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cp_granary_pro
301
#301
7 Frags +

What the fuck did you just post
You removed all the good???

Here's new catwalk

https://i.imgur.com/qYXwhik.jpg

I really think the new spawn was better

What the fuck did you just post
You removed all the good???

Here's new catwalk
[img]https://i.imgur.com/qYXwhik.jpg[/img]

I really think the new spawn was better
302
#302
8 Frags +
Dagger
  • 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

uh what the heck

[quote=Dagger]
[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[/quote]

uh what the heck
303
#303
cp_granary_pro
3 Frags +

I think re adding the rocket room was justified since it makes the map different from others, and it was never a problem before. The main problem was how far you run from spawn to point, and with respawn times and locations changed, I don't think the extra 3 seconds of walking is going to be a problem. From experience and watching vods, the second entrance from garage to mid was not used often, if at all, either than to grab the small ammo pack. Instead I decided to make the catwalk wider, giving more room, and more vision into mid.

I think re adding the rocket room was justified since it makes the map different from others, and it was never a problem before. The main problem was how far you run from spawn to point, and with respawn times and locations changed, I don't think the extra 3 seconds of walking is going to be a problem. From experience and watching vods, the second entrance from garage to mid was not used often, if at all, either than to grab the small ammo pack. Instead I decided to make the catwalk wider, giving more room, and more vision into mid.
304
#304
27 Frags +

dagger is trying to sabotage granary so we stop playing it

dagger is trying to sabotage granary so we stop playing it
305
#305
10 Frags +
DaggerI think re adding the rocket room was justified since it makes the map different from others, and it was never a problem before. The main problem was how far you run from spawn to point, and with respawn times and locations changed, I don't think the extra 3 seconds of walking is going to be a problem. From experience and watching vods, the second entrance from garage to mid was not used often, if at all, either than to grab the small ammo pack. Instead I decided to make the catwalk wider, giving more room, and more vision into mid.

Please re-add the second entrance from garage to mid! I find I hard to believe that entrance is barely being used as it providesa a lot of visual information and makes being flanked when entering mid far less likely (when compared to the other entrances from garage). I know for a fact Australian teams use it all the time.

In any case, if we assume your observations are true, I don't think it justifies removing it. Having an extra possible entrance through a choke point is never a bad thing as it just makes pushing easier and reduces the likelihood of stalemates. Please don't make this map any slower than it already is!

[quote=Dagger]I think re adding the rocket room was justified since it makes the map different from others, and it was never a problem before. The main problem was how far you run from spawn to point, and with respawn times and locations changed, I don't think the extra 3 seconds of walking is going to be a problem. From experience and watching vods, the second entrance from garage to mid was not used often, if at all, either than to grab the small ammo pack. Instead I decided to make the catwalk wider, giving more room, and more vision into mid.[/quote]

Please re-add the second entrance from garage to mid! I find I hard to believe that entrance is barely being used as it providesa a lot of visual information and makes being flanked when entering mid far less likely (when compared to the other entrances from garage). I know for a fact Australian teams use it all the time.

In any case, if we assume your observations are true, I don't think it justifies removing it. Having an extra possible entrance through a choke point is never a bad thing as it just makes pushing easier and reduces the likelihood of stalemates. Please don't make this map any slower than it already is!
306
#306
13 Frags +

dagger this is your father, please stop this and come out of your room. You've been locked up there for a month trying to figure out the best way to ruin granary and it's not healthy. Please son we're worried about your health.

dagger this is your father, please stop this and come out of your room. You've been locked up there for a month trying to figure out the best way to ruin granary and it's not healthy. Please son we're worried about your health.
307
#307
7 Frags +

I appreciate the effort, but I still don't understand why we stopped playing rc4. :shrug:

I appreciate the effort, but I still don't understand why we stopped playing rc4. :shrug:
308
#308
17 Frags +

Will have to playtest the new (old) spawn room to see if the new (new) spawns removed the RNG from rollouts that we used to suffer in the rocket room era. Could take or leave the rocket room itself, but if we are back to me having to suicide in spawn and/or missing a buff on demos due to the corner by resup cabinet then that's really, really bad. Maybe you already checked this and it's perfect, so correct me if I am wrong. Can very easily keep the rocket room but then have a standard spawn room behind it without tight corridors and 90° corners in them in my opinion, if the rocket room is indeed the route you want to go.

