remove dropdown? ARE U CRAZY!@?!?!
why did you put grass on a granary
why not call it grassary
why not call it grassary
its a granary
theres supposed to be grain
and why dont ppl like night time maps i love them
otherwise its pretty cool looking thank u for fixing granary
theres supposed to be grain
and why dont ppl like night time maps i love them
otherwise its pretty cool looking thank u for fixing granary
Do the hiding spots (what is left of them) exist in this map?
I like those
I like those
Chang the textures back please. Other than that it looks cool.
since when is grass not a grain?
and the original textures is dead grass
and the original textures is dead grass
Granaries are just the buildings/storehouse looking things in barns. If the whole map was a singular granary, where grain would be, that'd be a huge granary and wouldn't really make sense. So, a lot of the time, actually, there is grass near granaries.
Alderand why dont ppl like night time maps i love them
i find it pretty difficult to see people against dark skyboxes (like on metalworks)
ive had a walk around the map and it definitely feels a lot better. i wasnt sure about the change to mid because it was the only part of the map i liked but the change to the crates makes it a lot less intimidating to push from yard to mid
cant wait to try it
i find it pretty difficult to see people against dark skyboxes (like on metalworks)
ive had a walk around the map and it definitely feels a lot better. i wasnt sure about the change to mid because it was the only part of the map i liked but the change to the crates makes it a lot less intimidating to push from yard to mid
cant wait to try it
Alderand why dont ppl like night time maps i love them
You'd have to have a shit-ton of lamps to make a night-time map work, and/or lots of indoor areas. It's just not aesthetically viable.
and why dont ppl like night time maps i love them[/quote]
You'd have to have a shit-ton of lamps to make a night-time map work, and/or lots of indoor areas. It's just not aesthetically viable.
I'm actually annoyed that you seem to have improved this map quite a bit because I think it's gonna be a bitch getting it universally accepted. If only you had fucked it up then it wouldn't be a problem!
I'm gonna try and pug on it tonight with the eu people. Looks cool nice work dagger.
I'm gonna try and pug on it tonight with the eu people. Looks cool nice work dagger.
this is just personal preference but could you make the grass less spotty
Thank you so much for making granary not a complete drab eyesore.
good ideas, but :
-grass :(
-tire piles :( i would prefer neater wooden crates or something
I once saw a granary version where the choke to mid (opposite of ramproom) did not have a roof but instead an ultra wide vertical space where you could jump on walls and stuff. This could be fun to see :p
-grass :(
-tire piles :( i would prefer neater wooden crates or something
I once saw a granary version where the choke to mid (opposite of ramproom) did not have a roof but instead an ultra wide vertical space where you could jump on walls and stuff. This could be fun to see :p
I like grass :O Though I don't get why it's Y shaped path is grass on dirt in the 3rd and 4th pic, it should be the other way around.
Twiggygood ideas, but :
-grass :(
-tire piles :( i would prefer neater wooden crates or something
I once saw a granary version where the choke to mid (opposite of ramproom) did not have a roof but instead an ultra wide vertical space where you could jump on walls and stuff. This could be fun to see :p
I like both of those things tbh
-grass :(
-tire piles :( i would prefer neater wooden crates or something
I once saw a granary version where the choke to mid (opposite of ramproom) did not have a roof but instead an ultra wide vertical space where you could jump on walls and stuff. This could be fun to see :p[/quote]
I like both of those things tbh
I think it's okay to have grass because otherwise non-comp players will be confused whenever they see it.
With a makeover, it's just "Oh, that's what competitive editions do. So that's what it is!"
The grass is definitely "inside out" though, there should be less grass where people walk, not more
With a makeover, it's just "Oh, that's what competitive editions do. So that's what it is!"
The grass is definitely "inside out" though, there should be less grass where people walk, not more
I played and spectated a couple of pugs on this map today and I have to say there wasn't much I didn't like. Really enjoyed playing with the new textures/lighting and skybox, was a nice change.
One thing that could be problematic is the spam angle into garage from standing on the now lower crates (credit to mangachu for finding this) If you stand by the corner of the diagonal box you can shoot a rocket all the way down to the far end of garage by the pill bottle (even farther to underneath dropdown if you crouch). Being spammed this early when pushing garage makes it really hard to push mid without forcing uber or taking a ton of damage. Could be easily fixed by rotating the second diagonal crate a little bit so that it blocks the view.
standing:
http://i.imgur.com/Om8ysKj.jpg
crouching:
http://i.imgur.com/kM49Ero.jpg
explosion marks (third is when standing):
http://i.imgur.com/y5ZMRuf.jpg
standing inside the garage where you can be hit from this, your rockets will hit the metal above the doorframe if you try to shoot them
http://i.imgur.com/rFvfBCG.jpg
you can only start shooting them when you get halfway through the corridor
http://i.imgur.com/qDjo4X3.jpg
edit: another thing to think about is holding on the now expanded upper area on second, because it's so open it makes having a soldier or demoman up top more viable and lets you spam somebody pushing in with very little risk of dying. Plus, a demo can spam pills and stickies on point without being able to be shot.
