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cp_granary_pro
121
#121
2 Frags +

i was messing about in hammer for what i would do to last and i came up with this (excuse the awful mapping)
http://i.imgur.com/8ENrezx.jpg
http://i.imgur.com/71gevYM.jpg
the length of the whole last has been shortened and the lower pipe has been flattened so it's less awkward to fight on and spam over the side
i also think it'd be better if you removed that whole rocket room area and put the spawn there instead

if you wanna get more of a feel for it: http://www62.zippyshare.com/v/qzUwI4f8/file.html (its completely unplayable)

i was messing about in hammer for what i would do to last and i came up with this (excuse the awful mapping)
http://i.imgur.com/8ENrezx.jpg
http://i.imgur.com/71gevYM.jpg
the length of the whole last has been shortened and the lower pipe has been flattened so it's less awkward to fight on and spam over the side
i also think it'd be better if you removed that whole rocket room area and put the spawn there instead

if you wanna get more of a feel for it: http://www62.zippyshare.com/v/qzUwI4f8/file.html (its completely unplayable)
122
#122
1 Frags +
Starki was messing about in hammer for what i would do to last and i came up with this (excuse the awful mapping)

I don't know if such a large surface is a good idea, but I think the railing could definitely be removed to help it not feel so awkward.

Also, don't forget that the pipe is used for rollouts, so you've got to be careful with how you change it.

[quote=Stark]i was messing about in hammer for what i would do to last and i came up with this (excuse the awful mapping)[/quote]
I don't know if such a large surface is a good idea, but I think the railing could definitely be removed to help it not feel so awkward.

Also, don't forget that the pipe is used for rollouts, so you've got to be careful with how you change it.
123
#123
1 Frags +

i kind of feel like mid didn't need changing to be honest, i also liked starks idea of shortening and lowering the pipe but i see no reason to make it flat, quite frankly i'd just be happy with stock granary mirrored and with that stupid lobby outside of spawn removed.

edit i can't spell

i kind of feel like mid didn't need changing to be honest, i also liked starks idea of shortening and lowering the pipe but i see no reason to make it flat, quite frankly i'd just be happy with stock granary mirrored and with that stupid lobby outside of spawn removed.

edit i can't spell
124
#124
0 Frags +

I feel like the respawn time changes are a must even if you end up going to less changes. After pugging this map a few times you can still roll to 2nd pretty easily if you wipe the other team on mid, but it's not anywhere near as bad as non-pro granary.

I feel like the respawn time changes are a must even if you end up going to less changes. After pugging this map a few times you can still roll to 2nd pretty easily if you wipe the other team on mid, but it's not anywhere near as bad as non-pro granary.
125
#125
cp_granary_pro
8 Frags +

Okay so b4 is out. The second forward spawn has been relocated to mid, the rocket area from first spawn is now your spawn area, I have reverted my mid rework for now due to inconsistent feedback(people like the changes, people hate the changes) but I will continue to make changes to it to balance classes, the choke leading from mid to yard I made bigger is now slightly smaller, the door I made bigger on second to last is now slightly smaller, last point has been shifted closer to second, and some other minor things.

Okay so b4 is out. The second forward spawn has been relocated to mid, the rocket area from first spawn is now your spawn area, I have reverted my mid rework for now due to inconsistent feedback(people like the changes, people hate the changes) but I will continue to make changes to it to balance classes, the choke leading from mid to yard I made bigger is now slightly smaller, the door I made bigger on second to last is now slightly smaller, last point has been shifted closer to second, and some other minor things.
126
#126
2 Frags +

You still bump into the lamp in blue lunchbox above the pack

You still bump into the lamp in blue lunchbox above the pack
127
#127
0 Frags +

.

.
128
#128
0 Frags +

this version looks really promising, cant wait to try it

this version looks really promising, cant wait to try it
129
#129
cp_granary_pro
4 Frags +

I accidentally deleted some clipping brushes so you can get out of the map in b4, so I have released b5, it also includes some clipping fixes like the lamp in blue lunchbox.

I accidentally deleted some clipping brushes so you can get out of the map in b4, so I have released b5, it also includes some clipping fixes like the lamp in blue lunchbox.
130
#130
3 Frags +

My 2 cents, for what they are worth these days.

