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cp_granary_pro
241
#241
cp_granary_pro
8 Frags +

update: https://www.dropbox.com/s/qulfk9cta3l3wik/cp_granary_pro_rc3.bsp?dl=0

changelog:
-removed shutter door collisions as a temporary fix for a game changing bug

I will be replacing all the shutter doors like the ones in other maps in the next update.

edit: i have messaged tri (he's offline though) so hopefully esea will be updated

update: https://www.dropbox.com/s/qulfk9cta3l3wik/cp_granary_pro_rc3.bsp?dl=0

changelog:
-removed shutter door collisions as a temporary fix for a game changing bug

I will be replacing all the shutter doors like the ones in other maps in the next update.

edit: i have messaged tri (he's offline though) so hopefully esea will be updated
242
#242
cp_granary_pro
11 Frags +

update: https://www.dropbox.com/s/4ndcq2p554ehpvj/cp_granary_pro_rc4.bsp?dl=0

changelog:
-re added the small ammo pack in yard behind the propane tank
-clipped the railings in lobby
-fixed projectiles bouncing off opening shutter doors
-fixed shutter door collisions
-added ramps leading onto last point

update: https://www.dropbox.com/s/4ndcq2p554ehpvj/cp_granary_pro_rc4.bsp?dl=0

changelog:
-re added the small ammo pack in yard behind the propane tank
-clipped the railings in lobby
-fixed projectiles bouncing off opening shutter doors
-fixed shutter door collisions
-added ramps leading onto last point
243
#243
1 Frags +

Not sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.

Not sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.
244
#244
cp_granary_pro
1 Frags +
LainNot sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.

you're still playing rc3 then if that's the case. rc4 shouldn't do that.

[quote=Lain]Not sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.[/quote]
you're still playing rc3 then if that's the case. rc4 shouldn't do that.
245
#245
0 Frags +
DaggerLainNot sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.
you're still playing rc3 then if that's the case. rc4 shouldn't do that.

Fair enough, RC3 is the Ozfort version so I can't exactly switch. But i'm glad you made the change.

[quote=Dagger][quote=Lain]Not sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.[/quote]
you're still playing rc3 then if that's the case. rc4 shouldn't do that.[/quote]
Fair enough, RC3 is the Ozfort version so I can't exactly switch. But i'm glad you made the change.
246
#246
2 Frags +

A proposed change:

In the ramp room between yard and mid (also called garage) if you mirror the ramps the gameplay would be smoother (imo), (because it prevents ppl from camping on the ramp (now they can take splash damage). Maybe that's my soldier main bias talking though.

http://i.imgur.com/RFv3MFK.png?1

A proposed change:

In the ramp room between yard and mid (also called garage) if you mirror the ramps the gameplay would be smoother (imo), (because it prevents ppl from camping on the ramp (now they can take splash damage). Maybe that's my soldier main bias talking though.

[img]http://i.imgur.com/RFv3MFK.png?1[/img]
247
#247
-2 Frags +

Does granary really need more advantages for soldiers though? Surely ramps favouring scouts adds a little flavour to the map

Does granary really need more advantages for soldiers though? Surely ramps favouring scouts adds a little flavour to the map
248
#248
0 Frags +
yewlDoes granary really need more advantages for soldiers though? Surely ramps favouring scouts adds a little flavour to the map

Also nerfs the hiding spot which is most commonly used for soldiers.

[quote=yewl]Does granary really need more advantages for soldiers though? Surely ramps favouring scouts adds a little flavour to the map[/quote]
Also nerfs the hiding spot which is most commonly used for soldiers.
249
#249
3 Frags +
CollaideA proposed change:

In the ramp room between yard and mid (also called garage) if you mirror the ramps the gameplay would be smoother (imo), (because it prevents ppl from camping on the ramp (now they can take splash damage). Maybe that's my soldier main bias talking though.

http://i.imgur.com/RFv3MFK.png?1

That s actually a pretty sweet idea, I would like to test that ig.

[quote=Collaide]A proposed change:

In the ramp room between yard and mid (also called garage) if you mirror the ramps the gameplay would be smoother (imo), (because it prevents ppl from camping on the ramp (now they can take splash damage). Maybe that's my soldier main bias talking though.

