Have you ever considered making a door into the old forward spawn from garage which then leads into 2nd yard? Like if you shift the old forward spawn exit out of the indoor area and next to the fence then its not really a choke that the demo can lock off. AFAIK people's main complaint about granary is that pushing from mid to 2nd is like pushing 2 points because you have to take yard and then the point, but with that 3rd pathway 2nd yard should be relatively free to stroll in and bully out the roamer/scout, and then the defending team needs to back out. Losing 2nd yard pretty much means losing yard because if you stay you are in a shitty position. It's less of pushing a point and more of taking area control, a lot like pushing bigdoor on gullywash. Then the attacking team can focus on taking the actual point as you would need to on gully.
Yo I dont know if this was raised before, but the new respawn on last in dumb. Last night was the first time I played with the last spawn layout, but I can already said it should be removed.
On every map, when you go through your spawn shutter door, you can instantly switch and not kill yourself. Here, you cant. This just goes against the flow of the game.
Considering the capture point has been moved forward on last, I dont even know if changing the spawn is necessary, but if you really want to get it changed, just move the spawndoors back. In it current state, this is just rage inducing.
This may sound like a little detail, but this is really counter-intuitive, and I think it should be removed somehow.
On every map, when you go through your spawn shutter door, you can instantly switch and not kill yourself. Here, you cant. This just goes against the flow of the game.
Considering the capture point has been moved forward on last, I dont even know if changing the spawn is necessary, but if you really want to get it changed, just move the spawndoors back. In it current state, this is just rage inducing.
This may sound like a little detail, but this is really counter-intuitive, and I think it should be removed somehow.
OmbrackYo I dont know if this was raised before, but the new respawn on last in dumb. Last night was the first time I played with the last spawn layout, but I can already said it should be removed.
On every map, when you go through your spawn shutter door, you can instantly switch and not kill yourself. Here, you cant. This just goes against the flow of the game.
Considering the capture point has been moved forward on last, I dont even know if changing the spawn is necessary, but if you really want to get it changed, just move the spawndoors back. In it current state, this is just rage inducing.
This may sound like a little detail, but this is really counter-intuitive, and I think it should be removed somehow.
I agree. It was done to prevent sniping from the doors but I think an alternate solution (like having sniper limit 1, or other map change) would be better.
On every map, when you go through your spawn shutter door, you can instantly switch and not kill yourself. Here, you cant. This just goes against the flow of the game.
Considering the capture point has been moved forward on last, I dont even know if changing the spawn is necessary, but if you really want to get it changed, just move the spawndoors back. In it current state, this is just rage inducing.
This may sound like a little detail, but this is really counter-intuitive, and I think it should be removed somehow.[/quote]
I agree. It was done to prevent sniping from the doors but I think an alternate solution (like having sniper limit 1, or other map change) would be better.
I find it way more annoying that people loadout bind in spawn to avoid death than walking a few steps further to respawn. Plus its kinda is like a mini version of the old granary lobby in a way.
Also the spawn point in the slanted corner that fucks demos should be removed.
