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Details
The nuts and bolts.
Release: Final
Version: Not Specified
Filesize: Not Specified
Players: 32
Time of Day: Not Specified
Textures: Not Specified
Meshes: Not Specified
Environment: Indoors
Map Size: Not Specified
Effects: High Dynamic Range(HDR)
Classes Available: All
cp shock
Added by...
Snipergen
Author(s): snipergen
Category: TF2 > CP
Tags: outdoor, indoor, tunnels, 2 control points
Author's Readme/Notes

***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.
Added: 11 months agoModified: 9 months ago
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Feedback (60)
Page of 6   1 2 3 4 ... 5 6 Next Page
erikvduyn .
GET TO DA CHOPPA!Y2M
Posted 1 month ago
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.
- GET TO DA CHOPPA!
Arthurp .
farly new to mappingY2M
Posted 2 months ago
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
Posted 4 months ago
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).
 
Crap CMZ .
Semper ubi sub ubiY2M
Posted 6 months ago
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
Snipergen .
BananiteY2M
Posted 6 months ago
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
Crap CMZ .
Semper ubi sub ubiY2M
Posted 6 months ago
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
Posted 6 months ago
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.
 
.
It's just a flesh woundY2M
Posted 9 months ago
This map is so fun. I like the fact that the last point is more difficult to obtain compared to the stock cp maps.
.
Mappin' for lifeY2M
Posted 9 months ago
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
nef .
BananiteY2M
Posted 10 months ago
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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Critic Rating [+]
6.7/10
User Rating [+]
9.3/10
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Added by...
Snipergen .
Bananite
Ranked 975th ( 2) with 2,106 points. 1 point behind meconate .

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