Upvote Upvoted 7 Downvote Downvoted
cp_granary_pro
1
#1
ozfortress
0 Frags +

About
This version of Granary Pro is a continuation of the original Granary Pro with (the original author) Dagger's permission. This version has seen multiple release candidate updates and improves many pain points found by players with the other versions. This TFTV thread probably should have come much earlier, my bad.

---

Screenshots & Changelog
Both are found on the Steam Workshop page from now on.

---

Download
Latest (RC16F)

I haven't included the older versions here in the downloads, but the changes are found in the changelog.

Links
TF2Maps/Screenshots
Steam Workshop

[h]About[/h]
This version of Granary Pro is a continuation of the original Granary Pro with (the original author) Dagger's permission. This version has seen multiple release candidate updates and improves many pain points found by players with the other versions. This TFTV thread probably should have come much earlier, my bad.

---

[h]Screenshots & Changelog[/h]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2952411362]Both are found on the Steam Workshop page from now on.[/url]

---

[h]Download[/h]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2952411362]Latest (RC16F)[/url]

I haven't included the older versions here in the downloads, but the changes are found in the changelog.

[h]Links[/h]
[url=https://tf2maps.net/downloads/granary-pro.15181/]TF2Maps/Screenshots[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2952411362]Steam Workshop[/url]
2
#2
12 Frags +

they rly removed the tire on second, cant have shit in detroit

they rly removed the tire on second, cant have shit in detroit
3
#3
18 Frags +

https://streamable.com/143uc5
https://streamable.com/2t7gsx
https://streamable.com/8g8f6q
https://streamable.com/vsxems
https://streamable.com/jl67y7
https://streamable.com/qrzttg

surely not

I get you wanna not have these be trapable, (theres nothing wrong imo if they were trapable) but maybe just get rid of them if you wanna have it that way

Needless to say the last 2 are also red side only which amplifies the nonsense level here

https://streamable.com/143uc5
https://streamable.com/2t7gsx
https://streamable.com/8g8f6q
https://streamable.com/vsxems
https://streamable.com/jl67y7
https://streamable.com/qrzttg

surely not

I get you wanna not have these be trapable, (theres nothing wrong imo if they were trapable) but maybe just get rid of them if you wanna have it that way

Needless to say the last 2 are also red side only which amplifies the nonsense level here
4
#4
2 Frags +

does this version fix asymmetrical spawns? rc8 still has issue where red team has massivley superior spawns, and this matters a lot on a map where demo rollout has a lot more impact on the mid

does this version fix asymmetrical spawns? rc8 still has issue where red team has massivley superior spawns, and this matters a lot on a map where demo rollout has a lot more impact on the mid
5
#5
ozfortress
1 Frags +
zambzthey rly removed the tire on second, cant have shit in detroit

yup

moralexeihttps://streamable.com/143uc5
https://streamable.com/2t7gsx
https://streamable.com/8g8f6q
https://streamable.com/vsxems
https://streamable.com/jl67y7
https://streamable.com/qrzttg

surely not

I get you wanna not have these be trapable, (theres nothing wrong imo if they were trapable) but maybe just get rid of them if you wanna have it that way

Needless to say the last 2 are also red side only which amplifies the nonsense level here

all are reverted to non-solid and are a little harder to hide stickies inside of in the next update.

Makdoes this version fix asymmetrical spawns? rc8 still has issue where red team has massivley superior spawns, and this matters a lot on a map where demo rollout has a lot more impact on the mid

spawns are symmetrical & in a left to right/front to back order, along with distance/spacing and whatnot in the spawns. spawn rooms should also be identical (other than stylistic stuff but none of that gets in the way)

[quote=zambz]they rly removed the tire on second, cant have shit in detroit[/quote]

yup

[quote=moralexei]https://streamable.com/143uc5
https://streamable.com/2t7gsx
https://streamable.com/8g8f6q
https://streamable.com/vsxems
https://streamable.com/jl67y7
https://streamable.com/qrzttg

surely not

I get you wanna not have these be trapable, (theres nothing wrong imo if they were trapable) but maybe just get rid of them if you wanna have it that way

Needless to say the last 2 are also red side only which amplifies the nonsense level here[/quote]

all are reverted to non-solid and are a little harder to hide stickies inside of in the next update.

