Skyway

CTF Skyway A15

Defcon

aa
Jun 28, 2017
147
215
Skyway - Do the dishes and capture the flag

Standard CTF with a compact layout designed to promote fluid, fast-paced gameplay and creative movement. Made for the Pick it Up contest.
 

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Super interested to see where this map goes, it's got some unique height variation, which I think complements the style of the map nicely.
 

Defcon

aa
Jun 28, 2017
147
215
  • Dropdowns at mid now exit onto the lower level and are further from the center of the map

  • Dropdowns now go through an enclosed chute that can be watched from upper rooms

  • Sections of the floor at mid and in the attics leading to dropdowns are now transparent

  • Removed glass from windows in upper rooms

  • Various minor visual adjustments and fixes

  • Clipping improvements

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
147
215
  • Removed third floor of spawn building

  • Lowered third floor sniper window to the second floor

  • Second floor of spawn building is now a series of catwalks overlooking the first floor

  • Reverted balcony overlooking intel to a window room that is now accessed via a staircase in the central room in front of spawn

  • Removed glass from a set of windows in the tram boarding rooms at mid

  • Made rooms above mid dropdowns slightly smaller

  • Removed wooden ramp to garage roof/dropdown route

  • Removed wooden fence on cliff near dropdown

  • Fixed players being able to climb up intel area dropdown

  • Optimization improvements

  • Various visual adjustments and fixes

Read the rest of this update entry...
 

Zhiris

L1: Registered
Apr 26, 2020
29
18
The map feels and looks so much better then any of your screenshots can tell.
This map is remarkable and I had a blast to explore the map at first and try it out with bots to see how it feels.

Your capture point is by far your strongest asset on your map, I love how a upper/middle/lower route ends up to the capture point making the small choke engy nest under that small roof balanced and easy to deal with.
The map plays way shorter than any of the current Valve CTF maps thanks to all the routes players can take. (always good in my book)
The middle part takes 2 round to fully understand where to go for the flag but yet not too confusing for a new player to get to the capture point which is a good advantage.

before I go on with more feedback I want to share something I actually had happen to me when I was exploring the map:
20200429143007_1.jpg
So I was trying to navigate all routes and see how it feels to play until I stumbled upon this "cage" with a arrow pointing down and a dropper on top of it.
I dropped my focus to see connections to the intel and shifted focus on how to get to that drop point which was really funny.
It take you to the lower area of your map which is easy to get but as how much I tried I couldn't see a way to end up there since there weren't any ladders or stairs leading up there, even looking around the building didn't give me any idea how to get there.
Eventually I picked up my Jetpack on Pyro and flew over your deathpit since I saw a small wooden plank with a health pack when I peeked over the sign with the skull on it.
20200429143043_1.jpg
This leaded me to the area which had the dropper!
There isn't actually something else up there except that dropper or small health kit, I don't think this area will ever be used as it is.
But I had a blast trying to figure out how to get up there.

The map soundscapes are already in place and I love the fitting looks with the birds chirping up this (presumably) mountain!
Something I would personally do to make this already good looking "cake" finished with a "cherry" on top would be a waterfall.
20200429142859_1.jpg
You got a death pit with water up in the mountain and I was wondering how it got there, a waterfall on this spot would do wonders to end the scene here.
20200429142906_1.jpg
You have to make a big sewer pipe here to let the water flow (nowalkable)
20200429142916_1.jpg
So it will end up on the lower part in the middle of you map, making your ski-lift dangle up another waterfall going down.
koth_Suijin also have this worked in their map, but it would even fit the theme better on this one!
I believe degrootkeep has a bigger waterfall in their map so you can also look how they did it there for inspiration.

Fantastic job Defcon, I am so going to use this map when it's finished on my CTF server when it's finished. I love it <3
 
Last edited:

Defcon

aa
Jun 28, 2017
147
215
  • Added a staircase connecting first and second floor of building leading to intel/mid dropdown routes

  • Reduced width of patio outside of spawn and expanded/raised ground displacements to slope up to it

  • Expanded yard near intel dropdown

  • Removed glass from windows in rooms above mid dropdowns

  • Removed props that enabled camping in upper mid rooms

  • Raised func_respawnflag along cliff to prevent dropped flags from getting stuck just above the deathpit

  • Slightly adjusted spawn exit positions

  • Fixed an unintended asymmetrical sightline

  • Various visual adjustments and fixes

  • Clipping improvements

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
147
215
  • Mid dropdowns now exit into upper rooms

  • Removed mid dropdown chutes

  • Removed transparent floor section at mid

  • Simplified spawn buildings

  • Adjusted spawn exit positions

  • Reduced width of stairwell near intel area to make room for spawn exit adjustments

  • Added a second window to room overlooking intel

  • Fixed an unintended sightline from intel area to mid

  • Nobuilt intel spawn positions

  • Various visual adjustments and fixes

  • Clipping improvements

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
147
215
  • Removed entirety of mid dropdown route

  • Increased respawn wave time from 5 to 7

  • Added/adjusted some props to make clipping more intuitive

  • Added props in lower level of spawn building to break the fall of players jumping down from upper level

  • Fixed players being able to climb up intel area dropdown (again)

  • Various visual adjustments and fixes

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
147
215
  • Reworked intel dropdown route to make escaping through it more difficult

    • Increased dropdown cliff height from 128 to 256 hu

    • Route entrance is now a shutter door

    • Removed medium health and ammo
  • Reworked mid to make crossing between the upper rooms more difficult

  • Replaced rocks on mid cliff route with fences

  • Various visual adjustments and fixes

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Defcon

aa
Jun 28, 2017
147
215
  • Reduced length of mid by 512 units

  • Replaced central building with a narrow platform

  • Added planks connecting cable car terminals to central platform

  • Removed doorway and stairs that previously connected to central building

  • Widened entrance to upper route

  • Adjusted health and ammo positions
  • Added prop below spawn building window exit to make it easier to use without taking fall damage
  • Clipping improvements

  • Various minor visual adjustments

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
147
215
  • Added a staircase and dropdown connecting upper and lower routes at mid

  • Widened entrance to lower mid route and removed the second interior doorway

  • Increased health and ammo in upper mid route from small to medium

  • Added small health and ammo in garage

  • Added a grate in spawn floor to make the lower exit more visible

  • Adjusted position of spawn points to increase lower exit visibility

  • Increased respawn wave time from 7 to 10

  • Various minor visual adjustments

Read the rest of this update entry...
 

Zhiris

L1: Registered
Apr 26, 2020
29
18
It's some big changes on how the loadout have changed in your map.
I think your newer version is easier for new players to pick up although I really loved the old exploration vibes the older ones gave with the iconic mountain lifts as a nice touch.

I can't wait to see how the maps looks like with the building walls textures over it and how the colour pallets would look like on each side.
Love your work!