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cp_granary_pro
211
#211
8 Frags +
[code][/code]
212
#212
2 Frags +

This hiding spot should probably be mirrored or removed

http://steamcommunity.com/sharedfiles/filedetails/?id=481504516

This hiding spot should probably be mirrored or removed

http://steamcommunity.com/sharedfiles/filedetails/?id=481504516
213
#213
1 Frags +

Could you rectify the left yard (red) please? Only on red it is possible to jump straight from the ground to the balc/window area. Ty

Could you rectify the left yard (red) please? Only on red it is possible to jump straight from the ground to the balc/window area. Ty
214
#214
7 Frags +

Clip brush is broken here. Didn't check from the other side

http://i.gyazo.com/96531c95aa309f6e306e7f9c3f207eb1.jpg

Clip brush is broken here. Didn't check from the other side
[img]http://i.gyazo.com/96531c95aa309f6e306e7f9c3f207eb1.jpg[/img]
215
#215
9 Frags +

http://puu.sh/jG6hQ/e450d91f02.jpg

Prop sticking through the ceiling.

http://puu.sh/jG6pR/161e33ad79.jpg

Since this area is inaccessible during normal play you should probably nodraw a lot of these surfaces and remove some of the extra triggers from this area.

http://puu.sh/jG6BZ/1d69fdd111.jpg

Not a big fan of how you changed this point, but if you do decide to keep it this way I would make sure you add a bulletblock or playerclip ramp around it so it would function similarly to Process/Metalworks last.

http://puu.sh/jGae9/a7aecc6621.jpg

I feel like this medium ammo should probably be split into 2 small ammopacks and kind of one on each side maybe one near the concrete block and one near the small wooden stair thing farther to the right?

http://puu.sh/jG85b/b0a5e6257b.jpg

Shadows around this area are pretty messed up. Also you should probably change the roof texture on the extended brick block to one that matches the area better than the current one.

http://puu.sh/jG6M4/79abb50684.jpg

Strange ugly shadow, not sure where it is coming from

http://puu.sh/jG7TA/de1401157c.jpg

Same thing here

http://puu.sh/jG81v/feb46603a5.jpg

You can get caught on all of these ceiling beams, this does not happen on the blue side. Should either make them nonsolid or clip over them.

http://puu.sh/jG6UL/dcf3d3b660.jpg

I would suggest that you make all of the railing props nonsolid and then create a corresponding clip brush around them like most maps designed for competitive have been doing recently. This would allow rockets and other projectiles to consistently go through while still acting mostly the same.

http://puu.sh/jG75Q/ece96f3b2a.jpg

Missing clip brush here in dropdown.

http://puu.sh/jG7Iv/73fa4d5cb8.jpg

Another thing a lot of maps for competitive have been doing recently is making the actual roof brush nonsolid and then clipping off the actual roof area, this allows for smoother rocket/sticky jumping and is generally a nice addition.

http://puu.sh/jG7a3/33ccba1866.jpg

If you are not going to have a forward spawn here I see no reason to have this be in here, however I would suggest that you move the forward spawn back to its original spot and adjust the spawn times slightly for the team attacking last. This would remove the problem of teams doing 3-4 man sacks and then when the attacking team is fighting the respawnes would come in mid fight. I think this would be a better solution than moving the spawn back to mid but I have not played the map in scrims enough to properly judge this change I think.

http://puu.sh/jG7mB/5085c08130.jpg

You should go around the map and add a small bulletblock ramp where all the displacements meet a normal brush as to prevent the splash bug.

http://puu.sh/jG7uG/3ac7b7eefd.jpg

Even in the normal Granary this area has always felt like super awkward and never really had a significant purpose. I think if you took the small ammopack from behind the tanker and moved it here it would kind of create a decision for people who needed to rotate for ammo. Do you go to yard/point to get the large pack or go to this little inlet to grab the small ammo pack. Once again would probably like to test the change a bit more before deciding but it's an idea.

http://puu.sh/jG8Kl/7f075d81fc.jpg

You can get caught on a lot of stuff in this spawn and you should probably make it so all the beams are a consistent width and then clip over them.

http://puu.sh/jG8op/8e577fe433.jpg

I feel like the sides on mid are just way too wide with the changes, you could probably pull them in a decent amount to make the mid feel less huge in this area.

http://puu.sh/jGaJP/9dfb3baef2.jpg

Should probably make it so this door doesn't have the "no entry" shown on both sides of it.