[quote=Mak]does this version fix asymmetrical spawns? rc8 still has issue where red team has massivley superior spawns, and this matters a lot on a map where demo rollout has a lot more impact on the mid[/quote]

spawns are symmetrical & in a left to right/front to back order, along with distance/spacing and whatnot in the spawns. spawn rooms should also be identical (other than stylistic stuff but none of that gets in the way)
6
#6
ozfortress
2 Frags +

RC14F released
Few small fixes for symmetry & integrity.

  • Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
  • Moved some props outside of last point pathing.
  • Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.
[h]RC14F released[/h]
Few small fixes for symmetry & integrity.
[list]
[*] Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
[*] Moved some props outside of last point pathing.
[*] Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.
[/list]
7
#7
7 Frags +
coreRC14F released
Few small fixes for symmetry & integrity.
  • Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
  • Moved some props outside of last point pathing.
  • Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.

mate the blue side tho...
https://streamable.com/t0t7ky

rest is fixed ok, just all the ones on the blue last are still colliding

also found this: https://streamable.com/qfvh2d
appears to be red side only

[quote=core][h]RC14F released[/h]
Few small fixes for symmetry & integrity.
[list]
[*] Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
[*] Moved some props outside of last point pathing.
[*] Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.
[/list][/quote]

mate the blue side tho...
https://streamable.com/t0t7ky

rest is fixed ok, just all the ones on the blue last are still colliding

also found this: https://streamable.com/qfvh2d
appears to be red side only
8
#8
ozfortress
2 Frags +
moralexeicoreRC14F released
Few small fixes for symmetry & integrity.
  • Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
  • Moved some props outside of last point pathing.
  • Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.

mate the blue side tho...
https://streamable.com/t0t7ky

rest is fixed ok, just all the ones on the blue last are still colliding

also found this: https://streamable.com/qfvh2d
appears to be red side only

oops, forgot the blu side somehow. it'll be fixed in rc15 which has some new changes. the silos on second don't have the fix from mid, but that'll be in rc15 as well.

[quote=moralexei][quote=core][h]RC14F released[/h]
Few small fixes for symmetry & integrity.
[list]
[*] Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
[*] Moved some props outside of last point pathing.
[*] Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.
[/list][/quote]

mate the blue side tho...
https://streamable.com/t0t7ky

rest is fixed ok, just all the ones on the blue last are still colliding

also found this: https://streamable.com/qfvh2d
appears to be red side only[/quote]

oops, forgot the blu side somehow. it'll be fixed in rc15 which has some new changes. the silos on second don't have the fix from mid, but that'll be in rc15 as well.
9
#9
2 Frags +
coremoralexeicoreRC14F released
Few small fixes for symmetry & integrity.
  • Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
  • Moved some props outside of last point pathing.
  • Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.

mate the blue side tho...
https://streamable.com/t0t7ky

rest is fixed ok, just all the ones on the blue last are still colliding

also found this: https://streamable.com/qfvh2d
appears to be red side only

oops, forgot the blu side somehow. it'll be fixed in rc15 which has some new changes. the silos on second don't have the fix from mid, but that'll be in rc15 as well.

nice, but when.

[quote=core][quote=moralexei][quote=core][h]RC14F released[/h]
Few small fixes for symmetry & integrity.
[list]
[*] Reverted solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
[*] Moved some props outside of last point pathing.
[*] Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.
[/list][/quote]

mate the blue side tho...
https://streamable.com/t0t7ky

rest is fixed ok, just all the ones on the blue last are still colliding

also found this: https://streamable.com/qfvh2d
appears to be red side only[/quote]

oops, forgot the blu side somehow. it'll be fixed in rc15 which has some new changes. the silos on second don't have the fix from mid, but that'll be in rc15 as well.[/quote]

nice, but when.
10
#10
ozfortress
6 Frags +

RC15
RC15 is now out (no, not RC16 - RC15 was never used so can use it). All screenshots and changelogs are now found on the Steam Workshop page. Changelogs can be found under "Change Notes" on the Steam Workshop page. Have moved entirely to Steam Workshop for map content as it's easier to update there.

