New update - major granary overhaul!

v1p3r

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Source Engine

  • Fixed a bug in networking that would cause long stalls (up to 10 seconds) when a split packet would not be reassembled properly, which forced a full update to all clients
  • General optimization to tracelines
  • Fix for broken .dem file playback
  • Added backward compatibility code to allow demos recorded with protocol 12 to continue to be playable under protocol version 13
  • When showing "WARNING: Connection Problem", now indicate the number of seconds remaining before an auto-disconnect will occur
  • Fixed a bug that would cause NULLNAME to be shown as the player's name in the scoreboard for a short time

Team Fortress 2

  • Fixed exploit where spectators could spawn into the world without actually joining a team

Hydro map changes

  • Fixed an exploit that would allow players to jump out of the map

Granary map changes

  • 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

SourceTV

  • Increased default bandwidth rate from 5 to 8 KB/sec for spectator clients
  • Increased SourceTV demo buffer size for table class descriptions from 64 to 96KB. Team Fortress 2 was running over this
  • Performance improvement for copying unreliable data buffers to SourceTV clients
  • Updated the list of events in TF2 tagged for the director to play

No more forced stalemate on granary! :D
 
Bet it's still awful, though.
 
I've basically played nothing but 2fort since I got the game.

There might as well not be any other maps as far as I am concerned.



Or it could just be my fave server is 2fort 24/7.
 
I don't think I've really played granery since the first week. Well would probably come close to that too. I guess I just found them rather linear - and the walks to the front line a bit boring!
 
On first glimpse it looks like an overcompensating nerf to last CP defenders that will actually end up making it super easy to cap.
 
Granary is the worst map anyway, nothing will change that.
 
Granary blows. Want a TF2 Warpath or Avanti.
 
Granary....*tries to imagine it...*

Is that the A B C one?
 
I've basically played nothing but 2fort since I got the game.

There might as well not be any other maps as far as I am concerned.

Or it could just be my fave server is 2fort 24/7.

How utterly fascinating, I was positively gripped 10/10. :dozey:

As regards Granary, I'll be interested to see how the changes play out. Can't say it's a favourite of mine (I'd prefer Well with it's trains over it, if push comes to shove) so it's interesting to note that Valve are addressing it. Guess they are keeping a close eye on which maps are popular and why. Personally I've always thought the last point capture wasn't that difficult because it's such an open area, where as it's a real battle to take it on Well if the opposition have turtled up. Still the proof is in the pudding.
 
well, it's kind of a fun map when your a spy. It's easy to stay alive.
 
Yeah I always thought the toughest spot to take (and hold) was the 4th (penultimate) one because it's so small and you can't really stand on it and be 'safe' unlike in Well.
 
Granary was never my favourite map, but neither of the CP maps are. (I find they get to repetative too easily). Changes to maps however is a very possitive thing from valve, so I am more than happy seeing some changes to maps I am not as fond of.

I had a quick go on the updated granary earlier. It does seem to play different, but it seemed very prone to rushes. Maybe it was just the server I was on because there were alot of scouts going around, but that was the feeling I got. Also there appears to be a very handy wall next to the last controll point which could make for a very annoying sentry position. I didn't play it long enough to get a real feel for it, but it didn't seem terrible.

Cheers
 
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