deetrI definitely think that making it so you have to be inside the yellow lines to change class is a bad idea. It makes you have to walk an extra distance to the side, and you have no visual feedback without looking down. Not disagreeing with the fact that sniping is insane from that spot, but I don't think this is the way to fix it.
Also #175 I don't think that all railings should be made so they can be shot through necessarily. I think that changing that property could mean major changes to fights around the railings and that there should be some playtesting and some varied opinions going into whether this is changed or not. Maybe the right decision is to just make them all be able to be shot through, but I would like to see the opinions of some other people.
You can already shoot through railings, however if you hit the tiny metal bars it soaks up bullets and rockets. It's really not a major change to make them non-solid to rockets/bullets, it's a change for the better to reduce randomness in fights, because using the railings as cover isn't viable anyway.
[quote=deetr]I definitely think that making it so you have to be inside the yellow lines to change class is a bad idea. It makes you have to walk an extra distance to the side, and you have no visual feedback without looking down. Not disagreeing with the fact that sniping is insane from that spot, but I don't think this is the way to fix it.
Also #175 I don't think that all railings should be made so they can be shot through necessarily. I think that changing that property could mean major changes to fights around the railings and that there should be some playtesting and some varied opinions going into whether this is changed or not. Maybe the right decision is to just make them all be able to be shot through, but I would like to see the opinions of some other people.[/quote]
You can already shoot through railings, however if you hit the tiny metal bars it soaks up bullets and rockets. It's really not a major change to make them non-solid to rockets/bullets, it's a change for the better to reduce randomness in fights, because using the railings as cover isn't viable anyway.
There's no lamp in Blu dropdown
[img]http://images.akamai.steamusercontent.com/ugc/719792274789007367/53B08F60C8616BA0223BAE69299BD4BEAEBA5BE1/[/img]
Dunno if these points have been mentioned:
You can get in the spawn on last
stickies still bounces off doors/ground during rollout
the last point is high ground, which gives an advantage to the team holding last and makes it harder to get on the cap than necessary imo
there's splash bug at choke, the 2 steps either side need to be made into a ramp
the spawn doors give a really big sniper sightline where you can just switch class instantly
Dunno if these points have been mentioned:
[list]
You can get in the spawn on last
stickies still bounces off doors/ground during rollout
the last point is high ground, which gives an advantage to the team holding last and makes it harder to get on the cap than necessary imo
there's splash bug at choke, the 2 steps either side need to be made into a ramp
the spawn doors give a really big sniper sightline where you can just switch class instantly
[/list]
Just casted a showmatch with Reason vs. Zizi on this map, they gave their thoughts after the game as well. Catch the vods on the TFTV channel for some feedback Dagger :)
Just casted a showmatch with Reason vs. Zizi on this map, they gave their thoughts after the game as well. Catch the vods on the TFTV channel for some feedback Dagger :)
Watched the whole stream, thanks so much!
Watched the whole stream, thanks so much!
http://www.twitch.tv/zestymclime/v/4810427
since someone was asking about the spawn bug thing
http://www.twitch.tv/zestymclime/v/4810427
since someone was asking about the spawn bug thing
b9 is out. Fixed the spawn doors that allowed enemies to get inside (sorry about that) made some adjustments to the fences and props on last to cut down on sniper sight lines. Lots of clipping fixes most notably on red second, and visual fixes as well. Also changed textures back to classic granary.
**There are still some lighting bugs that I need to fix and i need to add a light into red dropdown (it's a little dark in there).
b9 is out. Fixed the spawn doors that allowed enemies to get inside (sorry about that) made some adjustments to the fences and props on last to cut down on sniper sight lines. Lots of clipping fixes most notably on red second, and visual fixes as well. Also changed textures back to classic granary.
**There are still some lighting bugs that I need to fix and i need to add a light into red dropdown (it's a little dark in there).
I know people are going to dislike it either way but I actually liked seeing a little bit of green on Granary :(
I know people are going to dislike it either way but I actually liked seeing a little bit of green on Granary :(
KanecoWhile I like the idea, a pro version of granary is not very likely to work because it would just further distance the comp community from pubs. Granary is an official map so it needs dev updates, which is bad because it's not perfect like badlands.
this isn't de_dust or counter strike in general
[quote=Kaneco]While I like the idea, a pro version of granary is not very likely to work because it would just further distance the comp community from pubs. Granary is an official map so it needs dev updates, which is bad because it's not perfect like badlands.[/quote]
this isn't de_dust or counter strike in general
xerob9 is just straight upgrade to stock granary. I like it.