bump to rc9, updated op, new pics
dl here: https://www.dropbox.com/s/muhb7rydxitqrbr/cp_granary_pro_rc9.bsp?dl=0
changelog:
-removed towers on mid beside pack and catwalk to make more room, moved lamp post
-moved second point from inside lobby to yard
-rearranged crates in yard
-raised mid-yard choke
-changed small ammo pack in yard to medium
-added small health packs to yard
-added stairs in lobby to get to upper
-added a new choke from lobby to yard
-made some lamps solid
-swapped second forward spawn locations on mid to opposing sides, to make walking to second take longer
-changed last spawn, added a buffer zone and shutter door that both teams can open, on one side of
last to prevent quick switch snipers
-misc texture and clipping fixes
dl here: https://www.dropbox.com/s/muhb7rydxitqrbr/cp_granary_pro_rc9.bsp?dl=0
changelog:
-removed towers on mid beside pack and catwalk to make more room, moved lamp post
-moved second point from inside lobby to yard
-rearranged crates in yard
-raised mid-yard choke
-changed small ammo pack in yard to medium
-added small health packs to yard
-added stairs in lobby to get to upper
-added a new choke from lobby to yard
-made some lamps solid
-swapped second forward spawn locations on mid to opposing sides, to make walking to second take longer
-changed last spawn, added a buffer zone and shutter door that both teams can open, on one side of
last to prevent quick switch snipers
-misc texture and clipping fixes
would this make holding the original second point area nearly obsolete since it's not very easy to hold (even more so after these changes). wouldnt it also make it so the team thats holding last must push out into a sort of second point without a point before getting to the actual point similar to how teams pushing into second had to do? these changes are crazy and i cant even say if theyre good or bad cause i have no idea what would happen. i really wanna see this played
dragonwarrior12 appearance really makes it the best granary
dragonwarrior12 appearance really makes it the best granary
tonywouldnt it also make it so the team thats holding last must push out into a sort of second point without a point before getting to the actual point similar to how teams pushing into second had to do?
to be fair badlands, snakewater, gullywash, sunshine all have the same dynamic in having to clear lobby before being able to push into a control point, and in fact all these lasts are notoriously difficult, but not impossible, to push out of last. If you successfully defend last then theoretically it should be as likely to retake 2nd on this map than you are on any other map. I can't say so for certain though as this map hasn't even been pugged on yet, but to me these changes look promising.
One change I think you should consider is making it possible to stand on top of drop down so that there is some form of height control which can influence the fight more than an uber trade standoff/ammomod simulator
to be fair badlands, snakewater, gullywash, sunshine all have the same dynamic in having to clear lobby before being able to push into a control point, and in fact all these lasts are notoriously difficult, but not impossible, to push out of last. If you successfully defend last then theoretically it should be as likely to retake 2nd on this map than you are on any other map. I can't say so for certain though as this map hasn't even been pugged on yet, but to me these changes look promising.
One change I think you should consider is making it possible to stand on top of drop down so that there is some form of height control which can influence the fight more than an uber trade standoff/ammomod simulator
the fuck is this dagger
the fuck is this dagger
here you can check every change: https://imgur.com/a/0vf0H
Can't test now but are the stairs actually stairs or are they ramps?
any chance of this being included in etf2l s29 if the changes prove to be good?
Cyanicany chance of this being included in etf2l s29 if the changes prove to be good?
I hope admins will not consider adding it this season. These changes are major and are not yet proven to make the map better, and will probably not have time to do so in only a couple of weeks.
I hope admins will not consider adding it this season. These changes are major and are not yet proven to make the map better, and will probably not have time to do so in only a couple of weeks.
I'm looking forward to failing to push out from last into yard every time I play granary from now on.
This is just a new map you've made, just so happens you kept the name the same.
No need for massive changes to second like that. Granary just needed a few small changes to make it less aids than it was like rc8 seems good enough.
mid actually feels kinda nicer with that extra space there, though the balcony looks really dumb now
the 2nd changes feel unnecessary, 2nd was already kinda equally hard to push and from both ends, now it just feels like the 2nd-last stalemates will last forever. all the ways out are either shutters (albeit it's hard to trap both at once) or VERY spammable
the 2nd changes feel unnecessary, 2nd was already kinda equally hard to push and from both ends, now it just feels like the 2nd-last stalemates will last forever. all the ways out are either shutters (albeit it's hard to trap both at once) or VERY spammable
the double forward spawn doors do not work in rc9 so please use rc10 for testing. I made some small changes based on initial feedback.