screenshot of soldier angle:
One thing that could be problematic is the spam angle into garage from standing on the now lower crates (credit to mangachu for finding this) If you stand by the corner of the diagonal box you can shoot a rocket all the way down to the far end of garage by the pill bottle (even farther to underneath dropdown if you crouch). Being spammed this early when pushing garage makes it really hard to push mid without forcing uber or taking a ton of damage. Could be easily fixed by rotating the second diagonal crate a little bit so that it blocks the view.
standing:
[img]http://i.imgur.com/Om8ysKj.jpg[/img]
crouching:
[img]http://i.imgur.com/kM49Ero.jpg[/img]
explosion marks (third is when standing):
[img]http://i.imgur.com/y5ZMRuf.jpg[/img]
standing inside the garage where you can be hit from this, your rockets will hit the metal above the doorframe if you try to shoot them
[img]http://i.imgur.com/rFvfBCG.jpg[/img]
you can only start shooting them when you get halfway through the corridor
[img]http://i.imgur.com/qDjo4X3.jpg[/img]
edit: another thing to think about is holding on the now expanded upper area on second, because it's so open it makes having a soldier or demoman up top more viable and lets you spam somebody pushing in with very little risk of dying. Plus, a demo can spam pills and stickies on point without being able to be shot.
screenshot of soldier angle:
[img]http://i.imgur.com/lD20zf0.jpg[/img]
Having pugged this map for the first time, here's my best shot at intelligent feedback.
It makes classes other than soldier not only more dynamic, but more fun.
Personally, I played medic, and it was a godsent to be able to walk into mid and not get instantly shredded to pieces.
From a demo standpoint, mine seemed to be having a lot of fun with it, experimenting with lots of strats on mid and holding/pushing from different spots. He certainly enjoyed the map a lot more, considering he usually despises granary.
As a soldier, I don't think you lose too much. You can play exactly the same and notice no changes, or you can really exploit some new mechanics on mid, like smaller high ground advantages, and hiding underneath crates.
Last, on scout, my scouts were able to really run all over the other team. They had better DM and we could really dominate, where I don't think we could have on a stock granary.
One small change our roamer noticed was the absence of the box in the left corner of second on rollout. I haven't tested if it really affects anything, but I was curious if it does.
In conclusion, I think everyone appreciated the amount of time and effort that went into it. I'd say that it doesn't really need to be changed much regarding optimization from how it is now. Mirroring was fantastic and much wanted. My final thought is that it makes the midfight a little more dynamic and fun for other classes, not just soldier. I would definitely vote for this to be put into the rotation instead of stock granary. Great work Dagger.
It makes classes other than soldier not only more dynamic, but more [b]fun[/b].
Personally, I played medic, and it was a godsent to be able to walk into mid and not get instantly shredded to pieces.
From a demo standpoint, mine seemed to be having a lot of fun with it, experimenting with lots of strats on mid and holding/pushing from different spots. He certainly enjoyed the map a lot more, considering he usually despises granary.
As a soldier, I don't think you lose too much. You can play exactly the same and notice no changes, or you can really exploit some new mechanics on mid, like smaller high ground advantages, and hiding underneath crates.
Last, on scout, my scouts were able to really run all over the other team. They had better DM and we could really dominate, where I don't think we could have on a stock granary.
One small change our roamer noticed was the absence of the box in the left corner of second on rollout. I haven't tested if it really affects anything, but I was curious if it does.
In conclusion, I think everyone appreciated the amount of time and effort that went into it. I'd say that it doesn't really need to be changed much regarding optimization from how it is now. Mirroring was fantastic and much wanted. My final thought is that it makes the midfight a little more dynamic and fun for other classes, not just soldier. I would definitely vote for this to be put into the rotation instead of stock granary. Great work Dagger.
thank you guys for all the feedback and the playtesting and to those that have streamed it, it has been a tremendous help!
if you could make it so that you could jump on the machines in second, not sure if its just blue side but as it stands you cant.
CHERRYI like grass :O Though I don't get why it's Y shaped path is grass on dirt in the 3rd and 4th pic, it should be the other way around.
a visualization of the inverted grass -
http://puu.sh/hbMNy/4459b8996a.jpg
http://puu.sh/hbN7d/76d1b3c332.jpg
not too big of a deal though, would be nice if it was swapped.
a visualization of the inverted grass -
[img]http://puu.sh/hbMNy/4459b8996a.jpg[/img]
[img]http://puu.sh/hbN7d/76d1b3c332.jpg[/img]
not too big of a deal though, would be nice if it was swapped.
also set them detail sprites vbsp/etc!!! (but make sure you're using a low-detail-density-generating grass texture to not rek frames like old versions of sunshine did)