Theres some bugs: http://imgur.com/a/XZJ0X
xeroremove kitchen
[quote=xero]b9 is just straight upgrade to stock granary. I like it.
Theres some bugs: http://imgur.com/a/XZJ0X[/quote]
[quote=xero]remove kitchen[/quote]
im not a big fan of, if its not doing anything, get rid of it. you have to keep the integrity of the map, and make it have a enviroment, clipping issues are fine to get rid of, as are splash bugs and the etc... because those truly affect gameplay, if you remove every prop, it just doesnt feel like granary, or tf2 in general. Also, dagger, while building the map, if you haven't checked this out alreadyIllustrative Rendering in Team Fortress 2, 4.2 and 4.3 go over some world building stuff. Good luck on the map!
im not a big fan of, if its not doing anything, get rid of it. you have to keep the integrity of the map, and make it have a enviroment, clipping issues are fine to get rid of, as are splash bugs and the etc... because those truly affect gameplay, if you remove every prop, it just doesnt feel like granary, or tf2 in general. Also, dagger, while building the map, if you haven't checked this out already[url=http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf]Illustrative Rendering in Team Fortress 2[/url], 4.2 and 4.3 go over some world building stuff. Good luck on the map!
http://plays.tv/video/556b2caf53bda5d398
weird spot that I don't think was in granary? Also can you do something about the spawns pls :(
EDIT: I don't mean the spawn timers, they're perfect. It's the huge sniper sightline that's the problem imo. From left side mainly.
http://plays.tv/video/556b2caf53bda5d398
weird spot that I don't think was in granary? Also can you do something about the spawns pls :(
EDIT: I don't mean the spawn timers, they're perfect. It's the huge sniper sightline that's the problem imo. From left side mainly.
Just had a look at a decompile of your map and looks quite good. Just a few things I would change.
- Not sure if your compiling with these settings like valve does?
- Func_detail blockbullet textures as they cut visleafs.
- You need to add areaportals that are linked to the forward spawn doors.
- Theres a bit of optimization you could do to the map. (func_detail useless geometry and improve hint textures).
- Blockbullet rather than playerclip some obstructive geometry, this stops splash damage bugs and also stops players from getting stuck.
Nicely done man keep it up!
Just had a look at a decompile of your map and looks quite good. Just a few things I would change.
[list]
[*] Not sure if your compiling with [url=http://www.nodraw.net/2010/12/lighting-compile-options/#more-324]these[/url] settings like valve does?
[*] Func_detail blockbullet textures as they cut visleafs.
[*] You need to add areaportals that are linked to the forward spawn doors.
[*] Theres a bit of optimization you could do to the map. (func_detail useless geometry and improve hint textures).
[*] Blockbullet rather than playerclip some obstructive geometry, this stops splash damage bugs and also stops players from getting stuck.
[/list]
Nicely done man keep it up!
I uploaded b9 to the workshop: http://steamcommunity.com/workshop/filedetails/?id=464571873
I'll take it down when the original author uploads it himself.
I uploaded b9 to the workshop: http://steamcommunity.com/workshop/filedetails/?id=464571873
I'll take it down when the original author uploads it himself.
Found myself getting stuck in this spot: http://imgur.com/a/NFfYi
You can still get out if you walk to the right and jump, you only get truly stuck if you crouch jump and stand there.
This is only a problem for RED side.
Found myself getting stuck in this spot: [url=http://imgur.com/a/NFfYi]http://imgur.com/a/NFfYi[/url]
You can still get out if you walk to the right and jump, you only get truly stuck if you crouch jump and stand there.
This is only a problem for RED side.
can you make this lightswitch non-solid? i find myself bumping into it a decent amount (its on both sides)
http://i.imgur.com/UvvcchQ.jpg
can you make this lightswitch non-solid? i find myself bumping into it a decent amount (its on both sides)
http://i.imgur.com/UvvcchQ.jpg
honestly I've warmed up to this map, not as bad as my initial impressions were, however I still think changes need to be made particularly towards last
I know thats not specific at all but I'll think a bit more about it and try and come back with some suggestions
honestly I've warmed up to this map, not as bad as my initial impressions were, however I still think changes need to be made particularly towards last
I know thats not specific at all but I'll think a bit more about it and try and come back with some suggestions
a few things that come to mind quickly though: cap speed of last, position of last and forward spawn location
I've always thought the original position of granary forward spawn was fine, just the spawn times themselves need to be lengthened, interested in hearing some other opinions though (may or may not have been posted already? haven't read through this thread entirely)
a few things that come to mind quickly though: cap speed of last, position of last and forward spawn location
I've always thought the original position of granary forward spawn was fine, just the spawn times themselves need to be lengthened, interested in hearing some other opinions though (may or may not have been posted already? haven't read through this thread entirely)
I quite like the way it's set up right now, it's easier to cap last but easier to push out too.
