Granary

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Granary
Granary.jpg
Map Information
Map type 5CP
Latest version cp_granary_pro2
First released October 10, 2007
Last updated July 14, 2019
Developer Valve
Download Download icon.png
Competitive Information
Format 6v6
In rotation ETF2L 6v6 Season 42
OZF 34

Granary is a 5CP map created by Valve. It is one of the 6 original TF2 maps. It is a staple in the 6v6 leagues and is notorious for being prone to stalemates.

Callouts

Mid point

Granary mid point callouts
Granary Middle.jpeg
Garage
Choke
Balcony / Catwalk
Top left (crate) / 2
Top right (crate) / 3
Back left (crate) / 1
Back right (crate) / 4
Far left
Far right

The Granary middle point is characterised best by the big height advantage provided by the four crates around the point. That shifts the class influence to Soldiers, as they're the best at exploiting it. This also means Scouts have less of an impact than usual.

Many teams will use double Soldier jumps to deal damage to the rest of the team that is on the lower ground: the Demoman, the Scouts and the Medic. Due to the layout of the point, the Scout's ability of denying jumping Soldiers is hampered. Because of that, one of the Scouts in a team will usually seek to kill the enemy Demoman, while the other stays by his Demoman to prevent the enemy from doing so.

Yard

Granary yard callouts
Granary Second Point 1.jpg
Choke
Window
Garage
Left yard
Right yard
Granary left yard callouts
Granary Second Point 2.jpg
Dropdown
Z
To stairs / Spiral / Lunchbox
Garage
Left yard

Second point

Granary second point callouts
Granary Second Point.jpg
Dropdown
Top
Left
Stairs / spiral
Lunchbox

The second point is very characteristic in the fact that it's divided into two distinct, separated areas, with their respective chokepoints: the yard and the building. That means a defending team can choose to hold each of the two areas, depending on the situation and advantages. The second point is the most prone to stalemates in the whole map.

Attacking

Pushing the second point is heavily dependent on the other team's positioning. If the enemy is holding in the yard, the following push routes should be considered:

  • Through left — The distance between the both teams is bigger than usual, and the entrance is very narrow, and therefore vulnerable to spam.
  • Through the window — Often the most preferable push. It offers the shortest route to the enemy combo, allowing the Pocket Soldier to rocket jump directly into the enemies and dealing damage for the team to follow up on.
  • Through garage — This is the biggest entrance to the point, and not directly spammable. This allows the Medic to use the ÜberCharge a few seconds later, which prolongs the window of opportunity for the pushing team. The pushing team however has to be wary of the dropdown area, as it offers a good opportunity for the Roaming Soldier to cause the Medic to use early or even drop his ÜberCharge.

When pushing the yard area, the team should seek to acquire a pick or two, which causes the enemy to be unable to keep holding inside the building and forces them to back up to the last point.

Attacking the enemy team holding inside the building can be done in following ways:

  • Through shutter — The most obvious route to the second point, but subject to significant amounts of spam from the Demoman. That forces the Medic to ÜberCharge almost immediately after going through the door.
  • Through Z — Z is a very narrow walkway, but it is significantly closer to where the combo usually holds. As with shutter, this push pretty much requires an early ÜberCharge, unless the enemy Demoman is down.
  • Through lunchbox / top — This push relies on being able to get to the lunchbox area relatively safe, which is not possible unless the flank classes are down or weakened. It is very effective however, as it cuts off potential escape routes if performed early enough.

Due to the nature of the point, a Demoman pick is usually a sign to push, as his stickies prevent the pushing team from taking ground without an ÜberCharge. As most of the action takes place indoors, a Soldier pick is usually good enough as well.

Defending

Defending the second point relies heavily on denying the other team space by the means of spam. It's extremely important for the Demoman to stay alive, as his sticky traps and grenade spam can cover a lot of entrances simultaneously.

