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− | {{ | + | :<small>''Please note that this page is about the stock Granary map as opposed to [[Granary Pro]], which has been modified with competitive interest in mind.''</small> |
− | + | {{NewInfobox Map | |
− | + | |name= | |
+ | |image= | ||
+ | |caption= | ||
− | + | |maptype=5cp | |
− | + | |filename=cp_granary | |
− | + | |version=Official Release | |
− | + | |download=http://www.sodahappy.com/fastdl/tf2/maps/cp_granary.bsp.bz2 | |
− | + | |creator1=valve | |
− | + | |creator1steam= | |
− | + | |creator2= | |
+ | |creator2steam= | ||
+ | |creator3= | ||
+ | |creator3steam= | ||
+ | |released=9 October, 2007 | ||
+ | |updated=3 February, 2011 | ||
+ | |official=1 | ||
+ | |gamemode1=6v6 | ||
+ | |gamemode2=hl | ||
+ | |gamemode3= | ||
+ | |proof= | ||
+ | |pro=Granary Pro | ||
+ | |popularity=obsolete | ||
+ | |lpleague=ugc6s | ||
+ | |lpseason=18 | ||
+ | |lpdate=15 July, 2015 | ||
− | + | |workshop= | |
− | + | |tf2maps= | |
+ | |gamebanana= | ||
+ | |tftv= | ||
+ | |tftv2= | ||
+ | |etf2l= | ||
+ | |ugc= | ||
+ | |officialwiki=Granary_(Control_Point) | ||
+ | |officialwiki2=Granary_(competitive) | ||
+ | |||
+ | |footnotes= | ||
}} | }} | ||
− | |||
− | == | + | '''cp_granary''' is a [[5CP]] map created by Valve, and 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. |
− | === | + | |
+ | == 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. | ||
+ | |||
+ | The last update to the map was in the [http://wiki.teamfortress.com/wiki/July_10,_2013_Patch 10th of July 2013 patch], and revolved around balance and symmetry changes to level the playing field between the teams, while also removing and reworking multiple hiding and jumping areas across the map. | ||
+ | |||
+ | == Usage in competitive == | ||
+ | {{Granary/MapLeagueInclusionTable}} | ||
+ | |||
+ | == Strategy == | ||
+ | === Middle point === | ||
{{Map locations | {{Map locations | ||
− | | title = Granary | + | | title = Granary — The middle point |
| image = Granary Middle.jpeg | | image = Granary Middle.jpeg | ||
| area1 = Garage | | area1 = Garage | ||
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}} | }} | ||
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. | 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. | ||
+ | |||
+ | 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. | ||
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 [[Scout]]s 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. | 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 [[Scout]]s 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. | ||
− | === | + | === Second point === |
{{Map locations | {{Map locations | ||
− | | title = Granary yard | + | | title = Granary — The second point, yard |
| image = Granary Second Point 1.jpg | | image = Granary Second Point 1.jpg | ||
| area1 = Choke | x1=102px | y1=4px | | area1 = Choke | x1=102px | y1=4px | ||
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}} | }} | ||
{{Map locations | {{Map locations | ||
− | | title = Granary left yard | + | | title = Granary — The second point, left yard view |
− | |||
| image = Granary Second Point 2.jpg | | image = Granary Second Point 2.jpg | ||
| area1 = Dropdown | x1=667px | y1=58px | | area1 = Dropdown | x1=667px | y1=58px | ||
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| area5 = Left yard | x5=258px | y5=250px | | area5 = Left yard | x5=258px | y5=250px | ||
}} | }} | ||
− | |||
− | |||
{{Map locations | {{Map locations | ||
− | | title = Granary second point | + | | title = Granary — The second point, inside view |
| image = Granary Second Point.jpg | | image = Granary Second Point.jpg | ||
| area1 = Dropdown | x1=88px | y1=23px | | area1 = Dropdown | x1=88px | y1=23px | ||
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| area5 = Lunchbox | x5=580px | y5=356px | | area5 = Lunchbox | x5=580px | y5=356px | ||
}} | }} | ||
− | |||
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. | 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. | ||
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=== Last point === | === Last point === | ||
{{Map locations | {{Map locations | ||
− | | title = Granary last point | + | | title = Granary — The last point |
| image = Granary Last Point.jpg | | image = Granary Last Point.jpg | ||
| area1 = Top right / Window | x1=476px | y1=29px | | area1 = Top right / Window | x1=476px | y1=29px | ||
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| area10 = Left spawn | x10=225px | y10=343px | | area10 = Left spawn | x10=225px | y10=343px | ||
}} | }} | ||
+ | |||
+ | {{Ambox | ||
+ | |type=type | ||
+ | |image=Logs.tf icon.png | ||
+ | |header=The details for this section are incomplete. | ||
+ | |smalltext=If you have the capability to fill them in, please do to help Comp TF2 and the wiki grow!}} | ||
====Positioning==== | ====Positioning==== | ||
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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. | 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. | * '''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. | + | * '''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. |
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− | {{ | + | {{Maps navbox}} |
+ | [[Category:Maps]] | ||
+ | [[Category:5CP maps]] |