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cp_granary_proest (new version of Granary_pro)

Created 16th June 2011 @ 23:25

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Mark

Phase

I was bored and decided to fix up Granary. These are the changes I’ve made (as well as a ton of small ones that I haven’t noted):

– Opened up the choke
– Fixed shadows leaking through walls
– Middle caps a few seconds faster (backcaps are now slightly harder)
– Fixed hidden sticky traps (wood on mid, inside Z, the bucket)
– Fixed clipping on some hiding spots
– Balanced each side (size, clipping, props etc) – the “houses” in yard are now identical – Each side on middle is now more similar in terms of size
– Fixed doors getting stuck shut and stickies bouncing when placed directly under doors
– Altered spawn layout and room design – spawn points are now equal on each side (players spawn from left to right) and the resupply cabinet is easily reachable regardless of spawn point
– Removed cones and small rocks/stones (rocket splash bug and occasionally getting stuck)
– Clipped stairs (no more rocket splash bug in garage)

Screenshots: http://imgur.com/a/JgWYh

Download: https://dl.dropbox.com/u/6591985/map/cp_granary_proest.bsp.bz2

I don’t know if there’s much demand for this but I figured I’d post it anyway, maybe it’ll catch on (and hopefully Valve will take notice).


Last edited by Mark,

randa

looks sick, though I dont think you should of changed the backcap time.

Mark

Phase

Quoted from randa

looks sick, though I dont think you should of changed the backcap time.

Well it originally was 24 seconds to capture middle (x1) and now it’s 22, so it shouldn’t make much difference, if any.

Sonny Black

(Legend)
SUAVE

Where to sticky now? :(

Forsak3n

S

I don’t think that granary needs a fix. Valve updated it & added a new exit on the main of the middle few months ago and that was enough to make it perfect.
And those hidden sticky traps in the models makes it more interesting & harder to find a trap and everyone knows where are those places but sometimes don’t check them due inattention and I think that cp_granary should always keep them. :)

Also you haven’t fixed one huge infair thingy.
http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0000.jpg & http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0001.jpg
The BLU side can see everything on RED’s main enter but RED’s can’t. :)


Last edited by Forsak3n,

glados

\\/ier ° HL

I would really like to see a demoman flying from mid to yard with a huge stickyjump^^…I want to test your…well… alternative gran.

gj btw.

Mark

Phase

Quoted from Forsak3n

I don’t think that granary needs a fix. Valve updated it & added a new exit on the main of the middle few months ago and that was enough to make it perfect.
And those hidden sticky traps in the models makes it more interesting & harder to find a trap and everyone knows where are those places but sometimes don’t check them due inattention and I think that cp_granary should always keep them. :)

Did you read the changes? There’s a lot of side inequalities that I do feel makes a difference in a lot of games. And hiding stickies in non solid models is just cheap and obviously not intended – be more creative.

Quoted from Forsak3n

[…]
It’s the way of tf2, it shouldn’t be real. :D
Also you haven’t fixed one huge infair thingy.
http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0000.jpg & http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0001.jpg
The BLU side can see everything on RED’s main enter but RED’s can’t. :)

Ehh I don’t see that as being a big deal at all.


Last edited by Mark,

Forsak3n

S

Quoted from Mark

[…]

Did you read the changes? There’s a lot of side inequalities that I do feel makes a difference in a lot of games. And hiding stickies in non solid models is just cheap and obviously not intended – be more creative.

It’s the way of tf2, it shouldn’t be real. :D
Also you haven’t fixed one huge infair thingy.
http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0000.jpg & http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0001.jpg
The BLU side can see everything on RED’s main enter but RED’s can’t. :)


Last edited by Forsak3n,

n00ne

Quoted from Forsak3n

[…]
It’s the way of tf2, it shouldn’t be real. :D
Also you haven’t fixed one huge infair thingy.
http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0000.jpg & http://fakkelbrigade.eu/forsaken/screenshots/cp_granary_pro0001.jpg
The BLU side can see everything on RED’s main enter but RED’s can’t. :)

Now thats what I call a hardcore map tester.

Wiiking

new choke is sick. Possible idea for improvement: http://img560.imageshack.us/img560/5558/grang.jpg
could that fence be moved back just a little bit? Would prolly help non-uber pushing in both directions.

or maybe even go huge with a nice little run aroundy? http://img695.imageshack.us/img695/1796/granb.jpg
but that would maybe be to fix something that aint broken


Last edited by Wiiking,

jgmaster

BM

Quoted from Mark

Ehh I don’t see that as being a big deal at all.

If you are balancing all these other minor points you may as well do that. Looks interesting.


Last edited by jgmaster,

skeej

(ETF2L Donator)
UbeR |
Fe |

Can’t wait to play this… New choke = awesome.

Vince

BiG

While we are at small things, fix the lamp on last blue side, that allows a heavy to jump on the high pipe.

Sc

Quoted from Wiiking

new choke is sick. Possible idea for improvement: http://img560.imageshack.us/img560/5558/grang.jpg
could that fence be moved back just a little bit? Would prolly help non-uber pushing in both directions.

or maybe even go huge with a nice little run aroundy? http://img695.imageshack.us/img695/1796/granb.jpg
but that would maybe be to fix something that aint broken

+1

stuntz

Lol :D nice, i actually did the same modification long ago on the choke for fun after we talked about how the new window didnt do jack, we still have it on our server its great for not getting a stalemate pushing from cp3 to cp2

:))


Last edited by stuntz,

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