-Fixed players being able to stand in mid-air on the CP while the CP trapdoor was open
-Fixed players retaining low gravity upon a round restart

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Had this sitting around on my hard drive for about a month. Forgot it was there. Finally uploading it.
-Redesigned the rainbow pipes
-After a team wins, players are teleported to a large vertical pipe where they fall slowly
-Every 100 kills, 2 team-colored tornadoes appear and roam the map, throwing nearby players in random directions
-Added a 3-digit death counter above the control point
-Players coming out of the rainbow tunnels are given a 1-sec ubercharge to prevent camping
-A floating egg has been added behind the control point building that can be destroyed with 4 melee hits. Destroying the egg summons an eagle which flies around the map, dropping bombs that knock back players
-Raised the resupply triggers to cover the top of the resupply cabinets
-Fixed an unflipped brush in an out-of-bounds section of the control point building
-Added a windy particle effect while the fans are blowing
-Fixed a slightly off-position rotating diamond on Blu's side
-Fixed launchpad on ground launching players at an angle to the side
-Removed the metal grates from the roof of the control point building and replaced them with a clip brush
-Shifted the medium healthkit in each team's rotating platform building to line up with the middle of the closest rotating platform
-Slightly increased the speed of the healthkit trap piston
-Added a banana trap on the roof of the small shack next to the CP
-Added arrows around the map directing players towards the control point

A7 Screenshots

Known bugs/issues:
-Players can still stand on the control point in midair when the control point trapdoor is open
-After a team victory, players get stuck with low gravity

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It takes 34 minutes to compile VVIS... I should really use a couple func_visclusters...
-Combined some of the rotating platforms
-Fixed asymmetrical rotation directions on some of the rotating platforms
-Added floating diamonds all over the map
-Replaced the red no entry barriers on Blu's side with blue barriers
-Made the ends of the large rainbow pipes longer to make it more realistically blend into shadow
-Fixed an unmirrored trigger_push in the rainbow pipes

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-Rebuilt the map from the ground up with a new layout
-Created an organized system to manage the color scheme
-Slightly decreased the point trapdoor speed
-Engineers can no longer build teleporters in the water
-Slightly slowed the rotating platforms
-The bumpers are now spherical rather than cylindrical
-Asymmetrical spawnroom detailing
-Added a 3D skybox
-Fixed the bottom of the brush doors in the sky being entirely dark
-Added waterfall particles and sounds to the sky waterfall
-Added soundscapes
-Fixed players losing their vertical velocity when teleporting into the sky
-More Daniel Craig
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The central control point. Red on the right, Blu on the left.

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Inside the building next to the control point, from Blu's side facing Red's side.

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The area outside the doorway on Red's side of the control point building.

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The walkway on Red's side of the control point.

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Inside the building on Red's side of the control point.

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The same building from a different angle.

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The lower path from Red's spawn to the point, with the area outside Red's landing room visible on the right.

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Inside Red's landing room, which also functions as a spawnroom and resupply area.

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Outside Red's spawn on the ground. Players take the launchpad to get to the sky area and land in their team's landing room.

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Inside Red's spawn.

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Outside Blu's spawn.

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Inside Blu's spawn.

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This update is a complete rebuild of koth_skyfall, totally from scratch. The layout hasn't changed very much, but new, rainbow-colored dev textures bring a much prettier artstyle over the bland stock dev textures. (Thanks to Nyro on Gamebanana for his pack of 277 colored dev textures!) Additionally, a few new gimmicks have been added. The only problem I have with this version is the layout- Oh god, the layout. It hasn't changed much since the last version, and it's super small- you could get from one team's spawn to to the other with just 2 rocket jumps. Definitely something I want to overhaul before next year's April Fools. But I was almost done with it, so I polished and released it just to show you guys what I've been up to and to show off some new gimmicks and the new artstyle. Enjoy.
-Rebuilt map from ground up using a new art style
-Increased space between each team's side and the CP grate
-Slightly decreased time that CP grate remains open on cap
-Reduced max time between CP grate openings from 90 secs to 60 secs
-Moving platform is now a func_door (previously func_tracktrain)
-Large health pack is now on a separate platform that the moving platform passes
-Reduced giant fan blowing time from 10 secs to 7 secs
-Giant fan now has sounds, including a warning alarm that starts 3 secs before the fan starts blowing
-Added a rotating platform
-Added a boop cylinder
-Players spawn on the ground and take a jump pad to get to the sky area
-Players cannot build on the point grate
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Overview of the control point, from above the shack. Red on the right, Blu on the left. The control point platform opens up on each capture, dropping players. The platform also opens every 60 seconds the point is not captured.

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Zoomed out, giving a wider view and a look behind the shack. Red on the right, Blu on the left. The small box at the bottom moves back and forth between Red and Blu's side, giving access to the large health pack behind the shed.

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Overview of the control point, from the other side. Red on the left, Blu on the right.

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Inside the building next to the control point. Standing in the water will slowly push you towards the waterfall. Red on the left, Blu on the right.

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Outside the building, Red's side. The piston has a 1 in 4 chance of pushing players off every time the medium health pack behind the statue is picked up, and the piston also activates every 60 secs it is idle.

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A closer view of Red's side of the control point. The fans on the left activate randomly every 60 to 90 seconds, blowing players off the map.

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Right outside Red's landing zone. A medium health pack rests underneath the ramp. One medium ammo pack rests on the far side of Red's spawn, while another is up against the window on the left. Attacking the orange cylinder in the bottom left corner causes it to push players away. The orange platform in the rear rotates, causing players to fall off if they stand on it for more than a few seconds.

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Inside Red's landing zone, where Red lands after taking the launchpad to get to the sky. The resupply locker, made of dev-textured brushes, rests between Red's two spawn doors.

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Red's spawn, on the ground. The launchpad on the left launches players into the sky.

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Inside Red's spawn.

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An overview of the map. Red on the right, Blu on the left.
Known issues:
-Occasionally, players will lose their velocity when taking the launchpad to the sky and will die upon teleporting

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This update adds new features just in time for April Fools, and changes the name of the map to match the new April Fool's theme of the map. And yes, I drew inspiration from Trainsawlaser. Sue me.
-Changed name from koth_skyline to koth_skyfall
-Control point floor opens up when capped by either team, and every 90 secs that the point is not capped
-Severely shortened time to cap
-Added a "shortcut" in front of each team's spawn
-Fixed the spectator camera in the building being clipped into the wall
-Made the hole for the waterfall large enough for players to walk through
-Players standing in the water will be pushed towards the waterfall
-Added 2 trap launchpads, 1 on each team's side
-Expanded the capture point and the building next to it
-Added some custom overlays
-Added a piston next to the small health pack on each team's side of the cap point building- Piston has a 1 in 4 chance of pushing players off when the health pack is picked up, and will activate automatically every 60 secs it is not activated
-Removed the small health pack on the point
-Large fans on each team's side of the control point activate randomly every 60 to 90 secs, blowing players off the map
-Fixed a few misaligned textures
-Added holes in the upper part of the wall of the control point building