A good tactic is to make the enemy team use an ÜberCharge in yard, to then back up quickly indoors and use the Medic's ÜberCharge to walk out and kill the enemy. This can't be done however if the defending team loses a lot of players before backing out.

To avoid a surprise wrap-around push while holding inside, the flank needs to watch the right lunchbox area and immediately report back if any attackers are spotted, so that the combo is aware of the fact and can back out in time.

Other strategies, such as utilising the dropdown area or using a Sniper to try and get a pick from the forward respawn (requires for the player to respawn while the enemy is capturing the middle point) can also work when at a disadvantage.

Last point

Granary last point callouts
Granary Last Point.jpg
Top right / Window
Top left
Left
Right
Left yard
Right yard
Upper pipe
Lower pipe
Right spawn
Left spawn

Positioning

  • Attacking
  • Scouts — Scouts will often play more passively, often attempting to pick the soldier that normally watches upper. When your team is about to push, go back to your medic for buffs, and either take the uber in, or go through a different door to the one your combo is taking to attack last.
  • Roamer — The roamer will generally watch upper, as the enemy roamer coming through there can cause your medic to force or even drop. If in need of health/ammo, either go back to lunchbox for health and ammo, and call a scout to watch upper for you, or get your medic to heal you.
  • Pocket — Mostly stays lower, with the medic. If your team decides to push through upper, walk up with your medic, and your demo can sticky/grenade jump up when you reach the top, if you want him to take some of the uber.
  • Demo — Mostly stays lower, with the medic. It is important to watch your sticky traps, and to also not stand too far out in the open, as you are a key pick for the enemy team if they have a sniper and intend to push out.
  • Medic — Mostly stays lower, with the combo. If your team decides to push through upper, call your pocket to walk up through lunchbox with you. Be careful not to stand right on the point, as then you are in a clear sightline for an enemy sniper if they have one.
  • Defending
  • Scouts —

Attacking

When pushing last, you have 3 options of where to send your combo. This will depend on where the enemy team is holding, and so choose a plan of attack accordingly.

  • Right shutter — This is generally used when there is a large advantage towards the attacking team, such as if the holding team were wiped on mid. It provides the shortest path to the capture last point without having to walk up with your medic through lunchbox. It also allows the attacking team to get early spam onto the more commonly used spawn door, blocking the enemy team from getting up onto pipe, or getting out of spawn. If used when there are no serious advantages to the attacking team, it can be harder to get into the point, as the holding team will have the height advantage, allowing them to spam down onto your combo.
  • Left shutter — The most common method of pushing, as generally the left side is held by the scouts, making it easy to take the ubered combo through here, as the will take less entry spam, and you may be able to delay popping your uber, rather than using it straight away.

Rollouts

The Demoman can choose one of the three rollouts: through the left entrance, to catwalk or through garage. The catwalk rollout differs from the other two in the fact that it aims for the Demoman and the Medic to take higher ground after acquiring an advantage in the fight, which significantly improves the chance of a won midfight.

Demoman

Roaming Soldier

Map information

Point capture times (seconds)
Multiplier Mid Second Last
x1 24.00 12.00 4.00
x2 16.00 8.00 2.67
x3 13.09 6.55 2.18
x4 11.52 5.76 1.92
x5 10.51 5.26 1.75
x6 9.80 4.90 1.63
x7 9.26 4.63 1.54
x8 8.83 4.42 1.47
x9 8.48 4.24 1.41
x10 8.19 4.10 1.37
x11 7.95 3.97 1.32
Respawn wave times (seconds)
Control points owned by opposing team
1 2 Neutral 3 4
8 8 10 10 10
Health and ammo packs
Small health Medium health Small ammo Medium ammo
8 6 4 12

Map pool history

Granary, along with Badlands, was one of the first maps played in the 6v6 competitive format. Granary is still one of the most iconic and most played maps in 6v6, and is also played occasionally in Highlander. Since the first versions of the map there have been numerous changes to it, resulting in more refined and balanced gameplay but it is still considered one of the slowest maps, this results from being an extremely big map, with very tight chokes and easily spammable, making constant stalemates and spam exchange part of the flow of the map.

