shockwave

Gerbil

aa
Feb 6, 2009
573
846
I've decided to make a koth version of shockwave due to peer pressure. From the tests we had it seems like this map is great for 6v6, but too small for 12v12. Also I have noticed the clipping issue with the cart and I will work on it.

Special thanks:

Acumen for the elevator model.
The swamp team for the great assets.
The people who helped me test this.


Updated to B2(a)!
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
But... now we can't go through the spawn.
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
6v6 isn't always competitive.


I quite agree, but Political Gamer's post was more of what I was referencing which mentioning of the trouble of a deathpit to me, insinuated comp 6v6 to me, as they always hate that sort of thing in a map.
 

Gerbil

aa
Feb 6, 2009
573
846
Last test version, I swear.
- test1 (22/5/2010)

- Very minor detailing.
- Small fixes to problems I've noticed around the map.
- Replaced small health in the middle with small ammo.
 
Mar 23, 2010
1,872
1,696
It was pretty fun. good difficulty to cap and difficulty to recap. however, it is very small and this was about a 6v6 playtest. It is probably too small for anything higher than 16 man. The size also lead to a lot of pyros and heavies.
 

Gerbil

aa
Feb 6, 2009
573
846
Another test bump?! MADNESS

Just wanted to say thanks for the feedback from today. And b1 is on it's way.



EDIT: theme turned out to be poopy. desert theme stays.
 
Last edited:

Gerbil

aa
Feb 6, 2009
573
846
Decided to leave the desert theme since the new theme turned out to be pretty crappy.

Anyway, beta 1 is out. I made some changes. Thanks to the people that helped me test this over the past 2 months.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
This: Your playerclip shouldn't be that far away from the wall, just covering the fence.

This: the entire building is concrete, why is the inside brick?

This: weird detailing; why do those tracks lead into the ground? Also, align your rockwall textures.