Wanted to get this in before the season started so you could potentially release a new version before S20 in the hopes that it would get used over normal Granary. One final but still quite important suggestion I have is that you revert the lighting to what it was before. Right now the map feels far too bright and I don't think anybody ever really had visibility issues on the old version of Granary anyways. Worst case you should probably be touching up specific areas by adding assorted lights instead of changing how the overall lighting for the map looks through light_enviroment. Hopefully we do see this get some playtime in scrims and hopefully in ESEA this season.

[img]http://puu.sh/jG6hQ/e450d91f02.jpg[/img]

Prop sticking through the ceiling.

[img]http://puu.sh/jG6pR/161e33ad79.jpg[/img]

Since this area is inaccessible during normal play you should probably nodraw a lot of these surfaces and remove some of the extra triggers from this area.

[img]http://puu.sh/jG6BZ/1d69fdd111.jpg[/img]

Not a big fan of how you changed this point, but if you do decide to keep it this way I would make sure you add a bulletblock or playerclip ramp around it so it would function similarly to Process/Metalworks last.

[img]http://puu.sh/jGae9/a7aecc6621.jpg[/img]

I feel like this medium ammo should probably be split into 2 small ammopacks and kind of one on each side maybe one near the concrete block and one near the small wooden stair thing farther to the right?

[img]http://puu.sh/jG85b/b0a5e6257b.jpg[/img]

Shadows around this area are pretty messed up. Also you should probably change the roof texture on the extended brick block to one that matches the area better than the current one.

[img]http://puu.sh/jG6M4/79abb50684.jpg[/img]

Strange ugly shadow, not sure where it is coming from

[img]http://puu.sh/jG7TA/de1401157c.jpg[/img]

Same thing here

[img]http://puu.sh/jG81v/feb46603a5.jpg[/img]

You can get caught on all of these ceiling beams, this does not happen on the blue side. Should either make them nonsolid or clip over them.

[img]http://puu.sh/jG6UL/dcf3d3b660.jpg[/img]

I would suggest that you make all of the railing props nonsolid and then create a corresponding clip brush around them like most maps designed for competitive have been doing recently. This would allow rockets and other projectiles to consistently go through while still acting mostly the same.

[img]http://puu.sh/jG75Q/ece96f3b2a.jpg[/img]

Missing clip brush here in dropdown.

[img]http://puu.sh/jG7Iv/73fa4d5cb8.jpg[/img]

Another thing a lot of maps for competitive have been doing recently is making the actual roof brush nonsolid and then clipping off the actual roof area, this allows for smoother rocket/sticky jumping and is generally a nice addition.

[img]http://puu.sh/jG7a3/33ccba1866.jpg[/img]

If you are not going to have a forward spawn here I see no reason to have this be in here, however I would suggest that you move the forward spawn back to its original spot and adjust the spawn times slightly for the team attacking last. This would remove the problem of teams doing 3-4 man sacks and then when the attacking team is fighting the respawnes would come in mid fight. I think this would be a better solution than moving the spawn back to mid but I have not played the map in scrims enough to properly judge this change I think.

[img]http://puu.sh/jG7mB/5085c08130.jpg[/img]

You should go around the map and add a small bulletblock ramp where all the displacements meet a normal brush as to prevent the splash bug.

[img]http://puu.sh/jG7uG/3ac7b7eefd.jpg[/img]

Even in the normal Granary this area has always felt like super awkward and never really had a significant purpose. I think if you took the small ammopack from behind the tanker and moved it here it would kind of create a decision for people who needed to rotate for ammo. Do you go to yard/point to get the large pack or go to this little inlet to grab the small ammo pack. Once again would probably like to test the change a bit more before deciding but it's an idea.