Personally I like that you removed the extra door in ramp room, it didn't serve much purpose in transitions but would frequently lead to unintuitive, messy engagements during mids that really worsened the fights compared to rc4 and prior.

Don't really like the new entrance to cat, looks like a nerf to demo and buff to scout on mids. The balance between the classes on gran mids is one of its best features as a map, I don't think there's any need to upset that balance. I'm not sure what the intended purpose of it was, but my two cents is that it also doesn't affect transitions through that door (2nd-mid pushes) so other than the aforementioned impact on midfights it doesn't have any purpose.

Personally rc4 is still my favourite version. I don't feel that the yard changes in rc8 (aside from the wider chokes) benefited the map at all, the extra platform for the defending team to stand on just makes it harder for attacking team to take ramp control to begin spam engagements.

I'm a bit confused by the reversion of the last cap point position. Personally I neither like nor dislike this change, would be curious to test how it plays in pro1 with all the other changes we now have from previous versions. Would be interested to hear your reasoning though before going into test it.

Will have to playtest the new (old) spawn room to see if the new (new) spawns removed the RNG from rollouts that we used to suffer in the rocket room era. Could take or leave the rocket room itself, but if we are back to me having to suicide in spawn and/or missing a buff on demos due to the corner by resup cabinet then that's really, really bad. Maybe you already checked this and it's perfect, so correct me if I am wrong. Can very easily keep the rocket room but then have a standard spawn room behind it without tight corridors and 90° corners in them in my opinion, if the rocket room is indeed the route you want to go.

Personally I like that you removed the extra door in ramp room, it didn't serve much purpose in transitions but would frequently lead to unintuitive, messy engagements during mids that really worsened the fights compared to rc4 and prior.

Don't really like the new entrance to cat, looks like a nerf to demo and buff to scout on mids. The balance between the classes on gran mids is one of its best features as a map, I don't think there's any need to upset that balance. I'm not sure what the intended purpose of it was, but my two cents is that it also doesn't affect transitions through that door (2nd-mid pushes) so other than the aforementioned impact on midfights it doesn't have any purpose.

Personally rc4 is still my favourite version. I don't feel that the yard changes in rc8 (aside from the wider chokes) benefited the map at all, the extra platform for the defending team to stand on just makes it harder for attacking team to take ramp control to begin spam engagements.

I'm a bit confused by the reversion of the last cap point position. Personally I neither like nor dislike this change, would be curious to test how it plays in pro1 with all the other changes we now have from previous versions. Would be interested to hear your reasoning though before going into test it.
309
#309
7 Frags +

I for one approve of the reversion of last.

Problem: The new last was unique to currently played maps in that the point itself was accessible from 5 different directions making it quite a task to actually defend - whereas many last caps are only easily accessible from 2-3 directions *at most* (process being a bit of an exception but there is still that railing that makes it hard to just step on and off however you like in 2 directions), so moving it back helps the defender in that the point itself now is blocked at least from the back.

Problem 2: The point as it was forced the defender to engage pushes directly much earlier than is typically necessary and added to the difficulty of defense. In a map like granary where a primary criticism of the map is that a full wipe at mid often results in a very easy last cap for the mid's winner, moving the point forward wasn't an ideal change.

If you've managed to fix spawns - I'm excited for that. Granary last used to be quite a bit of fun with a few different options to hold to - plus with the reinclusion of rocket room it'll be the only map where a shutter door won't allow you to instantly spawn away from danger - which I see as a net positive.

I for one approve of the reversion of last.

Problem: The new last was unique to currently played maps in that the point itself was accessible from 5 different directions making it quite a task to actually defend - whereas many last caps are only easily accessible from 2-3 directions *at most* (process being a bit of an exception but there is still that railing that makes it hard to just step on and off however you like in 2 directions), so moving it back helps the defender in that the point itself now is blocked at least from the back.

Problem 2: The point as it was forced the defender to engage pushes directly much earlier than is typically necessary and added to the difficulty of defense. In a map like granary where a primary criticism of the map is that a full wipe at mid often results in a very easy last cap for the mid's winner, moving the point forward wasn't an ideal change.

If you've managed to fix spawns - I'm excited for that. Granary last used to be quite a bit of fun with a few different options to hold to - plus with the reinclusion of rocket room it'll be the only map where a shutter door won't allow you to instantly spawn away from danger - which I see as a net positive.
310
#310
0 Frags +

I’m not sure about suddenly changing the naming system, but the changes look pretty interesting, great to see the 2nd changes reverted and the old spawnrooms to be reintroduced.

