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Granary Pro RC16F

RC16F released​

A small fix and improvement version.
  • Fixed "nodraw" brush in the RED ammo room coming from mid garage to left-side yard. Remade the brush, no idea what caused that but.
  • Fixed BLU battlements door width so it is identical to RED's.
  • Mirrored the granary conveyors connected to the battlement doors.
  • Fixed splash-eating lip underneath fences on catwalks on both seconds, and lowered the fences/playerclips.
  • Turned off collision on some props on shelves in the battlements rooms on last.
  • Removed floor trims in battlements rooms.
  • Removed pallets in the battlements rooms on last and replaced them with barrels as those pallets are horrendous for splash.
  • Removed pallets leaning on the wall of 2nd in yard and replaced them with barrels.
  • Altered the wood platform outside mid-garage so you no longer bump your head when jumping underneath it. In theory it should make it easier to use the hose jump-up.
  • Made the playerclip for the hose jump-up slightly smaller so movement past it is mostly unaffected. You will still potentially get stuck but it's the best I could do with it.
    • Hose clipping turned off, added blockbullet brushes to prevent sticky traps you couldn't do before.
    • Playerclip & hose are mirrored on both sides.
  • Added custom menu photo.

RC16 released​

It's finally here... I'm sorry it took so long for so little, just ended up being busy with everything else. This release has only minor fixes and changes, and should serve as one of, if not the last release. I'll continue to work on experimental versions, testing potential changes around mainly second, but those releases will be documented as experimental if they ever see public release. This version should be superior to all the prior releases. If your league is still on RC8, please ask them to run this version, it fixes quite a few issues present in RC8, not to mention it includes changes the original author Dagger intended to make (wider doorways and whatnot). I'm not going to make a "fixed RC8" version as that is essentially what this version is, there isn't really that much that is different.

Changelog​

  • Fixed/removed blockbullet brush in RED second that was resulting in weird projectile behaviour.
  • Moved exit sign in RED second up. This has been done to make it easier to spot and clear stickies in this area.
  • A few mirroring changes have been made, and some small quality of life changes (wider steps from second to Z to yard for example).
  • Potentially more consistent lighting depending on location on the map.
RC16a
This release is a precursor to the full RC16 release, fixing a few key issues players have had with the map. I'm intending for the full RC16 release to be the last, so please let me know if you find any issues at all.

Changelog
  • Clipping at the top of the silos on second next to the hut has been fixed.
  • Ramps leading into last have been fixed so stickies no longer bounce or roll off of them.
  • Fixed Wrap Assassin collision bug in death corner chokes.
  • Made blockbullets on all silos consistent.
  • Clipping on silos in mid have been made consistent with their counterparts in second.
  • Improved clipping between catwalk doorway and silos.
  • Fixed further prop lighting issues in both main spawnrooms.
  • Fixed corner clipping on support pole underneath catwalk end inside garage so it can no longer be stood on.
  • Restored slanted roof in BLU last spawn & fixed lighting issues there as well.
  • Few optimizations made.

RC15F​

RC15F is now out, and addresses two key issues and a few smaller fixes.

Changes​

- Fixed collision of the concrete bases underneath each last point. Stickies will no longer bounce off!
- Fixed lighting on the two ramps out of garage and into second.
- Fixed zfighting brushes in BLU dropdown.
- Fixed uneven brush heights in BLU dropdown.
- Fixed light bleeding through the main catwalk in both team's second.
- Fixed being able to get caught on the RED garage corner near the ramp.
- Fixed missing overlays.
- Non-solid and lowered rocks on BLU last to match changes to RED last.
- Moved solid prop on BLU last out of the map.
- Added blockbullet and playerclip brushes to fix silos found on each team's second point.
- Ground level divider wall in garage has been made into a trim for the stairs to hopefully improve gameplay in that room.
- Replaced side silos on middle with two different, themed houses like the original Granary. This is a small change relatively but the hope is to balance out soldiers & everyone else.
- Centered ammo packs on mid in line with the center of the point, AKA centered on the mid.
- Set speed of doors in the second house to better match the door animation. (350)
- Fixed a small lighting issue on the hut roof on second.
- Improved detail buildings and removed weird gap between the second building/hut/silos.
- Improved texture alignment on second silos.
- Removed some blocklight brushes.
- Fixed clipping on second stairs.
- Made some detail changes.
- Changed less important / small props in areas where lighting has been tweaked back to vertex lighting.
- Fucked around with lightmaps in some parts of the map, there are still some ickies on mid but not intending this version to be a full release, those will be addressed later.
- Fixed lighting issues in spawns.
- Fixed lighting issues underneath the silos.
- Fixed lighting in drop downs.
- Flared out the drop down holes to make it easier to jump up.
- Removed weird divider wall in garages.
- Went on a func_brush and func_detail adventure.
- Some prop changes here and there to make the map feel a bit more full, whilst also reducing the clutter in some areas. Very faithful to stock Granary.
- Improved some detailing on silos.
- Added a few more cubemaps.
- Fixed pixel spots on middle.
  • Reverted the solidity of ground rocks on the RED side of the map to non-solid, and moved them further into the ground.
  • Moved some props outside of the last point pathing.
  • Made some very minor symmetry tweaks to spawnpoints and spawnrooms to ensure 100% symmetry in spawns.