[img]http://puu.sh/jG8Kl/7f075d81fc.jpg[/img]

You can get caught on a lot of stuff in this spawn and you should probably make it so all the beams are a consistent width and then clip over them.

[img]http://puu.sh/jG8op/8e577fe433.jpg[/img]

I feel like the sides on mid are just way too wide with the changes, you could probably pull them in a decent amount to make the mid feel less huge in this area.

[img]http://puu.sh/jGaJP/9dfb3baef2.jpg[/img]

Should probably make it so this door doesn't have the "no entry" shown on both sides of it.

Wanted to get this in before the season started so you could potentially release a new version before S20 in the hopes that it would get used over normal Granary. One final but still quite important suggestion I have is that you revert the lighting to what it was before. Right now the map feels far too bright and I don't think anybody ever really had visibility issues on the old version of Granary anyways. Worst case you should probably be touching up specific areas by adding assorted lights instead of changing how the overall lighting for the map looks through light_enviroment. Hopefully we do see this get some playtime in scrims and hopefully in ESEA this season.
216
#216
cp_granary_pro
17 Frags +

Just a heads up
12:07 PM - Dagger: esea using gran pro?
12:58 PM - tri is now Online.
12:58 PM - tri: yea

Just a heads up
12:07 PM - Dagger: esea using gran pro?
12:58 PM - tri is now Online.
12:58 PM - tri: yea
217
#217
1 Frags +

Anybody have any Invite/Prem stvs or demos of the more recent versions of this map?

Anybody have any Invite/Prem stvs or demos of the more recent versions of this map?
218
#218
-1 Frags +

yea, would totally love to see some demos of this.

yea, would totally love to see some demos of this.
219
#219
6 Frags +
deetrAnybody have any Invite/Prem stvs or demos of the more recent versions of this map?

i55?

[quote=deetr]Anybody have any Invite/Prem stvs or demos of the more recent versions of this map?[/quote]
i55?
220
#220
4 Frags +
ElepimpdeetrAnybody have any Invite/Prem stvs or demos of the more recent versions of this map?i55?

If anybody is looking for the demos like I was, here are all the i55 STVs and a lot of PoVs.

http://www.teamfortress.tv/28451/i55-demos
https://www.reddit.com/r/truetf2/comments/3j4io9/insomnia55_lan_sourcetv_demo_files_fixture_list/

[quote=Elepimp][quote=deetr]Anybody have any Invite/Prem stvs or demos of the more recent versions of this map?[/quote]
i55?[/quote]

If anybody is looking for the demos like I was, here are all the i55 STVs and a lot of PoVs.

http://www.teamfortress.tv/28451/i55-demos
https://www.reddit.com/r/truetf2/comments/3j4io9/insomnia55_lan_sourcetv_demo_files_fixture_list/
221
#221
9 Frags +

Please fix spawn points in forward spawn (yard). Still does that aids where you can spawn in the door open trigger.

Please fix spawn points in forward spawn (yard). Still does that aids where you can spawn in the door open trigger.
222
#222
4 Frags +

Just some advice, you should rotate some textures on the door ways (like in the old forward spawn) because they look really ugly and Valve never cared to fix them.
Also, you should move the ammopacks around 2-4 hammer units above the floor because you can do some gay sticky traps with them.

EDIT: I know you removed the collision with the red roof on the pipes on last but maybe you could find a workaround so that it isn't just a brush with no collisions? Just cuz it looks like it still is the same like in the old granary.

Just some advice, you should rotate some textures on the door ways (like in the old forward spawn) because they look really ugly and Valve never cared to fix them.
Also, you should move the ammopacks around 2-4 hammer units above the floor because you can do some gay sticky traps with them.

