Skyfall

KotH Skyfall A7a

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
1,339
994
Skyline - A mirrored KOTH map floating high in the sky.

This is my first map, so it's probably bad. Feedback would be greatly appreciated.

This is a mirrored symmetrical KOTH map that floats in the sky. It is only in alpha stage and currently uses all dev textures. This may change in the future. Here are some screenshots of the map:
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A view of the central control point.

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From the opposite side.

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The inside of the building seen in the first screenshot.

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Just outside of that building, on Red's side.

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A view of Red's side of the map from above the control point.

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The inside of the building seen in the last picture.

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Behind that building.

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The outside of Red's spawn, on the other side of the wall seen in the last picture on the right.

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Inside Red's spawn.

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An overview of the entire map.

Again, feedback and constructive criticism is greatly appreciated. Thanks, and enjoy!
 
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Micnax

Back from the dead (again)
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Apr 25, 2009
2,109
1,585
Looks like a great start! I'd recommend putting it up for testing on the TF2maps servers. You can do that by joining the TF2maps Steam Group or Discord server, typing !add <map filename> <map download link> <notes>

<map filename> would be the filename without the .bsp extension (ie. koth_skyline_a3)
<map download link> would link directly to the map file for people to download (right click the download button at the top of this thread and click 'Copy link location' for it)
<notes> are any additional notes you want to add for admins to see

Hope that helps! (I should get around to writing an updated post for doing this...)
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
Looks nice from the screenshots, when I get home I will check it out in game. Also how long do you think this map took you to make? I'm just a bit curious.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Looks nice from the screenshots, when I get home I will check it out in game. Also how long do you think this map took you to make? I'm just a bit curious.
Took about 2 days of mostly working on the map.
 

suber36g

L3: Member
Jan 20, 2017
134
37
My map took a month to make it and it look like garbage.... Is it me or is there a group of people out there that are very slow when making maps.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I hope those arrows are func_detailed;), however your map looks pretty well done for your first map. Good luck developing it!
Thanks! And yes, the arrows are func_detailed. Also expect an update soon for April Fools. I know this isn't a serious map, I don't think it could ever be one- it's a bit small, and the fact that it's surrounded by a giant death pit really hurts the map balance. But I'm glad I made it, as I learned a lot about how certain things work while making it. After April Fools, I'll start working on a better, more serious map.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
My map took a month to make it and it look like garbage.... Is it me or is there a group of people out there that are very slow when making maps.
I'm pretty damn slow at making maps and I've been at it for nearly 10 years now
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
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 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 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

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I'm pretty damn slow at making maps and I've been at it for nearly 10 years now
I'd say I'm slower. Made in Summer 2016 and still a4.

Now, to the map. You might wanna replace those arrows with info_overlay arrows instead. I presume the current ones have collisions unless you made them func_brush?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Now, to the map. You might wanna replace those arrows with info_overlay arrows instead. I presume the current ones have collisions unless you made them func_brush?
I could do that, but at the time I was just messing around in Hammer, and I think the arrows match the overall theme of the map- I likely won't be working on this map too much in the future, I have better, more serious projects I want to take on.

But yes, they have collisions. I made them func_detail.
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
My map took a month to make it and it look like garbage.... Is it me or is there a group of people out there that are very slow when making maps.
I'm really slow as well, I do stuff like detail too early and making stuff completely perfect even if it is not at all necessary. I say just work at whatever pace suits you the best, and works how you would like. I have not become much quicker at mapping even after about 2 years of doing it, so you're fine :).
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Alpha 5: The Rainbow Update
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

Go to the update entry...
Download this version
 
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Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Alpha 6: The Detailing Update
-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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?????
Go to the update entry...
Download this version
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Alpha 6b
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

Download this version
Go to the update entry...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Alpha 7
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
Go to the update entry...
Download this version
 
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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
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The central control point.

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Just inside the building next to the control point.

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Red's entrance into that building.

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Red's side of the control point.

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Inside the rotating platform building on Red's side.

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Inside that building, from a different angle.

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The flank route that goes alongside the outside of that building from outside Red's landing room.

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Inside Red's landing room. This room also functions as a spawnroom.

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Just outside Red's spawnroom.

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Inside Red's spawnroom.

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Just outside Blu's spawnroom.

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Inside Blu's spawnroom.

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?????