Difference between revisions of "Coal"
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| last-updated = April 6, 2019 | | last-updated = April 6, 2019 | ||
| map-hazards = [[Pitfall]]s | | map-hazards = [[Pitfall]]s | ||
− | | map-environment = | + | | map-environment = Industrial |
| map-setting = Night, snowy | | map-setting = Night, snowy | ||
| link = [https://steamcommunity.com/sharedfiles/filedetails/?id=1606356102 Steam Workshop]<br>[https://tf2maps.net/downloads/coal.7310/ TF2Maps] | | link = [https://steamcommunity.com/sharedfiles/filedetails/?id=1606356102 Steam Workshop]<br>[https://tf2maps.net/downloads/coal.7310/ TF2Maps] |
Revision as of 21:45, 13 December 2022
Coal | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Night, snowy |
Hazards: | Pitfalls |
Map Overview | |
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Coal is a community-made Payload map taking place in a snowy industrial area at night. A Smissmas variant was released in the Smissmas 2021 update.
Contents
Locations
Checkpoint A
- Firtree: Right outside the Blu's right spawn exit, a large yard containing a firtree can be seen.
- Boulder: Directly attached to the Blu spawn is a rocky boulder.
- Brick Building: Right across the Blu spawn, the Brick Building serves as a shortcut to the first checkpoint.
- A point Building: Overlooking the point A is a large, rectangular building. It has four entrances/exits, one of which is a gate which can only be opened from the inside.
- Sentry Deck: In front of the aforementioned A building is a simple wooden deck with some cover. Often a major defensive position.
Checkpoint B
- Chute: An industrialesque building which contains a chute leading to the Jenkin Coal Co.
- Jenkin Coal Co.: Named after the sign plastered on it, this is a large building complex right in the middle of the map. Besides acting as a shortcut to B, it also houses the Blu's second spawn.
- Concrete platform: Opposite the Jenkin Coal Co. is a small cement platform with a chainlink fence. Has a medium Health and Ammo pack.
- Sniper's Hut: As indicated by its name, this wooden hut often houses Red Snipers.
Checkpoint C
- Dropdown: Not actually a dropdown. Just a room with an elevated Platform, only accessible via blast jumping. It also has a large healthpack.
- Gates: Just before reaching checkpoint C, the Cart will stop and wait for the metal gates in front it to open up.
- Flank: On C's right side is a simple building serving as a flank route around the Gates.
Checkpoint D
- Shack: Located right next to the Red's third spawn.
- Clearing A piece of flat, elevated ground. Also found right in front of the Red's third spawn.
- Factory: A large complex building. Composed of multiple floors, routes, staircases and opening. Whoever controls this building usually wins the battle of checkpoint D.
- Shipping Crates: Some shipping crates can be seen just in front of the Delivery Pod.
- Delivery Pod: The pit in which the Blu is supposed to throw the Cart. Although it is a Pitfall, it is covered by wooden planks for the majority of the game. As such, it does not claim many victims during the round.
Changelog
Changelog:
Dec 20, 2018
- Optimization.
- Bug fixes.
- Added some lighting.
Dec 23, 2018
- Adjusted some windows and a platform.
- Optimization.
- Fixed a ton of visual stuff.
- New night theme.
- Added some detail.
- Fixed a lot of bugs.
- Tweaked respawn times.
Dec 24, 2018
- Fixed some bugs.
- Messed with some prop lighting.
- Made the map night-themed and added some lights.
- Reworked a opening door outside red spawn that gives a shortcut during setup.
Dec 25, 2018
- Clipping fixes.
- Detailing fixes.
- Lighting fixes.
- Added some nobuilds in evil spots.
- Opened a roof top for walking.
- Bug fixes.
Dec 27, 2018
- Lots of layout tweaks and flow fixings.
- Lots of visual fixes.
- Bug fixes.
- Improved skybox.
- Better timing and gate logic for C.
- Displacement alpha fiddling.
- More lights in dark spots.
Dec 29, 2018
- Spawn time adjustments.
- Health and ammo adjustments.
- Added guidance signs that pop up and hide accordingly.
- Fixed some bugs.
- Fixed some exploits.
- Clipping adjustments.
- Fixed a ton of lighting bugs on props and brushes.
- Added a bunch of lights to dark spots.
- Fixed texture misalignment and mistakes.
- Added some fancy snow to stairs.
- Fixed the clocks to read the same time throughout the map.
- Made the gate more spectacular when it opens initially (blinking lights, dinging).
- Put icicles on the payload.
- Fixed issues like props clipping through stuff ect.
- Fixed some windows that looked weird.
- Added some cubemaps.
- Redid the wall outside 2nd blue spawn to look fancier.
- Got rid of 150 edicts so the base number is around 1390 or so.
- Heavily optimized some spots with frame drops.
Jan 2, 2019
- Made a platform by B less cramped.
- Cleaned up C a lot, and redid a building leading to a sentry spot guarding the cap.
- C is now slightly easier to hold.
- Redid a platform area by C.
- Moved hp and ammo around in various places.
- Clipping improvements.
- New light_env.
- New northern lights that aren't buggy.
- Better interior lighting in many places.
- Big texture pass with many fixes/improvements.
- Minor detailing pass.
- Redid the interior of the train area outside first blue spawn.
- Fixed a lot of bugs.
- Got rid of content that didn't belong to us, that we forgot about.
- Optimization.
Mar 24, 2019
- Redid the interior of some rooms that were super bland and empty.
- Added some windows to some rooms.
- Added a little shack at C where the cart stops to open the gate.
- Basically new lighting everywhere.
- phat visual overhaul.
- Fixed some visible nodraws.
- Clipping fixes.
- Some visual stuff.
- Fixed some random things.
- A little optimization.
Mar 30, 2019
- Made the staircase into last a dropdown.
- Replaced the dump truck at C with some smaller boxes.
- Some detailing improvements.
- Optimization.
- Bug fixes.
Apr 6, 2019
- Deathpit is now more deathy.
- Optimization.
- Messed around with displacements a little bit to block some sightlines.
- Tweaked the platform by B.
- Flipped the 2 platforms at A.
- Deleted some props at C to make it less cluttered.
- Timing fixes.
- Bug fixes.
Gallery
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