[i]EDIT: I know you removed the collision with the red roof on the pipes on last but maybe you could find a workaround so that it isn't just a brush with no collisions? Just cuz it looks like it still is the same like in the old granary.[/i]
223
#223
cp_granary_pro
11 Frags +

update: https://www.dropbox.com/s/zvfg9obddrqzw3e/cp_granary_pro_rc1.bsp?dl=0

changelog:
-fixed object collisions
-fixed object fades
-fixed brush collisions
-mirrored some objects
-fixed hiding spot on blue last
-more optimized
-fixed spawn positions that triggered the door
-fixed shutter doors bouncing stickies directly underneath them
-shutter doors now have collisions
-moved small ammo pack position in yard to the old forward spawn
-other small fixes

update: https://www.dropbox.com/s/zvfg9obddrqzw3e/cp_granary_pro_rc1.bsp?dl=0

changelog:
-fixed object collisions
-fixed object fades
-fixed brush collisions
-mirrored some objects
-fixed hiding spot on blue last
-more optimized
-fixed spawn positions that triggered the door
-fixed shutter doors bouncing stickies directly underneath them
-shutter doors now have collisions
-moved small ammo pack position in yard to the old forward spawn
-other small fixes
224
#224
cp_granary_pro
4 Frags +

update: https://www.dropbox.com/s/dpikdfiyxa0avcb/cp_granary_pro_rc2.bsp?dl=0

changelog:
-fixed a bug with the lobby shutter door that blocked player movement

update: https://www.dropbox.com/s/dpikdfiyxa0avcb/cp_granary_pro_rc2.bsp?dl=0

changelog:
-fixed a bug with the lobby shutter door that blocked player movement
225
#225
12 Frags +
-fixed hiding spot on blue last

i thought you played roamer you fucking traitor :'c

[quote]-fixed hiding spot on blue last[/quote]

i thought you played roamer you fucking traitor :'c
226
#226
0 Frags +

There is a bug in window room, if you open the right shutter, a hitbox appears in the middle of window room.

There is a bug in window room, if you open the right shutter, a hitbox appears in the middle of window room.
227
#227
0 Frags +
MarmalooThere is a bug in window room, if you open the right shutter, a hitbox appears in the middle of window room.

This isn't a bug with the map so much as a design flaw with TF2. This happens in a couple of Valve maps too. The most egregious example is in the first forward spawn for Blu on Upward, if the shutter door is open then you can't move or shoot through the hallway above the spawn whatsoever. No model appears but it causes an invisible wall. This is because the doors don't disappear, their hitbox simply moves up and out of the way, rather than turning into the ceiling like their actual model does.

[quote=Marmaloo]There is a bug in window room, if you open the right shutter, a hitbox appears in the middle of window room.[/quote]
This isn't a bug with the map so much as a design flaw with TF2. This happens in a couple of Valve maps too. The most egregious example is in the first forward spawn for Blu on Upward, if the shutter door is open then you can't move or shoot through the hallway above the spawn whatsoever. No model appears but it causes an invisible wall. This is because the doors don't disappear, their hitbox simply moves up and out of the way, rather than turning into the ceiling like their actual model does.
228
#228
cp_granary_pro
0 Frags +
MarmalooThere is a bug in window room, if you open the right shutter, a hitbox appears in the middle of window room.

i fixed this in rc2. pugchamp still uses rc1 :)

[quote=Marmaloo]There is a bug in window room, if you open the right shutter, a hitbox appears in the middle of window room.[/quote]
i fixed this in rc2. pugchamp still uses rc1 :)
229
#229
2 Frags +

I was just wondering if this is fixable or not: make stickies NOT BOUNCE if planted just under an opened shutter door.

I'm talking about you, shutterdoor between yard and 2nd point. You've ruined my rollouts for 8 years now.

I was just wondering if this is fixable or not: make stickies NOT BOUNCE if planted just under an opened shutter door.

I'm talking about you, shutterdoor between yard and 2nd point. You've ruined my rollouts for 8 years now.
230
#230
cp_granary_pro
2 Frags +
SetletI was just wondering if this is fixable or not: make stickies NOT BOUNCE if planted just under an opened shutter door.

I'm talking about you, shutterdoor between yard and 2nd point. You've ruined my rollouts for 8 years now.
Dagger-fixed shutter doors bouncing stickies directly underneath them

it should be fixed if you're playing rc1/rc2

[quote=Setlet]I was just wondering if this is fixable or not: make stickies NOT BOUNCE if planted just under an opened shutter door.