[img]http://i.imgur.com/RFv3MFK.png?1[/img][/quote]

That s actually a pretty sweet idea, I would like to test that ig.
250
#250
5 Frags +

yo could you maybe like... compile with HDR support in the next version

http://puu.sh/smUbw/7ef53e5f90.png

edit: for those that need it here's an hdr recompile

yo could you maybe like... compile with HDR support in the next version

[img]http://puu.sh/smUbw/7ef53e5f90.png[/img]

edit: [url=https://mega.nz/#!d00DGKYK!4FAiUVpzhfx3KxTV4lXZdgAPqzgNndu3C8PPaEYzKG0]for those that need it here's an hdr recompile[/url]
251
#251
-4 Frags +

idk if this is a known issue but this should probably be fixed
http://images.akamai.steamusercontent.com/ugc/199677810887104546/8A3EC4D7DE44878501C9C0C22B6146C1320ECC19/

idk if this is a known issue but this should probably be fixed
http://images.akamai.steamusercontent.com/ugc/199677810887104546/8A3EC4D7DE44878501C9C0C22B6146C1320ECC19/
252
#252
0 Frags +

http://i.imgur.com/CiBgOCr.jpg

only on red side

[img]http://i.imgur.com/CiBgOCr.jpg[/img]
only on red side
253
#253
cp_granary_pro
21 Frags +

rc5: https://www.dropbox.com/s/d8jpp574pblra5j/cp_granary_pro_rc5.bsp?dl=0

changelog:
-changed garage to make pushing easier
-added small ammo pack in garage
-changed fences on last to hinder sniper sightlines
-hdr support
-other small fixes

rc5: https://www.dropbox.com/s/d8jpp574pblra5j/cp_granary_pro_rc5.bsp?dl=0

changelog:
-changed garage to make pushing easier
-added small ammo pack in garage
-changed fences on last to hinder sniper sightlines
-hdr support
-other small fixes
254
#254
6 Frags +

Love the new garage, even if it does look kinda wonky. But was nerfing sniper on last really a good idea? It's such a stalematey part of the map anyway; sniper's one of the best ways to break it for either side.

Love the new garage, even if it does look kinda wonky. But was nerfing sniper on last really a good idea? It's such a stalematey part of the map anyway; sniper's one of the best ways to break it for either side.
255
#255
1 Frags +

The changes to gameplay I think makes the map better, however, visually and aesthetically they are not on par with other areas of the map.

The changes to gameplay I think makes the map better, however, visually and aesthetically they are not on par with other areas of the map.
256
#256
-1 Frags +
MenachemLove the new garage, even if it does look kinda wonky. But was nerfing sniper on last really a good idea? It's such a stalematey part of the map anyway; sniper's one of the best ways to break it for either side.

havent seen the changes, but if only the fences were nerfed then that doesnt affect stalemates. a sniper positioned there is only there to deter a push, if they wanted a pick he'd be trying to peek in through the shutter doors

[quote=Menachem]Love the new garage, even if it does look kinda wonky. But was nerfing sniper on last really a good idea? It's such a stalematey part of the map anyway; sniper's one of the best ways to break it for either side.[/quote]

havent seen the changes, but if only the fences were nerfed then that doesnt affect stalemates. a sniper positioned there is only there to deter a push, if they wanted a pick he'd be trying to peek in through the shutter doors
257
#257
-1 Frags +

yo what do I type to load granary pro rc4 for a server I'm hosting?

yo what do I type to load granary pro rc4 for a server I'm hosting?
258
#258
cp_granary_pro
9 Frags +

updated pics in op
rc6: https://www.dropbox.com/s/jpkv4elua5lblnw/cp_granary_pro_rc6.bsp?dl=0

changelog:
-added spawn lines to prevent quick switching from spawn doors and changed resupply cabinet location
-removed barrier on the window on last so players can pass through
-moved medium ammo pack on last and added small health pack
-reworked garage some more
-removed the second crate in yard beside the battlements/garage
-added a barrel in lower lobby on second point so classes can jump up to top lobby
-fixed some textures

note: rc5 was not compiled with the proper settings

updated pics in op
rc6: https://www.dropbox.com/s/jpkv4elua5lblnw/cp_granary_pro_rc6.bsp?dl=0

changelog:
-added spawn lines to prevent quick switching from spawn doors and changed resupply cabinet location
-removed barrier on the window on last so players can pass through
-moved medium ammo pack on last and added small health pack
-reworked garage some more
-removed the second crate in yard beside the battlements/garage
-added a barrel in lower lobby on second point so classes can jump up to top lobby
-fixed some textures

note: rc5 was not compiled with the proper settings
259
#259
ozfortress
1 Frags +

sweet

sweet
260
#260
6 Frags +

screenshots of the new garage?

screenshots of the new garage?
261
#261
6 Frags +
lucrativescreenshots of the new garage?

http://imgur.com/a/XPsZ1

[quote=lucrative]screenshots of the new garage?[/quote]
http://imgur.com/a/XPsZ1
262
#262
5 Frags +

yard unholdable i guess that makes 2nd easier to push

yard unholdable i guess that makes 2nd easier to push
263
#263
3 Frags +

the new last spawn will cause big amount of deaths by changing class, maybe rotating the door by 90° (gully/sunshine)?
good job anyway

the new last spawn will cause big amount of deaths by changing class, maybe rotating the door by 90° (gully/sunshine)?
good job anyway
264
#264
1 Frags +

http://imgur.com/a/aDpt2

http://imgur.com/a/aDpt2
265
#265
-2 Frags +

even though garage looks disgusting now people can't hold yard anymore so this should be interesting.

even though garage looks disgusting now people can't hold yard anymore so this should be interesting.
266
#266
-2 Frags +

Meh the new garage looks kind of ugly and yeah RIP holding yard.