Intrigued to play this new version

I’m not sure about suddenly changing the naming system, but the changes look pretty interesting, great to see the 2nd changes reverted and the old spawnrooms to be reintroduced.

Intrigued to play this new version
311
#311
-7 Frags +
SirCupcakeI appreciate the effort, but I still don't understand why we stopped playing rc4. :shrug:

i appreciate the effort but why are we still trying to play this map

[quote=SirCupcake]I appreciate the effort, but I still don't understand why we stopped playing rc4. :shrug:[/quote]

i appreciate the effort but why are we still trying to play this map
312
#312
6 Frags +

Do the rockets move up depending how many points you have captured????

Do the rockets move up depending how many points you have captured????
313
#313
6 Frags +

really like what you did, some of the changes were taking it too far

found some bugs/minor issues

Show Content
you can stand above the entrance to ramp room on both sides

https://i.imgur.com/0XH6l0M.jpg

you can stand here (on the window and on the edge of the roof a bit higher) not on the other side

https://i.imgur.com/IKeoiVC.jpg

https://i.imgur.com/JlvxbO2.jpg

standing in he middle of the X thing is kinda weird, you just slide forth and back

https://i.imgur.com/yFTHtGd.jpg

the clipping on the right shouldn't be here

https://i.imgur.com/xs5o9Js.png

there should be clipping, you can get stuck in the little corner

https://i.imgur.com/lSvhI6O.jpg

can hide stickies in this thing being invisible from one side and still able to deal damage

https://i.imgur.com/W8tOgcG.jpg

https://i.imgur.com/QknU0xb.png

same here

https://i.imgur.com/FIdetC5.jpg

https://i.imgur.com/5kWx5Ul.jpg

same in the bottom of this lamp

https://i.imgur.com/OyggPLz.jpg

same in this gutter pipe (not mirrored, stickies are way more visible on blu side)

https://i.imgur.com/hFVNRFc.jpg

https://i.imgur.com/6FftAR1.jpg

https://i.imgur.com/KKICKlt.jpg

you can hide stickies on the edge from inside and they can damage people outside of the door

https://i.imgur.com/xlXRNA9.jpg

https://i.imgur.com/7AWEK2V.jpg

stickies deal damage through this

https://i.imgur.com/eKEoeIa.jpg

also

https://i.imgur.com/HmGrovg.jpg

i don't necessary think all of these are problems (some of them are really cool) but some of them should be mirrored to be usable on both sides

really like what you did, some of the changes were taking it too far

found some bugs/minor issues
[spoiler]
you can stand above the entrance to ramp room on both sides
[img]https://i.imgur.com/0XH6l0M.jpg[/img]
you can stand here (on the window and on the edge of the roof a bit higher) not on the other side
[img]https://i.imgur.com/IKeoiVC.jpg[/img]
[img]https://i.imgur.com/JlvxbO2.jpg[/img]
standing in he middle of the X thing is kinda weird, you just slide forth and back
[img]https://i.imgur.com/yFTHtGd.jpg[/img]
the clipping on the right shouldn't be here
[img]https://i.imgur.com/xs5o9Js.png[/img]
there should be clipping, you can get stuck in the little corner
[img]https://i.imgur.com/lSvhI6O.jpg[/img]
can hide stickies in this thing being invisible from one side and still able to deal damage
[img]https://i.imgur.com/W8tOgcG.jpg[/img]
[img]https://i.imgur.com/QknU0xb.png[/img]
same here
[img]https://i.imgur.com/FIdetC5.jpg[/img]
[img]https://i.imgur.com/5kWx5Ul.jpg[/img]
same in the bottom of this lamp
[img]https://i.imgur.com/OyggPLz.jpg[/img]
same in this gutter pipe (not mirrored, stickies are way more visible on blu side)
[img]https://i.imgur.com/hFVNRFc.jpg[/img]
[img]https://i.imgur.com/6FftAR1.jpg[/img]
[img]https://i.imgur.com/KKICKlt.jpg[/img]
you can hide stickies on the edge from inside and they can damage people outside of the door
[img]https://i.imgur.com/xlXRNA9.jpg[/img]
[img]https://i.imgur.com/7AWEK2V.jpg[/img]
stickies deal damage through this
[img]https://i.imgur.com/eKEoeIa.jpg[/img]
also
[img]https://i.imgur.com/HmGrovg.jpg[/img]
[/spoiler]
i don't necessary think all of these are problems (some of them are really cool) but some of them should be mirrored to be usable on both sides
314
#314
cp_granary_pro
3 Frags +