I'm talking about you, shutterdoor between yard and 2nd point. You've ruined my rollouts for 8 years now.[/quote]
[quote=Dagger]-fixed shutter doors bouncing stickies directly underneath them[/quote]
it should be fixed if you're playing rc1/rc2
231
#231
4 Frags +

today this happened...
is it fixable?

today [url=https://www.twitch.tv/ams__/v/69307431?t=19m37s ]this[/url] happened...
is it fixable?
232
#232
2 Frags +
cirlotoday this happened...
is it fixable?

I think it was fixed in rc1, but PugChamp and leagues still use b10.

[quote=cirlo]today [url=https://www.twitch.tv/ams__/v/69307431?t=19m37s ]this[/url] happened...
is it fixable?[/quote]
I think it was fixed in rc1, but PugChamp and leagues still use b10.
233
#233
-5 Frags +

Pretty sure PugChamp is on RC2, but I will check.

Pretty sure PugChamp is on RC2, but I will check.
234
#234
0 Frags +
tscPretty sure PugChamp is on RC2, but I will check.

Okay.

[quote=tsc]Pretty sure PugChamp is on RC2, but I will check.[/quote]
[url=https://twitter.com/RussianMadGizmo/status/732043405619036160]Okay.[/url]
235
#235
1 Frags +

logs says i was playing cp_granary_pro_rc1

logs says i was playing cp_granary_pro_rc1
236
#236
1 Frags +

ETF2L is using rc2 for this season though, we weren't informed first about the updated version so we completely missed out on rc1 at first.

ETF2L is using rc2 for this season though, we weren't informed first about the updated version so we completely missed out on rc1 at first.
237
#237
cp_granary_pro
1 Frags +
cirlotoday this happened...
is it fixable?

damn, i wish this was caught earlier before we play gran 4 times.
i could throw out a quick update and make the doors non solid which will be a temporary fix until i redo them all in the next update.

[quote=cirlo]today [url=https://www.twitch.tv/ams__/v/69307431?t=19m37s ]this[/url] happened...
is it fixable?[/quote]
damn, i wish this was caught earlier before we play gran 4 times.
i could throw out a quick update and make the doors non solid which will be a temporary fix until i redo them all in the next update.
238
#238
0 Frags +
Daggercirlotoday this happened...
is it fixable?
damn, i wish this was caught earlier before we play gran 4 times.
i could throw out a quick update and make the doors non solid which will be a temporary fix until i redo them all in the next update.

Just make them non solid and if you dont want stickies to to be able to be hidden just throw a blockbullet brush in the shape of a reversed ramp on the ceiling over the door

[quote=Dagger][quote=cirlo]today [url=https://www.twitch.tv/ams__/v/69307431?t=19m37s ]this[/url] happened...
is it fixable?[/quote]
damn, i wish this was caught earlier before we play gran 4 times.
i could throw out a quick update and make the doors non solid which will be a temporary fix until i redo them all in the next update.[/quote]
Just make them non solid and if you dont want stickies to to be able to be hidden just throw a blockbullet brush in the shape of a reversed ramp on the ceiling over the door
239
#239
0 Frags +

you can also get stuck on top if someone opens the right shutter door while ur hiding near the window on last

you can also get stuck on top if someone opens the right shutter door while ur hiding near the window on last
240
#240
2 Frags +
MILKy_you can also get stuck on top if someone opens the right shutter door while ur hiding near the window on last

Fixed in rc2:

Daggerupdate: https://www.dropbox.com/s/dpikdfiyxa0avcb/cp_granary_pro_rc2.bsp?dl=0

changelog:
-fixed a bug with the lobby shutter door that blocked player movement
[quote=MILKy_]you can also get stuck on top if someone opens the right shutter door while ur hiding near the window on last[/quote]
Fixed in rc2:
[quote=Dagger]update: https://www.dropbox.com/s/dpikdfiyxa0avcb/cp_granary_pro_rc2.bsp?dl=0

changelog:
-fixed a bug with the lobby shutter door that blocked player movement[/quote]
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