I feel that removing/adjusting these chokes making them a lot more open removes the feel of the map that separated it from others. imo the problem with the map wasn't necessarily the chokes/'slow' gameplay - it was the fact that if you got rolled on mid you lost last 8/10 times, which could be changed with either somehow extending distances between points or adjusting spawn timers.

edit: I like how you added ammo kits on last. I feel that's something that is definitely warranted

With that said, a decent majority seem to like the prospects of this map, so I guess my opinion doesn't really mean anything. good luck with development

My 2 cents, for what they are worth these days.

I feel that removing/adjusting these chokes making them a lot more open removes the feel of the map that separated it from others. imo the problem with the map wasn't necessarily the chokes/'slow' gameplay - it was the fact that if you got rolled on mid you lost last 8/10 times, which could be changed with either somehow extending distances between points or adjusting spawn timers.

edit: I like how you added ammo kits on last. I feel that's something that is definitely warranted

With that said, a decent majority seem to like the prospects of this map, so I guess my opinion doesn't really mean anything. good luck with development
131
#131
0 Frags +
Starki was messing about in hammer for what i would do to last and i came up with this (excuse the awful mapping)
http://i.imgur.com/8ENrezx.jpg
http://i.imgur.com/71gevYM.jpg
the length of the whole last has been shortened and the lower pipe has been flattened so it's less awkward to fight on and spam over the side
i also think it'd be better if you removed that whole rocket room area and put the spawn there instead

if you wanna get more of a feel for it: http://www62.zippyshare.com/v/qzUwI4f8/file.html (its completely unplayable)

I'd love to have that flat plane instead of the shitty pipe. It could be a feed dispenser/conveyer belt to fit the map.

[quote=Stark]i was messing about in hammer for what i would do to last and i came up with this (excuse the awful mapping)
http://i.imgur.com/8ENrezx.jpg
http://i.imgur.com/71gevYM.jpg
the length of the whole last has been shortened and the lower pipe has been flattened so it's less awkward to fight on and spam over the side
i also think it'd be better if you removed that whole rocket room area and put the spawn there instead

if you wanna get more of a feel for it: http://www62.zippyshare.com/v/qzUwI4f8/file.html (its completely unplayable)[/quote]
I'd love to have that flat plane instead of the shitty pipe. It could be a feed dispenser/conveyer belt to fit the map.
132
#132
3 Frags +

You can stand on the side of the silos in red yard, but not blu yard:

Show Content

There's a pile of hay near the first red forward spawn that as a scout, you can use to double jump onto the deck of the forward spawn, which is not present on the blu side. Maybe add a pile of something else thematic on the blu side, such as gravel:

Show Content

Show Content

You can stand on this pole on red side but not blu side:

Show Content

Clipping is a little odd where I've put stickies here on each right yard, you can potentially stand on these:

Show Content

Show Content

Perhaps make these lamps on each side non-collidable, so you don't bash your head on them:

Show Content

Show Content

All of the ammo kits you've added onto the map don't have that paint below them like the other ammo/health kits on the map do:

Show Content

May be a bit subjective, but I feel like this hiding spot is kind of silly:

Show Content

This small room seems out of place now that there's no forward spawn here, maybe put a small ammo kit or something:

Show Content

I really like the current state of the map, I enjoy all the changes you've made, personally. Reverting mid and removing the spawn lobby was a very good move. Thank you for continuing to refine this map more and more.

You can stand on the side of the silos in red yard, but not blu yard:
[spoiler][img]http://i.imgur.com/JFnzOIh.jpg[/img][/spoiler]

There's a pile of hay near the first red forward spawn that as a scout, you can use to double jump onto the deck of the forward spawn, which is not present on the blu side. Maybe add a pile of something else thematic on the blu side, such as gravel:
[spoiler][img]http://i.imgur.com/0DURSxq.jpg[/img][/spoiler] [spoiler][img]http://i.imgur.com/M7eLJFM.jpg[/img][/spoiler]

You can stand on this pole on red side but not blu side:
[spoiler][img]http://i.imgur.com/9azKsYF.jpg[/img][/spoiler]

Clipping is a little odd where I've put stickies here on each right yard, you can potentially stand on these:
[spoiler][img]http://i.imgur.com/dj3e8wb.jpg[/img][/spoiler] [spoiler][img]http://i.imgur.com/UBYwFex.jpg[/img][/spoiler]

Perhaps make these lamps on each side non-collidable, so you don't bash your head on them:
[spoiler][img]http://i.imgur.com/JhCdDtu.jpg[/img][/spoiler] [spoiler][img]http://i.imgur.com/amJwCyh.jpg[/img][/spoiler]