Update: https://www.dropbox.com/s/dk37x26f7d1z8vm/cp_granary_pro2.bsp?dl=0
-re added new entrance from garage to mid
-moved last point back to the middle of last
-fixed clipping seen above

Update: https://www.dropbox.com/s/dk37x26f7d1z8vm/cp_granary_pro2.bsp?dl=0
-re added new entrance from garage to mid
-moved last point back to the middle of last
-fixed clipping seen above
315
#315
0 Frags +
DaggerUpdate: https://www.dropbox.com/s/dk37x26f7d1z8vm/cp_granary_pro2.bsp?dl=0
-re added new entrance from garage to mid
-moved last point back to the middle of last
-fixed clipping seen above

thanks for the update. why did you readd the entrance from garage to mid? from what i heard (eu mainly) it was generally negatively received. wasn't a fan of the roamer in garage meta and it made walking left on mid really weird

the widened chokes are cool, if a little janky-looking

[quote=Dagger]Update: https://www.dropbox.com/s/dk37x26f7d1z8vm/cp_granary_pro2.bsp?dl=0
-re added new entrance from garage to mid
-moved last point back to the middle of last
-fixed clipping seen above[/quote]

thanks for the update. why did you readd the entrance from garage to mid? from what i heard (eu mainly) it was generally negatively received. wasn't a fan of the roamer in garage meta and it made walking left on mid really weird

the widened chokes are cool, if a little janky-looking
316
#316
1 Frags +

if ur in window room and the shutter opens there is an invisible wall in the middle of window room

if ur in window room and the shutter opens there is an invisible wall in the middle of window room
317
#317
2 Frags +

also like all the other changes are bad (besides maybe forwards not allowing the sniper angle on the team pushing out)

also like all the other changes are bad (besides maybe forwards not allowing the sniper angle on the team pushing out)
318
#318
cp_granary_pro
3 Frags +

kill me now

kill me now
319
#319
0 Frags +

I don't know if you ever plan on working on rc9 again but if you do the forward most forward spawns are broken and you can't leave them without no clipping or back spawning. We think it's because the spawns got mixed up and blue spawns in red spawn and vice versa.

We found this out because Catface put the wrong map on the server for one of our scrims

I don't know if you ever plan on working on rc9 again but if you do the forward most forward spawns are broken and you can't leave them without no clipping or back spawning. We think it's because the spawns got mixed up and blue spawns in red spawn and vice versa.

We found this out because Catface put the wrong map on the server for one of our scrims
320
#320
4 Frags +

I've been fucked over in officials too many times not to complain about the randomness of the spawn room for demo rollouts. I am sure the problems have already been brought up but I will state them briefly here:
1. Medic spawns- because the room is so big, it will often end up being the case that you cannot jump as demo all the way to the door because you won't get a full buff (something that is obviously crucial on a mid like granary). For the arbitrary reason that your medic didn't spawn far enough forward, you lose 1-2 seconds walking to the door if you do get a buff or more time getting the pack because otherwise you would be too weak.
2. The weird corner- if you spawn in this corner or close to it then it becomes almost impossible to do the spawn jump correctly as you can't get the right angle to get to the left of the door without bumping yourself on the wall. A related issue is that if you spawn right next to the back wall then there is very little space to put your sticky, exacerbating problem 1 because it becomes very hard to control the distance of your jumps.
I am no mapper but it seems like it would be easy to just remove the weird corner and make the spawns slightly further forward.

I've been fucked over in officials too many times not to complain about the randomness of the spawn room for demo rollouts. I am sure the problems have already been brought up but I will state them briefly here:
1. Medic spawns- because the room is so big, it will often end up being the case that you cannot jump as demo all the way to the door because you won't get a full buff (something that is obviously crucial on a mid like granary). For the arbitrary reason that your medic didn't spawn far enough forward, you lose 1-2 seconds walking to the door if you do get a buff or more time getting the pack because otherwise you would be too weak.
2. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1408986596]The weird corner[/url]- if you spawn in this corner or close to it then it becomes almost impossible to do the spawn jump correctly as you can't get the right angle to get to the left of the door without bumping yourself on the wall. A related issue is that if you spawn right next to the back wall then there is very little space to put your sticky, exacerbating problem 1 because it becomes very hard to control the distance of your jumps.
I am no mapper but it seems like it would be easy to just remove the weird corner and make the spawns slightly further forward.
321
#321
7 Frags +
Eemes

check newest version mate
burgers play that version but we're stuck 3 versions behind

