how to actually optimize a map. I am done with it though, working on a brand new map now.

    Well, I look forward to the new map. If you ever get bored and get a chance I really wouldn't mind seeing shock cleaned up. I think it has the potential to be a really good map.

    Semper ubi sub ubi
    • P2: Drudge
      Points: 2,171
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      Account Age: 5 years
    Posted by Crap CMZ Pros: Overall I actually like this map, but there are some serious problems. Cons: 1. It lags, bad, especially in the entire area outside red spawn, around the 2nd cp. 2. The 2nd cp is almost completely pointless. I've played this map a ton and I have NEVER seen anyone sucessfully defend the 2nd cp, if the first one is capped, it pretty much means blue wins. Improvements: Optimize it, possibly even cut that huge open area in front of red spawn in half. There's really no point to it and it makes it harder for red to get to the first cp without teleporters (because it's so far away, if you're a soldier or a heavy running from spawn when blue is standing on the point you are almost guarantee to get to the point just as they finish capping it) and is a big part of the lag. It's generally not used during matches anyway (just a bit of open space you have to run through) and just seems really unnecessary. Make some changes to the 2nd cp, maybe a spot where red can build at least 1 sg without having blue able to destroy it from outside and complete out of the line of fire, as it is blue can hit any area inside the cp building from outside, without even being able to see it, demo/rocket spam clears out the cp and slow respawn for red guarantees a blue victory.

    Yeah that sums it up a bit. I am aware of the horrible stuff I did in this map and I finally know how to actually optimize a map. I am done with it though, working on a brand new map now.

    Bananite
    • P2: Drudge
      Points: 1,111
    • E1: Helper
      EF: 18
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Overall I actually like this map, but there are some serious problems. Cons: 1. It lags, bad, especially in the entire area outside red spawn, around the 2nd cp. 2. The 2nd cp is almost completely pointless. I've played this map a ton and I have NEVER seen anyone sucessfully defend the 2nd cp, if the first one is capped, it pretty much means blue wins. Improvements: Optimize it, possibly even cut that huge open area in front of red spawn in half. There's really no point to it and it makes it harder for red to get to the first cp without teleporters (because it's so far away, if you're a soldier or a heavy running from spawn when blue is standing on the point you are almost guarantee to get to the point just as they finish capping it) and is a big part of the lag. It's generally not used during matches anyway (just a bit of open space you have to run through) and just seems really unnecessary. Make some changes to the 2nd cp, maybe a spot where red can build at least 1 sg without having blue able to destroy it from outside and complete out of the line of fire, as it is blue can hit any area inside the cp building from outside, without even being able to see it, demo/rocket spam clears out the cp and slow respawn for red guarantees a blue victory.

    Semper ubi sub ubi
  • Anonymous

    Pros: Looks awesome. Cons: Spawn camping is rediculous. It's impossible to escape if you're not accompanied by team mates. Lag is very bad -decrease the open spaces. Improvements: Fix the above problems.

    • P6: Merchant
      Points: 348,431
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    tycho_monolith

    This map is so fun. I like the fact that the last point is more difficult to obtain compared to the stock cp maps.

    It's just a flesh wound
    • P2: Drudge
      Points: 6,608
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      Account Age: 4 years

    This is a aswome map, nice job. by the way, I read you aswome tutorial you posted on another forum. You had some pictures of this map in it. You should ad that tutorial here at FPSB

    Mappin' for life
    • P1: Beggar
      Points: 6
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      Account Age: 4 years

    Pros: matches tf2 style, plays like stock maps (first easy, second hard) Cons: Too easy for attackers to take the second point. Improvements: make defense easier on second point Notes: overall a good map, but, like i said, the second point is too easy to assault.

    Bananite
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