Wichita

CTF Wichita A13d

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Wichita - A simple CTF map inspired by the world's smallest skyscraper.

This is my real entry for the Pick-it-Up contest. Apollo has been abandoned until further notice, as it was frustrating the heck out of me, and I got very discouraged. Fortunately, this map took me only 3 days of work to pump out.

The map's name is based on the famous Wichita Skyscraper in Wichita Falls, Texas. Loose replicas of the building can be found out of bounds on each side of the map just outside of the spawns.
Each intel room has two dropdowns into it and anti-sentry windows overlooking the room reminiscent of all the "Chin-style" CTF maps that have gotten popular since Back-to-Basics happened. The mid is a janky bridge.

Credit to ASG for the striped glass texture, Rexy for the chairman vehicle model, and the Vehicles Pack for other assorted vehicles, as well as the Swamp Pack for the intelligence signage.
 
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Made roofs at mid inaccessable; alternatively, there is now a balcony on the opposite side of the staircase building from the old roof
-Adjusted cover near spawn to make sightlines...better? idk lol
-Made road that went around the mid buildings OOB to make mid smaller
-Clipped roads more betterer
-I can't remember what else lmao

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Added upper exit from leftmost spawn exit room + new balcony from said exit
-Reduced/removed ammo near intel
-Replaced dynamic (affected by intel status) door at intel room with simpler one-way door
-Adjusted shoot-throughable window into intel room to be less wide but much taller
-Changed window textures and models map-wide to make aforementioned change stand out + make it more apparent the other windows cannot be shot through
-Adjusted lighting in some areas for extra visual aids
-Remove health from top of mid bridge
-Upgraded medium health under bridge to full (probably temporary lmao)

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Mâché

Big Ferret
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Sep 7, 2015
381
301
-Fixed broken one-way doors
-Removed weird lip from ramp near main intel exit route
-Better clipping in places
-Very minorly adjusted height of mid bridge legs to make jumping onto tower balconies slightly easier
-Guacamole spaghetti penis

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Added extension from shoot-through window into intel to a new room with shoot-through window and dropdown
-Re-implemented dynamic shutter (was replaced with one-way for a couple versions)
-Adjusted spawn to attempt making it more streamlined
-Connected road outside spawn directly to second floor of parking garage
-Changed mid bridge significantly + connections to it from towers
-Pack and lighting adjustments aplenty
-Made the guac extra

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Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Did I every tell you a story about a guy I knew named Joe?
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Brand new mid and spawns
-Fixed a prop jump in the intel room
-Removed route where intel-controlled shutter used to be entirely
-Number 14: Taco Bell Piss Nachos

Will also finally update the screenshots in the main thread.

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Shifted mid even more; adjusted sizes and routes of buildings at mid to simplify things/give more breathing room/make more compelling/fuck idk
-Adjusted walls of 2nd floor of parking garage to block sightlines and vis
-Added small doorway to closer dropdown into into to make entering the area less awkward (previously, the only viables ways into the room for attackers was to do a weird S shaped maneuver, or climb up from the first floor of the garage)
-Added health and ammo to the bridge near intel escape route + a sign; attempting to encourage both attackers and defenders to take better advantage of the bridge
-Fixed lighting in some places
-Rats, rats, we are the rats

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
-Removed extra door from shutter room because fuck having a more direct way into the closer dropdown
-Added a single medium ammo to the intel room because fuck attackers
-Added wooden boards to the top halves of the anti-sentry windows because fuck not knowing whether or not you can jump through a window THAT LITERALLY HAS FUCKING MULLIONS IN IT SERIOUSLY WTF KINDA NEGATIVE BRAIN THINKING IS THAT LIKE I DON'T EVEN
-Downgraded full health in tower to medium because fuck doing something original
-Adjusted the angle of the spawnpoints because fuck being subtly (but annoyingly) directed more towards your intel than mid
-Replaced the weird stair/ladders and tiny-ass balconies in the tower with whatever because fuck actually writing this changelog
-Changed update title to "joe" because fuck having to wait to play this version for the next imp
-Fuck me

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Redid mid again; giant bridge with simple surrounding geometry
-Removed mid dropdown route and made OOB detail
-Fixed various minor visual bugs
-Added window near packs on intel escape bridge to give a hint to defenders about potential hold spots and give escapees an equal view from the opposite side
-IMP is going on atm aaaaaaaaaaaaaaaaaa gotta hurry

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Added overpass (inaccessible) over mid to block superjumps across the map + added intrigue in the pit below the walkable bridge
-Shifted lower garage entrance to righthand side of garage (attacker perspective)
-Removed rock right next to bridge ramp and made the landscape walkable (this is also right next to aforementioned change); added cover building to compensate
-Downgraded health in put from mediums to smalls; added medium ammos somewhat nearby
-Fixed missing clip over cement truck garage on RED side
-i'm so fucking tired lmao

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Shifted entire spawn building over; this change is basically the impetus for most of the other big changes
-Added walls (with playerclipped tops) and integrated the cement truck garage into the "spawn courtyard"
-Redid entire weird bridge area immediately next to spawn; now a train loading bay with a second story and windows
-Rotated spawn-side well door entrance to closer dropdown into intel 90 degrees to compensate for previous changes
-Added water to the lowermost part of the intel room to make players using the closer dropdown not take annoying fall damage
-Removed the superjump-blocking overpass due to it being made redundant by the playerclipped spawn courtyard walls + the overpass made things way too dark
-uh

Will update screenshots later. IMP

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Fixed buggy dropdown doors
-Added some clarifying signs to spawn
-Removed one of the two staircases near trains
-Adjusted cover near aforementioned stairs
-Fixed misaligned lamps
-Opened up part of second floor of parking garage (like how it used to be) to give those that own that side of the map another means of contesting players attempting to enter the parking garage
-Minor detail adjustments

Issues that still need to be resolved:
-Finding ways to make mid less janky; flow better, encourage midfighting more, etc
-Add a feature to the cement truck garage shutters that forces the door open if it detects that a sentry is built in the trigger (why doesn't Ashville do this?!)

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Redid spawn again because fuck
-Redid mid again because kcuf
-Changed weird dropdown shutter in cement garage to real dropdown via vehicle maintenance thing
-Remove upper area from train room, including the windows
-Adjusted cover around mid
-Dimmed the big lamps a bit
-m

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