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What do you like/dislike about cp_granary?
61
#61
cp_sunshine, cp_cardinal
2 Frags +

As I work on the map I will fix things but I will not be making drastic changes.

A list of things I have already done:
- Fixed spawns on both sides
- Covered RED 2nd spawn
- Made walls on last equal height and position
- Made second yard symmetrical with respect to the silos
- Corrected various asymmetries such as the small staircase on BLU last and various hiding spots that are on BLU side that are not on RED
- Corrected the RED exploit on 2nd near lunchbox where you could taunt on a door frame and see into yard (post #38)
- Made clipping in various places smoother so that players would not get stuck running besides walls

Proposed changes from others and my notes on them:
1. Opening up choke into yard. I don't think this would be a great change at all, as it would drastically change the dynamics of the map, where pushes into yard would be a whole lot easier. It may also change rollouts, and alter the roles of the classes at mid - not the best thing to do for a 'fixed' map.
2. Widening various doorways and raising door frames a bit. This might be useful in certain areas, such as doorways into mid, and might be an easier and less drastic way to open up areas without much impact on the map's strategy - a possible change that I might add to some doors if it seems like a good idea.
3. Changing second to be less clustered. This is something that would probably be best off for a remake, not a fix. I'm not about to change second in such a way that players feel like they're playing a different map.
4. Widen/change dropdown. I might give the actual dropdown area a bit more space, to make the exit slightly easier to jump into - but it might not be worth it. The route might become more powerful than it should, but as it is now it really isn't a worthwhile route for anything, so that might work.
5. Displace some of the ground to make it a little more interesting. This could be an option on last, but the main issue is that on BLU second, the ground isn't even a displacement, it is a large concrete brush. Changing the land on second to be a little more variable might also cause minor height discrepancies and any amount of hills will surely change splash registration to something that might not be as reliable as flat ground.

All in all, I like these ideas but I'm not sure if enough would be changed to consider it a replacement for normal granary. Any other ideas that I passed should be brought back up again and any suggestions are welcome.
Once I get the SDK working again, this project will probably be finished and released for the community to use, since I know some people would probably like fixed spawns and fixed asymmetry.

As I work on the map I will fix things but I will not be making drastic changes.

A list of things I have already done:
- Fixed spawns on both sides
- Covered RED 2nd spawn
- Made walls on last equal height and position
- Made second yard symmetrical with respect to the silos
- Corrected various asymmetries such as the small staircase on BLU last and various hiding spots that are on BLU side that are not on RED
- Corrected the RED exploit on 2nd near lunchbox where you could taunt on a door frame and see into yard (post #38)
- Made clipping in various places smoother so that players would not get stuck running besides walls

Proposed changes from others and my notes on them:
[b]1.[/b] Opening up choke into yard. I don't think this would be a great change at all, as it would drastically change the dynamics of the map, where pushes into yard would be a whole lot easier. It may also change rollouts, and alter the roles of the classes at mid - not the best thing to do for a 'fixed' map.
[b]2.[/b] Widening various doorways and raising door frames a bit. This might be useful in certain areas, such as doorways into mid, and might be an easier and less drastic way to open up areas without much impact on the map's strategy - a possible change that I might add to some doors if it seems like a good idea.
[b]3.[/b] Changing second to be less clustered. This is something that would probably be best off for a remake, not a fix. I'm not about to change second in such a way that players feel like they're playing a different map.
[b]4.[/b] Widen/change dropdown. I might give the actual dropdown area a bit more space, to make the exit slightly easier to jump into - but it might not be worth it. The route might become more powerful than it should, but as it is now it really isn't a worthwhile route for anything, so that might work.
[b]5.[/b] Displace some of the ground to make it a little more interesting. This could be an option on last, but the main issue is that on BLU second, the ground isn't even a displacement, it is a large concrete brush. Changing the land on second to be a little more variable might also cause minor height discrepancies and any amount of hills will surely change splash registration to something that might not be as reliable as flat ground.

All in all, I like these ideas but I'm not sure if enough would be changed to consider it a replacement for normal granary. Any other ideas that I passed should be brought back up again and any suggestions are welcome.
Once I get the SDK working again, this project will probably be finished and released for the community to use, since I know some people would probably like fixed spawns and fixed asymmetry.
62
#62
2 Frags +

The fixes are fine. If you already haven't please make red yard flat.

I wouldn't actually change anything about the map. It's kind of perfect.

EDIT: oh, you already fixed red yard, good job.

The fixes are fine. If you already haven't please make red yard flat.

I wouldn't actually change anything about the map. It's kind of perfect.

EDIT: oh, you already fixed red yard, good job.
63
#63
-3 Frags +

make mid bigger and less edge surfing for med and pocket and make the 2nd points bigger ?

make mid bigger and less edge surfing for med and pocket and make the 2nd points bigger ?
64
#64
-2 Frags +

Bump, would like to see the left-side yard-mid choke roof raised a little bit to make it less of a deathtrap for anything spotted by a soldier/demo

Bump, would like to see the left-side yard-mid choke roof raised a little bit to make it less of a deathtrap for anything spotted by a soldier/demo
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