Granary

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Granary
TF2 Granary Map.jpg
Basic Information
Map Type: Control Point
File name: cp_granary
Developer(s): Valve
Map Info
Environment: Farmland
Setting: Daylight, sunny
Map Items
Healthico.png Health Kits: Smallhealth.png ×6   •   Mediumhealth.png ×6
Ammoico.png Ammo Boxes: Mediumammo.png ×8
Not to be confused with Granary (Arena), an Arena variant of this map.

Granary is a Standard Control Point map. The objective for each team is to capture all five control points to win the round. Each team starts with the two control points closest to them already captured, and one neutral, unlocked control point in the middle of the map.

Like all other five-point Control Point maps, such as Well, only the two control points nearest to each other can be captured by the enemy side. All other control points have a lock symbol on them in the HUD and cannot be taken by either side.

Contents

Introduction video

Locations

Overview of the map.(Large file)

Control Point 1 & 5

At the ends of each map are the final control points, both of which reside outside each teams spawns.

Control Point 2 & 4

Control Points 2 and 4 are located in the main Granary mills between the main yard and final control point. These are the only control points on Granary to be enclosed within a building. With seven narrow entrances from all angles this building can potentially get quite congested and become a site of hectic fire-fights.


Control Point 3

Control Point 3, or Mid, is located in the center of the map. Being the halfway point and main focus for most battles, the central point has a slightly raised, large capture point area. This capture area is surrounded by cargo containers stacked two high providing vantage points. There is a medium sized health pack at either end of the yard, two small medpacks on top of the containers and four small ammo boxes on the ground at each side of the yard.

Strategy

See Community Granary (CP) strategy

Related achievements

Achieved.png General

World Traveler
World Traveler
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).


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.

Trivia

Control Point Timing

See also


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