coalmap 72hr

coalmap 72hr a11

After a long wait (by seemingly nobody), the map finally gets some sweet sweet updates!
  • Attackers now have more ways to get onto Defenders' highground
  • The highground at A near BLU spawn has been nerfed and changed to be less one-sided
  • Added a small highground for attackers near B with supplies
  • Rearranged BLU initial spawn (again) to make it less overly spacious
  • Slightly reduced A cap time
  • Changed the ground texture to a lighter one to make the map look slightly less swampass
  • Added a structure that blocks A point from one side
  • Added a route that climbs to BLU forward spawn
I forgot the rest lol
Remade red spawn on last
Remade blu spawn
Remade blu forward spawn to be more like Gorge
Removed the balcony from the big side building on A
Added a lot of walkways on A from the main building
Added forward holds for A
Made the area outside setup gates bigger
Some changes that give red more ground to play with
  • the empty flank with flatcars on A has been filled with a building and a high ground balcony from the new building
  • added a small room in the long building that spans the entire A territory
  • added a ladder onto the building that looks at blu spawn
  • added cover to building mentioned above
  • added a new highground right. it looks onto the bridge that leads to B right
  • building on right has been made taller alongside the building's floor. This probably helps break up the across-point sightline
  • added a small dropdown out of the wooden building outside blu lobby before B
  • added overall more cover on A
I was rly bored so I made some changes
  • entire area after A has been made slightly longer and higher
  • a flatcar obstacle has parked between the coal wagons and the gates
  • added a dropdown on A from red building onto a roof
  • added a window looking at said roof
  • slightly increased the size of the forward spawn building
  • the crappy snake cave has been made into a proper mine, and the entrance moved to try mitigate flanking the forward spawn
  • the backyard on B (the one with lower ground) has been made into a high ground position (same height as the point)
  • made red spawn bigger, added an angled entrance (why? idk I just felt like making 45 degree geo)
  • slight respawn time adjustments
Here's A6.. not many fundamental changes still, I guess

  • Widened some parts of the map near B (the shack with the deathpit)
  • Clipped the trees in the area between A and B
  • One of the buildings near A has a ramp leading to it now, instead of a prop jump course. Also added railings on the roof of the building.
  • Forward spawn visualizers now only show after BLU owns A
(reuploaded because of site issue)
I dont think there was any major changes even when I was working on it, I've read the old feedback and just want to test it again before doing anything big (or fixing that awful sightline).

  • added nobuild to the elevated position right outside BLU spawn
  • added slightly taller cover on the right flank bridge towards B
  • made the window of the B bunker into an entrance
the right flank is no longer a comically long hose

attempted to shorten the sighline on the left flank

made B point more idk
- Removed MVM gameplay on last
- Changed BLU respawn times to be longer after capping A
- Replaced the no collision truck with a boiler
- Added a new building to last
- The shack with a cobble base now has a closed door that opens after A is capped
- More coal