[h]RC15[/h]
RC15 is now out (no, not RC16 - RC15 was never used so can use it). All screenshots and changelogs are now found on the Steam Workshop page. Changelogs can be found under "Change Notes" on the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2952411362]Steam Workshop page[/url]. Have moved entirely to Steam Workshop for map content as it's easier to update there.
11
#11
8 Frags +

hoy mr map maker stickies dont stick to last point on rc15

https://streamable.com/sjqa4v

hoy mr map maker stickies dont stick to last point on rc15

https://streamable.com/sjqa4v
12
#12
9 Frags +

just wondering why are we even using this map? i have never heard any of these changes be asked for by anyone but we just automatically feel the need to pick whatever _pro version came out most recently? and with every update it feels like 0.0001 steps forward and 2 steps back with all these bugs

just wondering why are we even using this map? i have never heard any of these changes be asked for by anyone but we just automatically feel the need to pick whatever _pro version came out most recently? and with every update it feels like 0.0001 steps forward and 2 steps back with all these bugs
13
#13
ozfortress
0 Frags +

RC15F
RC15F is now out, and addresses two key issues and a few smaller fixes.

Changes
- Fixed collision of the concrete bases underneath each last point. Stickies will no longer bounce off!
- Fixed lighting on the two ramps out of garage and into second.
- Fixed zfighting brushes in BLU dropdown.
- Fixed uneven brush heights in BLU dropdown.
- Fixed light bleeding through the main catwalk in both team's second.
- Fixed being able to get caught on the RED garage corner near the ramp.
- Fixed missing overlays.

Download
https://tf2maps.net/downloads/granary-pro.15181/

---

zambzhoy mr map maker stickies dont stick to last point on rc15

https://streamable.com/sjqa4v

Fixed in RC15F.

[h]RC15F[/h]
RC15F is now out, and addresses two key issues and a few smaller fixes.

[b]Changes[/b]
- Fixed collision of the concrete bases underneath each last point. Stickies will no longer bounce off!
- Fixed lighting on the two ramps out of garage and into second.
- Fixed zfighting brushes in BLU dropdown.
- Fixed uneven brush heights in BLU dropdown.
- Fixed light bleeding through the main catwalk in both team's second.
- Fixed being able to get caught on the RED garage corner near the ramp.
- Fixed missing overlays.

[b]Download[/b]
https://tf2maps.net/downloads/granary-pro.15181/

---

[quote=zambz]hoy mr map maker stickies dont stick to last point on rc15

https://streamable.com/sjqa4v[/quote]

Fixed in RC15F.
14
#14
ozfortress
-3 Frags +
BumFreezejust wondering why are we even using this map? i have never heard any of these changes be asked for by anyone but we just automatically feel the need to pick whatever _pro version came out most recently? and with every update it feels like 0.0001 steps forward and 2 steps back with all these bugs

The (so far) only reported bug from RC15 was the last points, and it came as result of a small optimization pass (mainly for the map compile time). I don't plan to make many, if any more changes. I've had some ideas I have wanted to test but they are significant map changes and would be the most significant thus far, so I would like to have it tested before it is put in a league. As far as I see it, Granary as is with RC15F is in a good spot.

[quote=BumFreeze]just wondering why are we even using this map? i have never heard any of these changes be asked for by anyone but we just automatically feel the need to pick whatever _pro version came out most recently? and with every update it feels like 0.0001 steps forward and 2 steps back with all these bugs[/quote]

The (so far) only reported bug from RC15 was the last points, and it came as result of a small optimization pass (mainly for the map compile time). I don't plan to make many, if any more changes. I've had some ideas I have wanted to test but they are significant map changes and would be the most significant thus far, so I would like to have it tested before it is put in a league. As far as I see it, Granary as is with RC15F is in a good spot.
15
#15
14 Frags +

https://streamable.com/ninff7

https://streamable.com/ninff7
16
#16
3 Frags +
Fancy_Elfhttps://streamable.com/ninff7

Not entirely sure since I haven't looked at the decompiled map but this looks like func_clip_vphysics was used to block stickies for this door and the player is still standing inside the brush while firing. There are some jump maps that do this and the stickies look similar as they do in this vid.