I quite like the way it's set up right now, it's easier to cap last but easier to push out too.
LeftFound myself getting stuck in this spot: http://imgur.com/a/NFfYi
You can still get out if you walk to the right and jump, you only get truly stuck if you crouch jump and stand there.
This is only a problem for RED side.
lol dropped u like twice bc of that haha
thats really broken, really needs a fix
[quote=Left]Found myself getting stuck in this spot: [url=http://imgur.com/a/NFfYi]http://imgur.com/a/NFfYi[/url]
You can still get out if you walk to the right and jump, you only get truly stuck if you crouch jump and stand there.
This is only a problem for RED side.[/quote]
lol dropped u like twice bc of that haha
thats really broken, really needs a fix
LeftFound myself getting stuck in this spot: http://imgur.com/a/NFfYi
You can still get out if you walk to the right and jump, you only get truly stuck if you crouch jump and stand there.
This is only a problem for RED side.
HOW MANY fkn times have left gotten stuck in this spot?? srsly a detriment to our team tbh, gotta fix that ASAP
[quote=Left]Found myself getting stuck in this spot: [url=http://imgur.com/a/NFfYi]http://imgur.com/a/NFfYi[/url]
You can still get out if you walk to the right and jump, you only get truly stuck if you crouch jump and stand there.
This is only a problem for RED side.[/quote]
HOW MANY fkn times have left gotten stuck in this spot?? srsly a detriment to our team tbh, gotta fix that ASAP
You need second to be a farther walk to get too, so teams cannot lose mid and automatically lose 2nd as well. Perhaps make middle point high ground and the yard going into second point a downwards hill structure with housing of some sort leading to the yard. Similar to the housing between metalworks second and last point. This will make second more defendable and also make it easier to hide for big plays more often. The map doesn't need slight changes it needs restructuring imo.
You need second to be a farther walk to get too, so teams cannot lose mid and automatically lose 2nd as well. Perhaps make middle point high ground and the yard going into second point a downwards hill structure with housing of some sort leading to the yard. Similar to the housing between metalworks second and last point. This will make second more defendable and also make it easier to hide for big plays more often. The map doesn't need slight changes it needs restructuring imo.
blinKYou need second to be a farther walk to get too, so teams cannot lose mid and automatically lose 2nd as well. Perhaps make middle point high ground and the yard going into second point a downwards hill structure with housing of some sort leading to the yard. Similar to the housing between metalworks second and last point. This will make second more defendable and also make it easier to hide for big plays more often. The map doesn't need slight changes it needs restructuring imo.
Ok please don't do this. It's already a huge distance between mid and 2nd, and on every other map if you wipe on mid you lose 2nd too. Nothing wrong with the spawns on gran_pro in terms of this. And don't redesign the map.
[quote=blinK]You need second to be a farther walk to get too, so teams cannot lose mid and automatically lose 2nd as well. Perhaps make middle point high ground and the yard going into second point a downwards hill structure with housing of some sort leading to the yard. Similar to the housing between metalworks second and last point. This will make second more defendable and also make it easier to hide for big plays more often. The map doesn't need slight changes it needs restructuring imo.[/quote]
Ok please don't do this. It's already a huge distance between mid and 2nd, and on every other map if you wipe on mid you lose 2nd too. Nothing wrong with the spawns on gran_pro in terms of this. And don't redesign the map.
could you make it so explosions work normally on the shutters when theyre opening
could you make it so explosions work normally on the shutters when theyre opening
I love it so far, great work, Dagger.
I love it so far, great work, Dagger.
Okay b10 is out. Lots of little clipping/bugs and visual fixes, some minor visual improvements, along with better optimization.
Also b10 is uploaded to the workshop.
Okay b10 is out. Lots of little clipping/bugs and visual fixes, some minor visual improvements, along with better optimization.
Also b10 is uploaded to the workshop.