Suggestion: Makes the new entrance to yard from garage the same size and the other door......

1. it looks nicer
2. doesn't kill yard holds too much

Meh the new garage looks kind of ugly and yeah RIP holding yard.

Suggestion: Makes the new entrance to yard from garage the same size and the other door......

1. it looks nicer
2. doesn't kill yard holds too much
267
#267
0 Frags +

Personally i don't like the new entrance from mid to garage...i mean i don't see the utility beacuse it can get spammed really easily.

Suggestion: Remove the extra entrance from garage to mid and make the existing "door" bigger

1. I think there is no need for 2 entrances to garage because garage holds are pretty rare
2. Having a wider entrance favours entering garage which is a compromise between no change and a whole new entrance

Personally i don't like the new entrance from mid to garage...i mean i don't see the utility beacuse it can get spammed really easily.

Suggestion: Remove the extra entrance from garage to mid and make the existing "door" bigger

1. I think there is no need for 2 entrances to garage because garage holds are pretty rare
2. Having a wider entrance favours entering garage which is a compromise between no change and a whole new entrance
268
#268
0 Frags +
Kylo_ren1. I think there is no need for 2 entrances to garage because garage holds are pretty rare
2. Having a wider entrance favours entering garage which is a compromise between no change and a whole new entrance

Same thing from ramp room to yard. Just move around geometry and make entrances larger. There's no need to make new entrances.

[quote=Kylo_ren]1. I think there is no need for 2 entrances to garage because garage holds are pretty rare
2. Having a wider entrance favours entering garage which is a compromise between no change and a whole new entrance[/quote]

Same thing from ramp room to yard. Just move around geometry and make entrances larger. There's no need to make new entrances.
269
#269
cp_granary_pro
6 Frags +

op pics updated
rc8: https://www.dropbox.com/s/zjqf611r3fjvivd/cp_granary_pro_rc8.bsp?dl=0
changelog:
-changed garage more based on feedback: removed the metal sticking out from the top of the choke points, made the garage connector longer- back to its original size, reverted the "other entrance", fixed the clipping on the garage connector roof, moved the barrels on the side wall so soldiers can rocket jump from the corner, moved the sandbags back in garage connector
-yet more texture fixes
-yet more clipping improvements
-i forgot rc7 lul

op pics updated
rc8: https://www.dropbox.com/s/zjqf611r3fjvivd/cp_granary_pro_rc8.bsp?dl=0
changelog:
-changed garage more based on feedback: removed the metal sticking out from the top of the choke points, made the garage connector longer- back to its original size, reverted the "other entrance", fixed the clipping on the garage connector roof, moved the barrels on the side wall so soldiers can rocket jump from the corner, moved the sandbags back in garage connector
-yet more texture fixes
-yet more clipping improvements
-i forgot rc7 lul
270
#270
1 Frags +

Just loaded it up and i have some first impressions despite not playing it yet.

I like the stuff you do with the machines in 2nd, puts for some interesting spots, as a medic main seems allot safer to be up on them.

I feel a little awkward about sniper sight lines through the new doorway in garage to choke.

I like the high ground to provided by removing the crate in yard. Seems allot easier to push into yard.

Not sure how the exit into last being longer and more angled on the right side will affect pushes.

The hose to get up to catwalk on roll out is kinda awkward. I think it should still go in the corner like before but idk.

I like what you did with the wall on the right spawn door. will make sentries allot easier to build i think. i think the height of those should maybe be made a little higher? IDK.

Just loaded it up and i have some first impressions despite not playing it yet.

I like the stuff you do with the machines in 2nd, puts for some interesting spots, as a medic main seems allot safer to be up on them.

I feel a little awkward about sniper sight lines through the new doorway in garage to choke.

I like the high ground to provided by removing the crate in yard. Seems allot easier to push into yard.

Not sure how the exit into last being longer and more angled on the right side will affect pushes.

The hose to get up to catwalk on roll out is kinda awkward. I think it should still go in the corner like before but idk.

I like what you did with the wall on the right spawn door. will make sentries allot easier to build i think. i think the height of those should maybe be made a little higher? IDK.
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