[quote=Fancy_Elf]https://streamable.com/ninff7[/quote]
Not entirely sure since I haven't looked at the decompiled map but this looks like func_clip_vphysics was used to block stickies for this door and the player is still standing inside the brush while firing. There are some jump maps that do this and the stickies look similar as they do in this vid.
17
#17
ozfortress
0 Frags +
Fancy_Elfhttps://streamable.com/ninff7

Will look to fix this in the next release. I'm unsure as to why this is an issue with the ramp considering it's not something I've knowingly touched.

[quote=Fancy_Elf]https://streamable.com/ninff7[/quote]

Will look to fix this in the next release. I'm unsure as to why this is an issue with the ramp considering it's not something I've knowingly touched.
18
#18
3 Frags +

https://streamable.com/5bob9d

https://streamable.com/5bob9d
19
#19
ozfortress
-2 Frags +

RC16a released
This release is a precursor to the full RC16 release, fixing a few key issues players have had with the map. I'm intending for the full RC16 release to be the last, so please let me know if you find any issues at all.

Changelog

  • Clipping at the top of the silos on second next to the hut has been fixed.
  • Ramps leading into last have been fixed so stickies no longer bounce or roll off of them.
  • Fixed Wrap Assassin collision bug in death corner chokes.
  • Made blockbullets on all silos consistent.
  • Clipping on silos in mid have been made consistent with their counterparts in second.
  • Improved clipping between catwalk doorway and silos.
  • Fixed further prop lighting issues in both main spawnrooms.
  • Fixed corner clipping on support pole underneath catwalk end inside garage so it can no longer be stood on.
  • Restored slanted roof in BLU last spawn & fixed lighting issues there as well.
  • Few optimizations made.
[h]RC16a released[/h]
This release is a precursor to the full RC16 release, fixing a few key issues players have had with the map. I'm intending for the full RC16 release to be the last, so please let me know if you find any issues at all.

[b]Changelog[/b]
[list]
[*] Clipping at the top of the silos on second next to the hut has been fixed.
[*] Ramps leading into last have been fixed so stickies no longer bounce or roll off of them.
[*] Fixed Wrap Assassin collision bug in death corner chokes.
[*] Made blockbullets on all silos consistent.
[*] Clipping on silos in mid have been made consistent with their counterparts in second.
[*] Improved clipping between catwalk doorway and silos.
[*] Fixed further prop lighting issues in both main spawnrooms.
[*] Fixed corner clipping on support pole underneath catwalk end inside garage so it can no longer be stood on.
[*] Restored slanted roof in BLU last spawn & fixed lighting issues there as well.
[*] Few optimizations made.[/list]
20
#20
ozfortress
2 Frags +

RC16 released
It's finally here... I'm sorry it took so long for so little, just ended up being busy with everything else. This release has only minor fixes and changes, and should serve as one of, if not the last release. I'll continue to work on experimental versions, testing potential changes around mainly second, but those releases will be documented as experimental if they ever see public release. This version should be superior to all the prior releases. If your league is still on RC8, please ask them to run this version, it fixes quite a few issues present in RC8, not to mention it includes changes the original author Dagger intended to make (wider doorways and whatnot). I'm not going to make a "fixed RC8" version as that is essentially what this version is, there isn't really that much that is different.

Changelog

  • Fixed/removed blockbullet brush in RED second that was resulting in weird projectile behaviour.
  • Moved exit sign in RED second up. This has been done to make it easier to spot and clear stickies in this area.
  • A few mirroring changes have been made, and some small quality of life changes (wider steps from second to Z to yard for example).
  • Potentially more consistent lighting depending on location on the map.
[h]RC16 released[/h]
It's [i]finally[/i] here... I'm sorry it took so long for so little, just ended up being busy with everything else. This release has only minor fixes and changes, and should serve as one of, if not the last release. I'll continue to work on experimental versions, testing potential changes around mainly second, but those releases will be documented as experimental if they ever see public release. This version should be superior to all the prior releases. If your league is still on RC8, please ask them to run this version, it fixes quite a few issues present in RC8, not to mention it includes changes the original author Dagger intended to make (wider doorways and whatnot). I'm not going to make a "fixed RC8" version as that is essentially what this version is, there isn't really that much that is different.