All of the ammo kits you've added onto the map don't have that paint below them like the other ammo/health kits on the map do:
[spoiler][img]http://i.imgur.com/35wME5q.jpg[/img][/spoiler]

May be a bit subjective, but I feel like this hiding spot is kind of silly:
[spoiler][img]http://i.imgur.com/PPK1CXD.jpg[/img][/spoiler]

This small room seems out of place now that there's no forward spawn here, maybe put a small ammo kit or something:
[spoiler][img]http://i.imgur.com/yrabXuk.jpg[/img][/spoiler]


I really like the current state of the map, I enjoy all the changes you've made, personally. Reverting mid and removing the spawn lobby was a very good move. Thank you for continuing to refine this map more and more.
133
#133
5 Frags +
[code][/code]
134
#134
1 Frags +
deetrIf you're going to make a pro version I'd say a really good change would be mirroring the map properly

I agree, there's a lot of stuff on red/blue that gives each of there sides there own advantage

[quote=deetr]If you're going to make a pro version I'd say a really good change would be mirroring the map properly[/quote]

I agree, there's a lot of stuff on red/blue that gives each of there sides there own advantage
135
#135
cp_granary_pro
3 Frags +

b6 is out. Mirrored second, last, and props, clipping and visual fixes also.

b6 is out. Mirrored second, last, and props, clipping and visual fixes also.
136
#136
1 Frags +

i actually really enjoyed the redesigned mid, granary mid is just a death pit where soldier rule imo, cant please them all though.

i actually really enjoyed the redesigned mid, granary mid is just a death pit where soldier rule imo, cant please them all though.
137
#137
2 Frags +

It's not too big of a deal, but would you consider making it so projectiles can penetrate railings?

Valve did it to some payload maps 2 years ago and Scorpio did it with the railings on Metalworks.

Here are some places where it might make it so railings don't eat projectiles.

http://images.akamai.steamusercontent.com/ugc/528388368571103462/986F482145F123B4ADB8FC18CF634968D29B1A4D/

http://images.akamai.steamusercontent.com/ugc/528388368571103260/87F3A9A489C783C54CBF9E3F40598A2136B66B27/

http://images.akamai.steamusercontent.com/ugc/528388368571103360/95510E5E13C68E05B395F3A2A837DD6FBE1F1D45/

You can get rockets through the gaps, but it is nearly impossible to get pipes through and I think it is impossible to get stickies through.

It's not too big of a deal, but would you consider making it so projectiles can penetrate railings?

Valve did it to some payload maps 2 years ago and Scorpio did it with the railings on Metalworks.

Here are some places where it might make it so railings don't eat projectiles.

http://images.akamai.steamusercontent.com/ugc/528388368571103462/986F482145F123B4ADB8FC18CF634968D29B1A4D/

http://images.akamai.steamusercontent.com/ugc/528388368571103260/87F3A9A489C783C54CBF9E3F40598A2136B66B27/

http://images.akamai.steamusercontent.com/ugc/528388368571103360/95510E5E13C68E05B395F3A2A837DD6FBE1F1D45/

You can get rockets through the gaps, but it is nearly impossible to get pipes through and I think it is impossible to get stickies through.
138
#138
0 Frags +

I'm really enjoying the tweaks you're making to Granary. Keep it up!

I'm really enjoying the tweaks you're making to Granary. Keep it up!
139
#139
8 Frags +
[code][/code]
140
#140
0 Frags +

I actually really enjoy the current flank on granary second. It feels so different. make it more open as you please. but keep that pole in the middle to play around.

I actually really enjoy the current flank on granary second. It feels so different. make it more open as you please. but keep that pole in the middle to play around.
141
#141
4 Frags +
sandissimoPerhaps make these lamps on each side non-collidable, so you don't bash your head on them:
Show Content
Show Content

hun that's a hiding spot

[quote=sandissimo]Perhaps make these lamps on each side non-collidable, so you don't bash your head on them:
[spoiler][img]http://i.imgur.com/JhCdDtu.jpg[/img][/spoiler] [spoiler][img]http://i.imgur.com/amJwCyh.jpg[/img][/spoiler][/quote]

hun that's a hiding spot
142
#142
0 Frags +
omnifichun that's a hiding spot

I said "perhaps" because I wasn't sure about it, but either way, sorry.

