Coal

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This article is about the custom map. For other uses, see Coal (disambiguation).
Coal
Pl coal.jpg
Basic Information
Map type: Payload
File name: pl_coal_rc23
Version: Release Candidate 23
Released: December 20, 2018
Developer(s): Ryan "Chill" Foy
Denis "xB33" Varchulik
Elián "Iron" Rodríguez
Oliver "OverPovered" Pennaned
Matthew "Panckakebro" Hiller
Phe
Link(s): TF2Maps
Map Info
Environment: Industrial
Setting: Night, snowy
Hazards: Pitfalls
Map Items
Healthico.png Health Kits: Smallhealth.png ×7  •  Mediumhealth.png ×11
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×17   •  
Largeammo.png ×2
Map Overview
Coal overview.png

Coal is a community-made custom Payload map taking place in a snowy industrial area at night. A Smissmas variant was released in the Smissmas 2021 update.

Locations

Checkpoint A

  • Firtree: Right outside 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 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 health pack.
  • Gates: Just before reaching checkpoint C, the Cart stops and waits for the metal gates in front of 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 RED's third spawn.
  • Clearing: A piece of flat, elevated ground. Also found right in front of 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 for checkpoint D.
  • Shipping Crates: Some shipping crates can be seen just in front of the Delivery Pod.
  • Delivery Pod: The pit in which 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