Granary map pool history
DL Map version Asia Europe North America Oceania
Download icon.png cp_granary_pro2 AsiaFortress Cup 14 RGL Season 7
ESEA Season 31
ESEA Season 30
ESEA Season 29
ESEA Season 28
Download icon.png cp_granary_pro_rc12f ozfortress OZF 34
Download icon.png cp_granary_pro_rc8 AsiaFortress Cup 19 ETF2L Season 42 RGL Season 9 ozfortress OZF 33
AsiaFortress Cup 16 ETF2L Season 41 RGL Season 8 ozfortress OZF 32
AsiaFortress Cup 12 ETF2L Season 39 RGL Season 2 ozfortress OZF 31
ETF2L Season 38 ESEA Season 27 ozfortress OZF 30
ETF2L Season 37 ESEA Season 26 ozfortress OZF 29
ETF2L Season 36 ESEA Season 25 ozfortress OZF 28
ETF2L Season 35 ozfortress OZF 27
ETF2L Season 34 ozfortress OZF 26
ETF2L Season 33 ozfortress OZF 25
ETF2L Season 32 ozfortress OZF 24
ETF2L Season 31 ozfortress OZF 22
ETF2L Season 30 ozfortress OZF 21
ETF2L Season 29 ozfortress OZF 20
ozfortress OZF 19
Download icon.png cp_granary_pro_rc4 AsiaFortress Cup 10 ETF2L Season 27 ESEA Season 24 ozfortress OZF 18
ETF2L Season 26 ESEA Season 23 ozfortress OZF 17
ETF2L Season 25
Download icon.png cp_granary_pro_rc3 ETF2L Season 24 ozfortress OZF 16
Download icon.png cp_granary_pro_rc2 ESEA Season 22
Download icon.png cp_granary_pro_b10 AsiaFortress Cup 9 ETF2L Season 23 ESEA Season 21 ozfortress OZF 15
ETF2L Season 22 ESEA Season 20 ozfortress OWL 14
Download icon.png cp_granary_pro_b9 ETF2L Season 21
Download icon.png cp_pro_granary ETF2L Season 3
ETF2L Season 2
cp_granary AsiaFortress Cup 8 ETF2L Season 19 ESEA Season 19 ozfortress OWL 13
AsiaFortress Cup 7 ETF2L Season 18 ESEA Season 18 ozfortress OWL 12
AsiaFortress Cup 6 ETF2L Season 17 ESEA Season 7 ozfortress OWL 11
AsiaFortress Season 5 ETF2L Season 16 ESEA Season 16 ozfortress OWL 10
AsiaFortress Season 4 ETF2L Season 15 ESEA Season 15 ozfortress OWL 9
AsiaFortress Season 3 ETF2L Season 14 ESEA Season 14 ozfortress OWL 8
AsiaFortress Season 2 ETF2L Season 13 ESEA Season 13 ozfortress OWL 7
AsiaFortress Season 1 ETF2L Season 12 ESEA Season 12 ozfortress OWL 6
ETF2L Season 11 ESEA Season 11 ozfortress OWL 5
ETF2L Season 10 ESEA Season 10 ozfortress OWL 4
ETF2L Season 9 ESEA Season 9 ozfortress OWL 3
ETF2L Season 8 ESEA Season 8 ozfortress OWL 2
ETF2L Season 7 ESEA Season 7 ozfortress OWL 1
ETF2L Season 6 ESEA Season 6
ETF2L Season 5 ESEA Season 5
ETF2L Season 4 ESEA Season 4
ETF2L Season 2 ESEA Season 3
ETF2L Season 1 ESEA Season 2

