These are the extentions configurable settings;
sm_dodgeball_spawninterval = 1.0 - Timer interval the each rocket is spawned on.
sm_dodgeball_autojoin = 1 - Whether or not players should be auto-assigned to a team on join.
sm_dodgeball_criticals = 1 - Enables or disables whether the rockets spawn as criticals. Having this off, the rockets will be mini-crits after a reflect but have no team colour. Nukes are never critical.
sm_dodgeball_weaponparticle = 0 - Particle to apply using attribute 134. 0 (disabled) or 3 are the only decent choices. Requires a reconnect to take affect.
sm_dodgeball_gamedesc = 1 - Sets the game description to "TFDodgeball".
sm_dodgeball_nuke_targetbeep = 1 - When a nuke locks onto a target, a sound is played to the new target if this is set.
sm_dodgeball_nuke_glow = 1 - Makes nukes have the intel/cart glow on them.
sm_dodgeball_nuke_chance = 0.01 - Chance that a rocket being spawned will be a nuke.
sm_dodgeball_dissolve_weapons = 1 - Dissolves weapons on death (as they are useless due to regenerating ammo), looks quite cool.
sm_dodgeball_dissolve_players = 0 - Dissolves players on death, ruins the whole exploding rockets thing. Nukes always dissolve players.
sm_dodgeball_dissolve_delay = 1.0 - Delay before dissolving.
sm_dodgeball_basedamage = 15.0 - Specifies the 'base' damage rockets are spawned with, the standard TF2 calculations happen based on this value, the default allows 3-4 hits before dying.
sm_dodgeball_maxrockets = 10 - Max number of rockets to have spawned at once, 0 disables. The spawning commands above can screw this up.
sm_dodgeball_speedmul = 0.5 - Value that the base rocket speed (1100) is multiplied by.
sm_dodgeball_reflectinc = 0.02 - Percentage(ish) the rocket speed is increased per-airblast.
sm_dodgeball_turnrate = 0.25 - Amount that the rockets can turn each frame.
sm_dodgeball_basedamage_nuke = 500.0 - Specifies the amount of damage nukes do, this isn't the same as regular rockets as nukes are not critical.
sm_dodgeball_maxrockets_nuke = 1 - Max number of nukes to have spawned at once, 0 disables. The spawning commands above can screw this up. If a nuke is going to spawn and this limit is reached, a regular rocket is spawned in it's place (if the rocket count is also below sm_dodgeball_maxrockets).
sm_dodgeball_speedmul_nuke = 0.2 - Value that the base rocket speed (1100) is multiplied by.
sm_dodgeball_reflectinc_nuke = 0.02 - Percentage(ish) the nuke speed is increased per-airblast.
sm_dodgeball_turnrate_nuke = 0.1 - Amount that the nukes can turn each frame.
All values are currently set at default, accept for the sm_dodgeball_reflectinc value which is set at 0.5.
Have a look through that list on what needs changing.