Granary

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Granary (prefixed as CP_Granary) is a standard control point map.

Introduction video

Goal

In Granary, you must 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.

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.

Resupply building

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.

Control point 1

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.

Control point 2 (building)

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.

Control point 2 (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.

Control point 3 (building)

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.

Control point 3 (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. From here the map is a mirror image with Control points 4 and 5 being a reverse of 2 and 1 respectively.

Common strategies

  • When defending or attacking the Control point 3, use the containers to gain a height advantage. For example a Demoman or Soldier could Rocket jump up to them, have an Engineer place Sentries and Teleporters up there, or you can snipe from there. If you're not a Rocket jumper, you can still get on the containers by jumping from the balcony ramps.
    • When building a Sentry Gun on top of the containers here, try to build it so that it can see inside of the doorway leading to the ramp room. This way, soldiers cannot use this doorway as cover to take shots at your gun.
    • Relying again on the "no one looks up" adage, Pyros can defend Control Point 3 by awaiting any potential attackers from the containers, flaming all who intrude on your property.
  • In order to defend Control point 2 from attack, Engineers should build Sentry guns on the catwalk observing the Control point. Be aware of attackers coming from the right hand side doorway as Demomen and Soldiers can take advantage of the narrow doorways (or catwalk if coming from the lower entrance) to take out the SG. If you are the Engineer defending this point you will need a partner patrolling the area as trying to defend this capture point on your own is doomed to failure.
  • Most matches depend on which team controlling the central Control point 3. 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.

Team Balance

A difficult map to get a good balance of classes on as you need to switch between offence and defence in relatively (spawn times) short periods. This makes it a good map for:

  • Demomen: While on attack, a Demoman should be carpeting areas/doorways with grenades. While on defence, the same should be done with Sticky bombs.
  • Engineers: Teleporters should be used to bring the attack to the frontline. More importantly, Engineers should set up Dispensers near the frontline due to the lack of ammo and health packs on the map.
  • Medics: As noted above, the map has a severe lack of health packs, making a Medic a good addition.
  • Snipers using the Sniper Rifle are not recommended for this map, with the lack of favorable sniping positions (besides the middle point). However, they may be extremely useful for attacking or defending the final Capture Point. The long, open area surrounding the point allows Snipers to take out targets easily.

Trivia

Control Point Timings

Control Point Multiplier Seconds
Control point 1 & 5 ×1
4 .000
×2
2 .667
×3
2 .182
×4
1 .920
Control point 2 & 4 ×1
12 .000
×2
8 .000
×3
6 .545
×4
5 .760
Control point 3 ×1
24 .000
×2
16 .000
×3
13 .091
×4
11 .520


See also