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Latest revision | Your text | ||
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| image = Granary.jpg | | image = Granary.jpg | ||
− | | | + | | game_mode = 5CP |
| latest_version = cp_granary_pro2 | | latest_version = cp_granary_pro2 | ||
| first_released = October 10, 2007 | | first_released = October 10, 2007 | ||
| last_updated = July 14, 2019 | | last_updated = July 14, 2019 | ||
| developer1 = [https://en.wikipedia.org/wiki/Valve_Corporation Valve] | | developer1 = [https://en.wikipedia.org/wiki/Valve_Corporation Valve] | ||
− | | | + | | developer2 = [http://steamcommunity.com/profiles/76561198062441527 Dagger] |
+ | | pro_version_of = cp_granary | ||
+ | |||
| download = https://dl.serveme.tf/maps/cp_granary_pro2.bsp | | download = https://dl.serveme.tf/maps/cp_granary_pro2.bsp | ||
+ | | steam = https://steamcommunity.com/sharedfiles/filedetails/?id=468558173 | ||
+ | | official_wiki = https://wiki.teamfortress.com/wiki/Granary_(Control_Point) | ||
+ | | officail_wiki_competitive = https://wiki.teamfortress.com/wiki/Granary_(competitive) | ||
+ | }} | ||
+ | '''Granary''' is a [[5CP]] map created by [https://en.wikipedia.org/wiki/Valve_Corporation 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. | ||
+ | == 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. | ||
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== Callouts == | == Callouts == | ||
− | === Mid | + | === Mid === |
{{Map locations | {{Map locations | ||
− | | title = Granary mid | + | | title = Granary mid callouts |
+ | | collapse = true | ||
| image = Granary Middle.jpeg | | image = Granary Middle.jpeg | ||
| area1 = Garage | | area1 = Garage | ||
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{{Map locations | {{Map locations | ||
| title = Granary yard callouts | | title = Granary yard callouts | ||
+ | | collapse = true | ||
| 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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}} | }} | ||
− | === Second | + | === Second === |
{{Map locations | {{Map locations | ||
− | | title = Granary second | + | | title = Granary second callouts |
+ | | collapse = true | ||
| 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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=== Last point === | === Last point === | ||
{{Map locations | {{Map locations | ||
− | | title = Granary last | + | | title = Granary last callouts |
+ | | collapse = true | ||
| 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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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. |
== Rollouts == | == Rollouts == | ||
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{{Box|break|padding=2em}} | {{Box|break|padding=2em}} | ||
{| class="wikitable" width="300px" style="text-align:center" | {| class="wikitable" width="300px" style="text-align:center" | ||
− | |+ Respawn wave times (seconds) | + | |+ [https://wiki.teamfortress.com/wiki/Respawn#Respawn_times Respawn wave times] (seconds) |
! colspan=5 | Control points owned by opposing team | ! colspan=5 | Control points owned by opposing team | ||
|- | |- | ||
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{{Box|end}} | {{Box|end}} | ||
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{{Navbox/6v6 maps}} | {{Navbox/6v6 maps}} |