[quote=Eemes][/quote]
check newest version mate
burgers play that version but we're stuck 3 versions behind
322
#322
2 Frags +
deguEemescheck newest version mate
burgers play that version but we're stuck 3 versions behind

this blows

[quote=degu][quote=Eemes][/quote]
check newest version mate
burgers play that version but we're stuck 3 versions behind[/quote]
this blows
323
#323
6 Frags +

the forward spawn in pro2 makes people instinctly walk to their own base the way its placed

the forward spawn in pro2 makes people instinctly walk to their own base the way its placed
324
#324
12 Frags +

on the version used by esea, on last point there is a spot you can get in and you cannot get out of

https://steamuserimages-a.akamaihd.net/ugc/959724463770028996/5B7FFA24E7BF75F63FD26A0365AD9F4771835270/

https://clips.twitch.tv/GeniusCallousKiwiTheThing

on the version used by esea, on last point there is a spot you can get in and you cannot get out of
[img]https://steamuserimages-a.akamaihd.net/ugc/959724463770028996/5B7FFA24E7BF75F63FD26A0365AD9F4771835270/[/img]
https://clips.twitch.tv/GeniusCallousKiwiTheThing
325
#325
9 Frags +

i had no idea there was a new version being played tbh

https://clips.twitch.tv/GiftedDoubtfulLemurKappa
only on red side, you can also stand on it

the doors are fucked (this one comes to mind). you can get stuck in them as they open and they block shots at the bottom as you open them

stickies above this door are really annoying to clear because of the way the door folds over the ceiling

people can open the door in forward spawn without moving

i had no idea there was a new version being played tbh

https://clips.twitch.tv/GiftedDoubtfulLemurKappa
only on red side, you can also stand on it

the doors are fucked ([url=https://steamuserimages-a.akamaihd.net/ugc/811123967461512149/67E420BFBF01271CE5B8AA8CBC3150595B699D96/]this one comes to mind[/url]). you can get stuck in them as they open and they block shots at the bottom as you open them

stickies above [url=https://steamuserimages-a.akamaihd.net/ugc/811123967461511934/678B9E993D6618649C12C9EC3C2760C68B5CF84D/]this door[/url] are really annoying to clear because of the way the door folds over the ceiling

[url=https://steamuserimages-a.akamaihd.net/ugc/811123967461511602/31B0F012642FF3AA7FEA6499A7FA4E6683C30784/]people can open the door in forward spawn without moving[/url]
326
#326
cp_granary_pro
1 Frags +

I am publicly releasing a test version of granary for anyone that would like to play it. Feedback is much appreciated.
DL: https://www.dropbox.com/s/p76bcwliybwfd8d/cp_granary_pro3_test4.bsp?dl=0
Pics: https://imgur.com/a/UrTUNLx

I am publicly releasing a test version of granary for anyone that would like to play it. Feedback is much appreciated.
[b]DL:[/b] https://www.dropbox.com/s/p76bcwliybwfd8d/cp_granary_pro3_test4.bsp?dl=0
[b]Pics:[/b] https://imgur.com/a/UrTUNLx
327
#327
-1 Frags +

y tho

y tho
328
#328
Spaceship Servers
1 Frags +

2nd point looks rly interesting but last i checked everyone hated when you tried to do almost the same thing with rc9/rc10 right?

2nd point looks rly interesting but last i checked everyone hated when you tried to do almost the same thing with rc9/rc10 right?
329
#329
8 Frags +

i am not opposed to playtesting the map but jesus after seeing normal granary those pictures look so wrong

i am not opposed to playtesting the map but jesus after seeing normal granary those pictures look so wrong
330
#330
cp_granary_pro
0 Frags +
samifacey tho

because granary has been abandoned in NA

steph2nd point looks rly interesting but last i checked everyone hated when you tried to do almost the same thing with rc9/rc10 right?

it received mixed comments, but that happens with every update

[quote=samiface]y tho[/quote]
because granary has been abandoned in NA

[quote=steph]2nd point looks rly interesting but last i checked everyone hated when you tried to do almost the same thing with rc9/rc10 right?[/quote]
it received mixed comments, but that happens with every update
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