[b]Changelog[/b]
[list]
[*] Fixed/removed blockbullet brush in RED second that was resulting in weird projectile behaviour.
[*] Moved exit sign in RED second up. This has been done to make it easier to spot and clear stickies in this area.
[*] A few mirroring changes have been made, and some small quality of life changes (wider steps from second to Z to yard for example).
[*] Potentially more consistent lighting depending on location on the map.
[/list]
21
#21
3 Frags +

Tf2maps dl still downloads 16a and I think the steam workshop does too as I can't see the differences, any chance of an upload so I can take a look?

Tf2maps dl still downloads 16a and I think the steam workshop does too as I can't see the differences, any chance of an upload so I can take a look?
22
#22
ozfortress
2 Frags +
DomoCatFaceTf2maps dl still downloads 16a and I think the steam workshop does too as I can't see the differences, any chance of an upload so I can take a look?

Steam Workshop took a while to approve it, and TF2Maps.net was down yesterday when I went to upload this (due to some hosting error on their end). Both now have the update.

https://tf2maps.net/downloads/granary-pro.15181

[quote=DomoCatFace]Tf2maps dl still downloads 16a and I think the steam workshop does too as I can't see the differences, any chance of an upload so I can take a look?[/quote]

Steam Workshop took a while to approve it, and TF2Maps.net was down yesterday when I went to upload this (due to some hosting error on their end). Both now have the update.

https://tf2maps.net/downloads/granary-pro.15181
23
#23
ozfortress
2 Frags +

RC16F released
A small fix and improvement version. The download is in the original post, please note Steam Workshop will take some time to process the new version.

Changelog

  • Fixed "nodraw" brush in the RED ammo room coming from mid garage to left-side yard. Remade the brush, no idea what caused that but.
  • Fixed BLU battlements door width so it is identical to RED's.
  • Mirrored the granary conveyors connected to the battlement doors.
  • Fixed splash-eating lip underneath fences on catwalks on both seconds, and lowered the fences/playerclips.
  • Turned off collision on some props on shelves in the battlements rooms on last.
  • Removed floor trims in battlements rooms.
  • Removed pallets in the battlements rooms on last and replaced them with barrels as those pallets are horrendous for splash.
  • Removed pallets leaning on the wall of 2nd in yard and replaced them with barrels.
  • Altered the wood platform outside mid-garage so you no longer bump your head when jumping underneath it. In theory it should make it easier to use the hose jump-up.
  • Made the playerclip for the hose jump-up slightly smaller so movement past it is mostly unaffected. You will still potentially get stuck but it's the best I could do with it.
    • Hose clipping turned off, added blockbullet brushes to prevent sticky traps you couldn't do before.
    • Playerclip & hose are mirrored on both sides.
  • Added custom menu photo.
[h]RC16F released[/h]
A small fix and improvement version. The download is in the original post, please note Steam Workshop will take some time to process the new version.

[b]Changelog[/b]
[list]
[*] Fixed "nodraw" brush in the RED ammo room coming from mid garage to left-side yard. Remade the brush, no idea what caused that but.
[*] Fixed BLU battlements door width so it is identical to RED's.
[*] Mirrored the granary conveyors connected to the battlement doors.
[*] Fixed splash-eating lip underneath fences on catwalks on both seconds, and lowered the fences/playerclips.
[*] Turned off collision on some props on shelves in the battlements rooms on last.
[*] Removed floor trims in battlements rooms.
[*] Removed pallets in the battlements rooms on last and replaced them with barrels as those pallets are horrendous for splash.
[*] Removed pallets leaning on the wall of 2nd in yard and replaced them with barrels.
[*] Altered the wood platform outside mid-garage so you no longer bump your head when jumping underneath it. In theory it should make it easier to use the hose jump-up.
[*] Made the playerclip for the hose jump-up slightly smaller so movement past it is mostly unaffected. You will still potentially get stuck but it's the best I could do with it.[list]
[*] Hose clipping turned off, added blockbullet brushes to prevent sticky traps you couldn't do before.
[*] Playerclip & hose are mirrored on both sides.
[/list]
[*] Added custom menu photo.
[/list]
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