Difference between revisions of "Granary"

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{{Map infobox
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{{Disambiguation|Granary}}
|game-type=Control Point
 
|file-name=cp_granary
 
|map-image=TF2 Granary Map.jpg
 
}}
 
{{hatnote|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 [[cp|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.
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: {{de|icon-override=Menu photos arena granary.png|Granary (Arena)}}
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: {{de|icon-override=Menu photos cp granary.png|Granary (Control Point)}}
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: {{de|icon-override=Menu photos cp granary.png|Granary (competitive)}}
  
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.
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{{disambignote}}
 
 
 
 
== Introduction video ==
 
{{youtube|xJa7VVqSn9U}}
 
 
 
== Locations ==
 
===Overview===
 
[[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.]]
 
 
 
===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.
 
 
 
<gallery>
 
File:Cp granary spawn.jpg | RED's main resupply room/
 
File:Cp granary cp1a.jpg | Control point 1.
 
</gallery>
 
 
 
=== 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 in front 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 in front 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.
 
 
 
<gallery>
 
File:Cp granary cp2a.jpg | Control point 2 building.
 
File:Cp granary cp2b.jpg | Control point 2 yard.
 
</gallery>
 
 
 
=== 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.
 
 
 
<gallery>
 
File:Cp granary cp3b.jpg | Control point 3 garage.
 
File:Cp granary cp3a.jpg | Control point 3 yard.
 
</gallery>
 
 
 
== Strategy ==
 
*The containers located around the central control point (a.k.a. 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. [[Engineer]]s, for example, can use the upper ramps to access them and place [[Sentry Gun]]s and [[Teleporter]]s. [[Sniper]]s 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 2/4 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.
 
**In the event an Engineer fails to build a Sentry Gun on the catwalk, Pyros can take advantage of this and use them for ambushing defending enemies.
 
*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 Points 1/5 and 2/4 are difficult to defend.
 
*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 favor of other classes if the Control Point is in dispute.
 
*Many of the lamps and window awnings above the yards between the central Control Point and Control Point 2/4 can be used by Soldiers, Demomen, and Scouts as ambush spots.
 
*Spamming and keeping control of the enemies medium health pack at mid can easily lead to the victory of the initial mid fight.
 
*The drop down chutes between Point 2/4 and the Central point serve as great ambush spots for enemies traveling from point to point.
 
 
 
== Related Achievements ==
 
{{Achievement table
 
| {{Show achievement|General|World Traveler}}
 
}}
 
 
 
== Previous Changes ==
 
'''[[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]]'''
 
* Setup time and gates are added to Granary.
 
'''[[October 21, 2008 Patch]]'''
 
* The setup time and gates were removed.
 
 
 
== Control Point Timing ==
 
{{Control Point Timing/Official Map}}
 
 
 
==See also==
 
*[[:Category:Granary images|Granary images gallery]]
 
*[[Control point timing#Granary|Granary Control point timings]]
 
 
 
 
 
 
 
 
 
{{Maps nav}}
 

Latest revision as of 07:39, 29 March 2024

Granary may refer to:

Menu photos arena granary.png Granary (Arena)
Menu photos cp granary.png Granary (Control Point)
Menu photos cp granary.png Granary (competitive)