Another really small thing, since I'm already posting; maybe clean up the collision of these sheet metal props on second for both sides, which are also not mirrored:

Show Content
[quote=omnific]hun that's a hiding spot[/quote]

I said "perhaps" because I wasn't sure about it, but either way, sorry.

Another really small thing, since I'm already posting; maybe clean up the collision of these sheet metal props on second for both sides, which are also not mirrored:
[spoiler][img]http://i.imgur.com/Iue9rHS.jpg[/img][/spoiler]
143
#143
1 Frags +

Honestly had liked what you had done with the middle before, just think the site lines looking into garage from the crate was the only problem with it.

Honestly had liked what you had done with the middle before, just think the site lines looking into garage from the crate was the only problem with it.
144
#144
2 Frags +

I also preferred the different mid, I honestly don't understand why so many people like classic gran mid when to me it's an unreadable shitfest where tactical play is secondary to mindlessly bombing -> scout cleanup

I also preferred the different mid, I honestly don't understand why so many people like classic gran mid when to me it's an unreadable shitfest where tactical play is secondary to mindlessly bombing -> scout cleanup
145
#145
-1 Frags +
phraxI also preferred the different mid, I honestly don't understand why so many people like classic gran mid when to me it's an unreadable shitfest where tactical play is secondary to mindlessly bombing -> scout cleanuplucrativeHonestly had liked what you had done with the middle before, just think the site lines looking into garage from the crate was the only problem with it.

Agreed with these fine gents

[quote=phrax]I also preferred the different mid, I honestly don't understand why so many people like classic gran mid when to me it's an unreadable shitfest where tactical play is secondary to mindlessly bombing -> scout cleanup[/quote]
[quote=lucrative]Honestly had liked what you had done with the middle before, just think the site lines looking into garage from the crate was the only problem with it.[/quote]
Agreed with these fine gents
146
#146
0 Frags +

I think that leaving the mid unchanged is the correct decision if you want the map to be played over granary. Changing it made it feel more like a new map and less like a tweaked granary.

I quite liked your mid and would play it over granary's, but a lot of people would probably disagree and the map would probably never become mainstream if you keep your own mid.

I think that leaving the mid unchanged is the correct decision if you want the map to be played over granary. Changing it made it feel more like a new map and less like a tweaked granary.

I quite liked your mid and would play it over granary's, but a lot of people would probably disagree and the map would probably never become mainstream if you keep your own mid.
147
#147
-1 Frags +

someone changed viaduct mid even worse and look where that got us

someone changed viaduct mid even worse and look where that got us
148
#148
cp_granary_pro
2 Frags +

b7 is out. I think 99% of everything that is important is mirrored. Widened mid a bit to give more room, removed a pillar in lunchbox so it is less cluttered, toyed with the spawn times a bit more. The lip of the roof on red last has no collisions now to keep it aesthetically pleasing, the clipping is a little wonky though, you may get stuck for half a second if you jump above the door leading to second but it shouldn't be a big problem.

b7 is out. I think 99% of everything that is important is mirrored. Widened mid a bit to give more room, removed a pillar in lunchbox so it is less cluttered, toyed with the spawn times a bit more. The lip of the roof on red last has no collisions now to keep it aesthetically pleasing, the clipping is a little wonky though, you may get stuck for half a second if you jump above the door leading to second but it shouldn't be a big problem.
149
#149
newbie.tf
-2 Frags +

I love the mirror fixes, but everything else seems so subjective to me. I personally love granary because of the things that make it unique, and a lot of the things just seem like "well i don't like this particular nitpick thing, so i'm going to change it".

I know that this is a process, dagger. And I know you're following a lot of what the community says. But there are a lot of things that had no need to be changed. Just because something doesn't play to someone's particular liking doesn't mean it's bad or needs to be fixed.

I love the mirror fixes, but everything else seems so subjective to me. I personally love granary because of the things that make it unique, and a lot of the things just seem like "well i don't like this particular nitpick thing, so i'm going to change it".

I know that this is a process, dagger. And I know you're following a lot of what the community says. But there are a lot of things that had no need to be changed. Just because something doesn't play to someone's particular liking doesn't mean it's bad or needs to be fixed.
150
#150
-1 Frags +

Not sure if this was mentioned, but can the little alcove of old forward spawn be made into a medium health or ammo or something. It feels out of place

Not sure if this was mentioned, but can the little alcove of old forward spawn be made into a medium health or ammo or something. It feels out of place
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