cp_granary
- Re-ordered spawns in the first spawn room to be consistent between Red and Blu
:O
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SteamID64 | 76561198049798322 |
SteamID3 | [U:1:89532594] |
SteamID32 | STEAM_0:0:44766297 |
Country | Canada |
Signed Up | December 25, 2012 |
Last Posted | July 8, 2016 at 9:30 PM |
Posts | 221 (0.1 per day) |
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cp_granary
- Re-ordered spawns in the first spawn room to be consistent between Red and Blu
:O
PAPASTAINplease don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team
Where are all the people on invite, intermediate, and high level open teams lining up to try out custom maps?
Playing another lobby right now, add up!
It's not badlands.
Seriously though, please fix the forward spawn door.
makemindCan i have 2d view of this map?
sv_cheats 1
cl_leveloverview 7
Awesome as always phi. Your spire looks a little funky though.
There's a lobby being run on this map right now if anyone wants to join in the fun:
tf2lobby.com
wareyalast is long as granary but with defense having a height advantage too :(
The size of the last area is pretty much ripped straight from freight (yay rhymes). This might change in a later version because I felt a little uneasy with the length of the area in general and the parts with height advantage don't really blend well with the size of the area as a whole right now. It seems like this is the general consensus, so I'll have to do something about that.
Mr_PerfectIMO, the mid seems way to small for demos to really have a fight at mid... looks like scouts and soldiers are going to destroy on this map
If you plan on trying to make it better for demos, try offsetting the two buildings at mid.
So instead of them being parallel make them diagonal, that way there is a longer sight line for demos to spam.
This will be difficult to do while keeping the dual-bridge theme the same, but I will see what can be done. I agree that right now your options are pretty limited as a demoman.
BenroadsMid looks quite a bit like freight mid
The whole idea of the map was to rework freight so that some of the annoying things that people hated about it were fixed, and to change the theme. Freight mid has always been my own personal most-hated middle point of any 5cp, so I was trying to add a more interesting height dynamic. I'm not really sure that it worked, and it could definitely use a lot of tweaking.
I got rid of the water routes, opting to replace them with the underneath area, but while I solved the water issue I think it's just as much of a problem with really strong flanking routes.
The other thing that's missing right now is the train, but if there's enough demand I suppose I can bring it back.
TaggerungTrain tracks
I didn't clip it with anything, I just didn't use a collision model (meaning that the tracks are nonsolid and you can probably hide stickies under them).
BenroadsThere's also another jump you can do if you go flank that takes you around mid and into their choke.
One thing I need to fix about this map is making that jump more viable. Right now it simply takes too long in comparison to the choke route to be a good alternative. However, it would be cool if you could upload a video with some of the different areas you can go to with that rollout.
ibex...
My pickup placement was really quite random and that's definitely something I need to work on fixing. I'm not sure how I feel about making another entrance to mid, but if I change the lower route underneath the point then I probably will.
TurinProblem: If your team wins mid with a wipe and your whole team stacks 2nd while a scout caps mid, a roamer can do a series of wall jumps to last letting him paintrain cap when the enemy team spawns. You should turn up the spawn time for last. Or, make it slightly more difficult for roamer to do it. If you want I can provide a video.
I never thought of that! Thanks for bring it to my attention, a video would be helpful.
32hzLobby needs to be spread out, it should have more power instead of being a box in a canyon with a maze in it, most maps have lobbies that work against the terrain.
I'm not 100% sure what you mean by this, would you mind elaborating a little more?
I'm definitely going to need to open up the middle area.
b4nnyOpen up the area under the middle point more. You shouldn't be able to get all the way through there unseen on a midfight.
I think you should move the choke point stairs and the house closer to middle, and relocate the forward spawn on middle so that you have fewer buildings and less space between the walk from the choke to the midpoint. That would also free up some space in the second point yard for you to build some more structures, and make the flank route a bit more connected to the valley at middle. Heres a quick edit of what I mean (I just dragged the house and the valley area a bit closer to the mid point): http://i.imgur.com/Mgodl8V.jpg.
For second, I kind of doubt a spire is going to work. I think you need to come up with some other structure for it, and you should fill out the area more.
The building that connects to last has amazing sniper sightlines from both the top and bottom entrances, and there is a lack of cover or any good forward holding positions to allow for pressuring a sniper.
I definitely agree that the choke walk is a little long and tight, I'll see what I can do to make it open right into the fight, and I wouldn't be against moving the whole thing closer to mid.
Would you feel that a gravelpit B type of building might work for second? I want to keep some height variation in the area.
Thanks everyone for the interest in this map.
Compare scout on badlands @ 9:42 and scout on granary @ 9:37
I made a quick snapshot comparing last and second on granary and my map, so you can see the scale.
https://dl.dropboxusercontent.com/u/48151262/granaryvsnightwatch.jpg
the301stspartanThis map looks very big. Is this map very big?
Walking in a straight line from red's last point to blu's last point on this map is about 8,000 hammer units by the shortest route possible. By comparison, Granary is about 10,000 hammer units to walk the same distance.
The TF2Maps.net 72 Hour Mapping Contest has ended, and I thought I'd share my work with you.
Introducing cp_nightwatch_72 (name pending), a five control point map featuring train tracks, bridges, tunnels, lobbies, spires (almost) and fun soldier jumps. I designed it with ease of offclassing in mind, and the shortest route to mid as a walking class lets you skip most of the lobby and run right underneath the spire at cap point 2 to facilitate this.
I'm not good enough at soldier and demo to say what the fastest possible times are for either class, but the rollouts aren't particularly hard so I imagine you can get to mid quite quickly.
Time at the start of the bridge for the non jumping classes:
Scout: 9:42
Medic: 9:40
Sniper/Pyro/Engineer/Spy: 9:38
Heavy: 9:34
Without further ado, some pictures:
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_72_a30001.jpg
Middle
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_72_a30000.jpg
Last
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_720001.jpg
Second
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_720002.jpg
On second, looking toward middle
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_720003.jpg
Underneath middle
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_720006.jpg
Peeking last from lobby
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_720005.jpg
Lobby
https://dl.dropboxusercontent.com/u/48151262/cp_nightwatch_720004.jpg
General overview
And the download link: Here. (compressed into .bz2, you'll need to extract it with 7zip or something similar).
Disclaimer: this map is not perfect. I planned the whole thing out in less than 3 straight days with little sleep. Many things may change. That being said, enjoy. This map will be actively developed as long as people give constructive feedback. If you post genuine concerns, I'll address them. If you say "map sucks", you might as well not have posted, because you're not helping me, and you're not helping the competitive community either.
The competition is live in just under 5 minutes. Good luck to all involved!
TaggerungAlso, I think a SD map tailored for 6v6 could be interesting
Has anyone ever tried pugging/scrimming sd_congo?
If this is in reference to that one specific thread, it was a problem I caused which has now been fixed. Don't worry, you're not crazy, it's me!