DL: https://www.dropbox.com/s/w4uq5m9oyg4v6ju/cp_granary_pro_rc10.bsp?dl=0
changelog:
-fixed roof on red last buffer zone
-made new lobby-yard choke into a shutter door and removed the wide bordering,
-widened lobby choke
-fixed second point camera position on red
-fixed double forward spawn doors not opening
DL: https://www.dropbox.com/s/w4uq5m9oyg4v6ju/cp_granary_pro_rc10.bsp?dl=0
changelog:
-fixed roof on red last buffer zone
-made new lobby-yard choke into a shutter door and removed the wide bordering,
-widened lobby choke
-fixed second point camera position on red
-fixed double forward spawn doors not opening
changes look really good but it kinda takes away what makes granary different from other maps
https://i.imgur.com/dD7ImL7.jpg
make this lamp non solid to prevent heavy getting there and be in combinations with arrows U N K I L L A B L E
(ye i know it's possible without the lamp but it's risky and hard to do)
[img]https://i.imgur.com/dD7ImL7.jpg[/img]
make this lamp non solid to prevent heavy getting there and be in combinations with arrows U N K I L L A B L E
(ye i know it's possible without the lamp but it's risky and hard to do)
IM IN A SCRIM RIGHT NOW AND I CANT WALK OUT OF THE FORWARD SPAWN PLEASE HELP
arnoIdIM IN A SCRIM RIGHT NOW AND I CANT WALK OUT OF THE FORWARD SPAWN PLEASE HELP
IS THAT RC9 OR 10 BECAUSE THAT BUG WAS FIXED IN RC10 APPARENTLY
IS THAT RC9 OR 10 BECAUSE THAT BUG WAS FIXED IN RC10 APPARENTLY
you can stand above the exit of garage on blue and red side, will look for more spots like this later
[img]https://i.imgur.com/XCsBZc1.jpg[/img]
[img]https://i.imgur.com/Ka1HQaE.jpg[/img]
I have played rc10 in a lobby yet but so far from having a look at it.
1
red second has a little raised point blue doesn't this is bad as it eats spam
2
not a fan of the invisible wall above the second crate hiding the second point
3
ok second is different not sure if this is gran anymore (not something bad)
1
red second has a little raised point blue doesn't this is bad as it eats spam
2
not a fan of the invisible wall above the second crate hiding the second point
3
ok second is different not sure if this is gran anymore (not something bad)
This will be my last/second last update I make to the map. Please forget about my last versions, I'm not sure what I was thinking. Since it will be my last few, I have renamed the map to cp_granary_pro1. Here are the changes (from rc8 to pro1):
- Rocket room and old spawn zone reintroduced (annoying spawn locations fixed)
- Moved last point back to original location
- Fence on last in front of shutter moved forward
- Removed second entrance from lower garage to mid
- Catwalk choke widened
- Upper Garage choke to yard slightly smaller but bigger than original version
- Mirrored some props differently from original version
- Moved the second forward spawns to opposing sides, the colour of your team is the room colour you exit from
- Propane tank ammo pack in yard is medium size
- All roofs are clipped
- Better clipping on the top of the silos on mid and in yard
Download: https://www.dropbox.com/s/yyko2cw86oxo08j/cp_granary_pro1.bsp?dl=0
Screenshots: https://imgur.com/a/JdCxJ
[list]
[*] Rocket room and old spawn zone reintroduced (annoying spawn locations fixed)
[*] Moved last point back to original location
[*] Fence on last in front of shutter moved forward
[*] Removed second entrance from lower garage to mid
[*] Catwalk choke widened
[*] Upper Garage choke to yard slightly smaller but bigger than original version
[*] Mirrored some props differently from original version
[*] Moved the second forward spawns to opposing sides, the colour of your team is the room colour you exit from
[*] Propane tank ammo pack in yard is medium size
[*] All roofs are clipped
[*] Better clipping on the top of the silos on mid and in yard
[/list]
Download: https://www.dropbox.com/s/yyko2cw86oxo08j/cp_granary_pro1.bsp?dl=0
Screenshots: https://imgur.com/a/JdCxJ