Coal

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This article is about the custom map. For other uses, see Coal (disambiguation).
Coal
Pl coal.png
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

Pictogram comment.png The following locations are described from the BLU perspective.

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.
  • Generator Room: To the left of BLU's spawn room, a generator room can be used as a flank route by BLU.
  • Cliffside Tunnel: To the far right of BLU's spawn, there is a small tunnel players can use to flank to the point.

Checkpoint B

  • Chute: An industrialesque building which contains a chute leading to the Jenkin Coal Co. and to the Shortcut.
  • 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.
  • Second BLU Spawn: This is the second and final BLU spawn, used after the capture of checkpoint B.
  • Shortcut: A previously closed gate within Jenkin Coal Co. opens up when BLU captures checkpoint C. It gives quick access to the Valley from the Second BLU Spawn.
  • First RED Spawn: Located in front of the Concrete Platform is the initial RED Spawn, which stops being used once BLU captures checkpoint A.
  • 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: Slightly behind the Concrete Platform is a picturesque wooden hut adjacent to the Factory.
  • Checkpoint B: Located in between the Concrete Platform and the Jenkin Coal Co.

Checkpoint C

  • Dropdown: Next to the Sniper's hut is a room with an elevated platform that leads to the Factory, only accessible via blast jumping. It also contains a large health pack.
  • Valley: With checkpoint B secured, the cart makes a right-hand turn and descends down into the Valley. A flat patch of ground surrounded by various buildings on all sides.
  • Second RED Spawn: One of the buildings surrounding the Valley houses the Second RED Spawn, becoming active after checkpoint A is captured and until checkpoint B's capture.
  • Gates: Just before reaching checkpoint C, the Cart stops and waits for the metal gates in front of it to open up.
  • Gate Flank: On checkpoint C's right side is a narrow corridor serving as a flank route around the Gates. It leads directly to the Cubby.

Checkpoint D

  • Cubby: Located just to the left of RED's third spawn.
  • Loading Zone A piece of flat, elevated ground overlooking the Shipping Crates. Also found right in front of the RED's third spawn.
  • Third RED Spawn: A small room with a single exit leading to the Loading Zone. RED's spawn is relocated here after checkpoint B's capture.
  • Factory: A large complex building that overlooks the final point and is composed of multiple floors, routes, staircases and openings. The cart goes through its ground floor and exits next to the Shipping Crates. The central part of the Factory is a spacious room with a large stairwell leading to its Balcony.
  • Shipping Crates: Next to the Factory is a clearing filled with shipping crates.
  • 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 until the cart destroys it.
  • Parked Truck: Behind the Delivery Pod is a space containing a parked construction truck.
  • Final RED spawn: The fourth and final RED spawn is divided into two separate buildings. The first possible location for RED to spawn in is inside a building located right next to the Delivery Pod. The other possible spawn location is in a house next to the Parked Truck. RED begins spawning here once checkpoint C is captured.

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.

Bugs

  • Textures for the ice seen in the Generator Room and the lake area outside of the last point are currently broken.

Gallery