Difference between revisions of "Granary"

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(Undo edit by Kevschow (Talk) (191635)This section is for strategy specific to this map. The Strategy page is for general strategy.)
(Locations: Expanded; split "building" and "yard" for each CP. Tried to remove redundant bits (explained in previous sections) as well as any strategies, these have their own section.)
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[[Image:Cp granary over1.jpg|thumbnail|400px|center|The map overview of Red's base. The map is mirrored for each team with Control point 3 being the central focus point of the map. Both teams begin at either side of the map and work towards the opposing teams base, capturing the Control points along the way.]]
 
[[Image:Cp granary over1.jpg|thumbnail|400px|center|The map overview of Red's base. The map is mirrored for each team with Control point 3 being the central focus point of the map. Both teams begin at either side of the map and work towards the opposing teams base, capturing the Control points along the way.]]
  
===Resupply building===
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===Control Point 1/5===
The initial respawn and [[resupply area]] is a missile silo with two exits either side leading to a yard containing Control point 1 just outside the building.
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==== Resupply building ====
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The initial respawn and [[resupply area]] is a missile silo with two exits either side leading to a yard where the final control point is located; just outside the building. A [[resupply cabinet]] is located on the back wall of both exits from the respawn room.  
 
<gallery>
 
<gallery>
 
Image:Cp granary spawn.jpg|RED's main resupply room
 
Image:Cp granary spawn.jpg|RED's main resupply room
 
</gallery>
 
</gallery>
  
===Control point 1/5===
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==== Yard ====
Located directly outside the resupply building at the back of an open yard area. Behind the Control point, a small staircase and ramp runs over the yard leading to the second level of the building housing Control point 2. Various obstacles scattered around the yard provide cover from incoming fire.
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Located directly outside the resupply building at the back of an open yard area. Behind the control point, a small staircase and ramp connected to a large pipe runs over the yard, referred to as "low pipe" or "catwalk", leading to the second level of the building housing the second/forth control point. A second pipe, referred to as the "high pipe", runs to the right of the low pipe which can be accessed from the second floor of said building or by an explosive jump from the final control point side.  
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Various obstacles scattered around the yard provide cover and can act as a platform so Scouts to utilize their [[double jump]] ability to get onto the low pipe.
 
<gallery>
 
<gallery>
 
Image:Cp granary cp1a.jpg|Control point 1
 
Image:Cp granary cp1a.jpg|Control point 1
 
</gallery>
 
</gallery>
  
===Control point 2/4 (building)===
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=== Control point 2/4 ===
This is the only Control point to be enclosed within a building (CP 4 is a mirror image). With seven narrow entrances from all angles this building can get quite congested and become a site of hectic fire-fights. Another respawn room on the second level in the left of the building is only available to the team when a team controls Control point 3. In the right side of the building on the second level an enclosed corridor leads to the ramp room of Control point 3.
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==== Building ====
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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. Teams pushing onto the point will mainly opt to use the main entrance from yard to the left of the point as well as utilizing the "z-connector", a small corridor opposite to the main entrance. Right of the z-connector is "garage" which connects the far right of yard and runs right behind the enemy from two levels: firstly along the floor which leads to the area of the room behind the control point, just infront of the right door connecting the final cap yard and, through a small stair case, garage also leads to a second level walkway which overlooks the point from behind the defending team; this level is also the only route, bar explosive jumping, that can access the two rooms leading to the final capture point. The staircase also leads a enclosed chute, to the right when the player reaches the top of the staircase, a small hole is located at the end of this chute which drops players down immediately infront of ramp room.
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The first forward respawn room is located near the second control point as well, this is located on the second level in the left of the building with a single entrance leading into yard, the room is only available to the team when a team controls the central control point.
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<gallery>
 
<gallery>
 
Image:Cp granary cp2a.jpg|Control point 2 (building)
 
Image:Cp granary cp2a.jpg|Control point 2 (building)
 
</gallery>
 
</gallery>
  
===Control point 2/4 (yard)===
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==== Yard ====
A small yard in-between CP2 and CP3 containing several cargo containers. At the right side of the yard an additional respawn room is available for whichever team controls Control point 3.
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Beyond the second control point is yard, or "forward yard": Left yard boasts two entrances to the middle point through the smaller, shorter corridor to the left and ramp room to the right. A small shack left of yard can be used to establish some height advantage. Right of yard has a small area behind the crate facing ramp room. The two sides of yard can be accessed from both the second point and the middle point side of yard.
 