Offical update history

November 15, 2007 Patch

  • Cover changes to the first capture points of both teams. Reduces some of the sight lines for defenders, and should make the area easier to capture.
  • Teams that are holding more points will receive a greater spawn time bonus (spawn timer reduced for the winning team). This should help attacking teams build momentum.
  • Minor visual tweaks to the BLU side between capture points 2 and 3.
  • Clipped off a super high (demo pipe jump) perch in the middle area.
  • Increased base round timer to 10 minutes.
  • Added windows overlooking the final cap from the capture point 2 building (via new room next to conveyor route).
  • Minor changes to lighting in the middle area.
  • Moved the middle spawn points farther forward (saves 6-7 seconds off a Heavy's run from this spawn to enemy capture point 2).
  • Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on the final cap (from 10 seconds).
  • Fixed material alignment and model interpenetration issues in home spawn rocket rooms.

January 14, 2008 Patch

  • Reduced Granary spawn advantage for capping the middle point.

February 14, 2008 Patch

  • Removed spawn timing advantage from the middle (from -3 to 0).
  • Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe).
  • Fixed a few places where players could get stuck between containers and silos.
  • Adjusted playerclips on red container that made it appear like players were floating.

April 29, 2008 Patch (Gold Rush Update)

  • Added setup time logic, and gates to the middle.
  • Fixed an overlay alignment bug on one of blue's gate signs.

October 21, 2008 Patch

  • Updated Granary with several exploit fixes.
  • Updated Granary to remove the setup time and gates.

August 13, 2009 Patch

  • Made a few changes to improve balance based on competitive community feedback.

December 8, 2010 Patch (Beta)

  • Tweaks to the new platforms by the ramproom:
    • Extended the length of the platforms
    • Made the light models above the platforms symmetrical for RED/BLU
    • Made the height of the BLU woodpile near the new platform the same height as RED (for Scouts)
  • More playerclips to ease snagging on trim geometry

February 3, 2011 Patch

  • Added a new entrance to the mid Red/Blue ramp rooms.
  • Clipping, lighting and perf improvements.

August 10, 2012 Patch

  • Added a "Carrier tank" to this map.

July 10, 2013 Patch

  • Fixed improper orientation on arrow signs.
  • Fixed players getting above red forward spawn.
  • Fixed players building on cargo containers inside spawn room.
  • Fixed holes in skybox geometry.
  • Removed collision from hanging lamp over Red spawn.
  • Removed collision from security cameras above Red and Blue spawns.
  • Mirrored fence alcove from Blu final cap arena to Red side.
  • Balanced collision of rocks in final capture arenas.
  • Re-ordered spawns in the first spawn room to be consistent between Red and Blu.

October 2, 2013 Patch

  • Added nobuild and clipping to fix exploits above the forward spawns.
  • Adjusted player shadows to reduce shadows casting through walls.
  • Skybox rendering fixes.

June 18, 2014 Patch

  • Removed collision from lights and small props protruding from walls
  • Fixed collision on fences
  • Fixed the tire props near Blu's forward spawn so players may no longer jump up to the spawn door platform
  • Fixed players shooting through gaps around forward spawn doors
  • Fixed door protruding through roof on Red's forward spawn
  • Fixed a collision bug that gave players access to the roof above Red's spawn door
  • Prevented players from building inside spawn room doors
  • Adjusted area portals to improve rendering and performance

September 10, 2015 Patch

  • Added saucers and posters to Granary.

November 25, 2015 Patch

  • Removed Saucers and Posters from all maps.

February 29, 2016 Patch

  • Updated several maps to support Competitive Mode.

July 7, 2016 Patch #1 (Meet Your Match Update)

  • Added new ammo pack locations in final and yard areas.
  • Clips and blockbullets added to stairs.

October 21, 2016 Patch (Scream Fortress 2016)

  • Removed cp_granary from the Competitive maps list.

August 21, 2020 Patch (Summer 2020 Pack)

  • Updated cp_granary with a permanent Soldier statue.