<gallery>
 
<gallery>
 
Image:Cp granary cp2b.jpg|Control point 2 (yard)
 
Image:Cp granary cp2b.jpg|Control point 2 (yard)
 
</gallery>
 
</gallery>
  
===Control point 3 (building)===
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=== Control point 3 ===
This building has two entrances leading to Control Point 3. The left entrance is a simple throughway but the right side has a medium sized room with a ramp leading to a balcony above Control point 3. The exit of the corridor from CP2 is located just behind this ramp room where the player can drop down through a circular hole.
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==== Buildings ====
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This building has two entrances leading to control point three, commonly referred to as "mid". The left entrance is a simple through way but the right side has a medium sized room with a ramp leading to a balcony overlooking mid.
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<gallery>
 
<gallery>
 
Image:Cp granary cp3b.jpg|Control point 3 (building)
 
Image:Cp granary cp3b.jpg|Control point 3 (building)
 
</gallery>
 
</gallery>
  
===Control point 3 (yard)===
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==== Yard ====
Being the halfway point and main focus for most battles, Control point 3 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 for the yard.
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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 for the yard.
From here the map is a mirror image with Control points 4 and 5 being a reverse of 2 and 1 respectively.
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<gallery>
 
<gallery>
 
Image:Cp granary cp3a.jpg|Control point 3 (yard)
 
Image:Cp granary cp3a.jpg|Control point 3 (yard)

Revision as of 15:11, 25 November 2010

Granary
TF2 Granary Map.jpg
Basic Information
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Granary (Control Point) overview.png
Granary has multiple variations, including Arena

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 and one neutral Control point in the middle of the map.

Keep in mind that like all other Command 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.


Introduction video

Locations

Overview

The map overview of Red's base. The map is mirrored for each team with Control point 3 being the central focus point of the map. Both teams begin at either side of the map and work towards the opposing teams base, capturing the Control points along the way.

Control Point 1/5

Resupply building

The initial respawn and resupply area is a missile silo with two exits either side leading to a yard where the final control point is located; just outside the building. A resupply cabinet is located on the back wall of both exits from the respawn room.

Yard

Located directly outside the resupply building at the back of an open yard area. Behind the control point, a small staircase and ramp connected to a large pipe runs over the yard, referred to as "low pipe" or "catwalk", leading to the second level of the building housing the second/forth control point. A second pipe, referred to as the "high pipe", runs to the right of the low pipe which can be accessed from the second floor of said building or by an explosive jump from the final control point side.

Various obstacles scattered around the yard provide cover and can act as a platform so Scouts to utilize their double jump ability to get onto the low pipe.

Control point 2/4

Building

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. Teams pushing onto the point will mainly opt to use the main entrance from yard to the left of the point as well as utilizing the "z-connector", a small corridor opposite to the main entrance. Right of the z-connector is "garage" which connects the far right of yard and runs right behind the enemy from two levels: firstly along the floor which leads to the area of the room behind the control point, just infront of the right door connecting the final cap yard and, through a small stair case, garage also leads to a second level walkway which overlooks the point from behind the defending team; this level is also the only route, bar explosive jumping, that can access the two rooms leading to the final capture point. The staircase also leads a enclosed chute, to the right when the player reaches the top of the staircase, a small hole is located at the end of this chute which drops players down immediately infront of ramp room.

The first forward respawn room is located near the second control point as well, this is located on the second level in the left of the building with a single entrance leading into yard, the room is only available to the team when a team controls the central control point.

Yard

Beyond the second control point is yard, or "forward yard": Left yard boasts two entrances to the middle point through the smaller, shorter corridor to the left and ramp room to the right. A small shack left of yard can be used to establish some height advantage. Right of yard has a small area behind the crate facing ramp room. The two sides of yard can be accessed from both the second point and the middle point side of yard.

Control point 3

Buildings

This building has two entrances leading to control point three, commonly referred to as "mid". The left entrance is a simple through way but the right side has a medium sized room with a ramp leading to a balcony overlooking mid.

Yard

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 for the yard.

Strategy

  • The containers located around the central control point (aka Control Point 3) provide a significant height advantage to both attackers and defenders. Access to the containers is easy for Demomen or Soldiers who can Rocket jump (or sticky jump) up to them. Alternatively other classes can use the balcony ramps. Engineers for example can use the upper ramps to access them and place Sentry Guns and Teleporters. Snipers can even use the elevation to their advantage. The top of the container, however, is vulnerable to long range attacks, so too much reliance should not be placed on the "no one looks up" adage.
    • The containers also provide ambush opportunities. A Pyro can defend the control point by awaiting any potential attackers from the containers, flaming all who attempt to take it.
  • In order to defend Control point 2 from attacks, Engineers should build Sentry Guns on the catwalk observing the Control point. This can be problematic, however, as attackers can traverse the catwalk from the right hand side doorway.
  • As with all 5-CP maps, most matches depend on which team controls the central Control Point. If control of CP3 is lost, all efforts should be focused on taking it back as Control point 2 and 1 are difficult to defend.
  • The middle Control point 3 should not be neglected by defenders because if left unattended it presents an easy capture opportunity.
  • Health packs are widely abundant around the central Control Point. Consider forgoing Medics in favour of other classes if the Control Point is in dispute.

Related Achievements

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


Trivia

Control Point Timing

See also