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='''Concept'''=
{{TF2 topicon}} {{lang}} [[Category:Team Fortress 2]] [[Category:Theory]]


Many people ask what goes into the construction of a good TF2 map. What does it need, how should it work, and most importantly, how good is it? Making a multiplayer map is hard, but making a TF2 map is even harder - especially if you want it to be one that all of the custom content servers feature. So what makes a good TF2 map, and where should you start? Well this tutorial will handle all of that.
{{toc-right}}


Some things you might want to take a look at before heading into TF2 mapping:
{{tf2|4}} is a highly diversified multiplayer game, and well-designed maps that accommodate all of the player classes equally are critically important to it. Unfortunately while understanding how the game plays is one thing, creating a quality map that compliments it is quite another.


*[[Team Fortress 2]]
* '''A good map is fast and fun to play on.''' The best maps can run on a 24/7 server without getting boring even after the second or third reload.
*[[What makes a good level?]]
* '''A good map accommodates every class.''' If a class is useless on a map, players who prefer that class are liable to disconnect when your work comes up in a server's rotation.
*[[Optimization (level design)]]
* '''A good map is ''designed'', not simply ''constructed''.''' If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right.


{{Note| ''Also on a latter note, While this shows you TF2 Mapping, its not the exact way to follow, as your ideas will lead you through that process, however hopefully this will all just give you a bit of an insight.''}}
== Gametype ==
{{clr}}
The first step in creating a TF2 map is choosing a gametype. Ten are currently officially supported.
=== Arena ===
{{main|TF2/Making an Arena map}}
[[File:Arena Lumberyard 01.jpg|thumb|Lumberyard's CP. The side doors open when it unlocks.]]


='''Understanding how TF2 works'''=
[[File:Arena Lumberyard 03.jpg|thumb|Players should be forced to make a tradeoff if they want to pick up health. Falling here means death!]]


TF2 is a very good multiplayer game, and above that its very balanced. However it wouldn't achieve that status if its maps were bad, and because of that, the maps that exist within TF2 are extremely well balanced and accommodate all classes that exist within TF2. Understanding TF2 is easy, but knowing what to make, and what too design takes much thought. To get a basic list of things you need to do within your map for it to work well:
Arena is similar to {{cs|2}}. Players do not respawn, there are no or very few health pickups (but bodies of water are often provided for dousing flames), and rounds are won either by eliminating the enemy team or capturing a single control point somewhere in the middle of the map.


* The Map needs to be well made, in terms of optimization, but up-most in terms of gameplay. The map should be able to be on a 24/7 Server without it getting boring after the third time played.
Balance in arena needs to be on a knife-edge, so it's strongly recommended that maps for it be symmetrical. To prevent camping, you should also make spawn rooms open to the enemy team.


* The Map needs to be constructed well, and in those terms to accommodate  all classes within TF2, you have over 9 classes, so each much have a good use in either way.
The central control point should start locked to encourage players to fight each other; in fact, its only real purpose is to force an end to the map if they start to hide. In all of Valve's maps, the point unlocks after sixty seconds.


* Detail should be considered last, or like pepper to the map, instead, build that map around gameplay, rather than simply for detail. A good playing map, is a beautiful map.
; Advantages
: Arena is designed to be played quickly, so maps are very small and comparatively quick to create.
: Simple win conditions simplify [[entity]] work.
: Symmetric design makes things simpler still.
; Disadvantages
: Arena forces precise team balance, which can lead to players sitting out entire rounds if there are too many on one team.
: Due to the comparative irrelevance of the point, the mode can feel unfocused.
: Players will be paying far closer attention to your work. Make sure that it is balanced and there are no exploits!
: '''Arena is no longer supported in Valve's official matchmaking.''' Most new players are unfamiliar with the mode, and it's unpopular with many.


With all that said, creating a map for TF2 has its downsides, and its upsides depending on the gameplay type you charge at, so before you start making a TF2 map, understand the gameplay type and have that in mind before doing anything else. Make sure thats well understood before moving on to creating layouts, and playing with Hammer yet. Although many tend to use Hammer as their layout tool, its good if you start on paper first, and get a basic overview shot first. Here is a list of things to expect when aiming at a certain gameplay type, or even your own.
=== CTF Capture the Flag ===
{{clr}}
{{main|TF2/Flag Based Goal Systems}}
=='''CTF - ''Capture The Flag'''''==
In CTF, each team has a "''flag''" (usually an intelligence briefcase) and a capture zone. Players need to take the enemy's intelligence back to their own capture zone.
:''Maps Featuring CTF Gameplay'': ''ctf_2fort''
[[Image:Blue side 01.jpg|thumb|right|250px|The Blue side, consisting of detail focusing outside of the ''gameplay'' area.]]
[[Image:Red side 01.jpg|thumb|right|250px|The Red side, consisting of detail focusing Inside of the ''gameplay'' area.]]


It is common for the flag points and capture zones to be located in the same place, but they don't have to be. Separating the flag and capture zone can create interesting map designs where the teams have two areas to attack and defend. This creates many "jobs" for the players, so it's generally a good idea to use larger maps in this case. This design choice is very rare.


Easy as the name, Capture the Flag maps or CTF_maps, tend to be the easiest ones to make. Why? Well the thing about these maps are that they are Symmetrical. In each and every way. What does that mean you say? Well lets take a look at CTF_2fort for an example. CTF_2fort Contains two bases, one in front of the other, and if you notice, they are exact mirrors of each other. This is one of the most easiest things about making CTF maps, but yet, at the same time its still difficult to approach. The reason for a symmetrical map is the fact that each base needs to be even. When entering, and when exiting, meaning that when entering each base, it should take the exact same time to reach the Intel or Flag, from the entrance. Each side within CTF_2fort is an exact mirror of the other side, and the very tiny differences is the detail surrounding them that are not within the ''Gameplay area'', which is another thing to know, and will be referenced later.
[[File:Blue side 01.jpg|thumb|2fort's Blue entrance.]]
[[File:Red side 01.jpg|thumb|2fort's Red entrance.]]


In the screens to the right, you can see that while they both look very different from one another, they are in fact exact copies of each other. With minor detail added into the ''Gameplay'' area, and some out of it. Basically, the easiest way to make an CTF map is to copy one side, rotate it 180 degrees, and then re-texture it to your liking. However be sure to have very little detail that still makes them look different. In other words aim for: They are the same, but don't have to look the same.
CTF tends to be the easiest style of gameplay to design maps for, as its maps are generally small and symmetrical in layout. <code>ctf_2fort</code> is the classic example of this: it consists of two bases directly opposite one another, each with the same layout. The only difference between them is the decor. The pictures on the right show how both sides look very different from one another even though their layouts are the same.


The easiest way to make a symmetric CTF map is to build the basic layout for half of your map, create a copy and mirror or rotate the copy 180 degrees and merge them face-to-face. You can then customize and re-texture it to your liking, making sure to update the names and keyvalues of any important entities (spawnrooms, objectives, doors).


If you choose to make an asymmetrical map, you have to make sure no unfair advantages are given to either team. It should take roughly the same amount of time and effort for either team to defend or to capture. Any disadvantages that one team may have probably aren't going to be nullified by each team playing a round on each side.


Also bear in mind that having to make a long journey to and from the enemy flag can make a map get very boring very quickly. It's recommended that you keep map sizes to a minimum and include lots of obstacles and alternate routes. This doesn't apply for things like Mannpower where all clases are hyper-mobile.


===Advantages===
; Advantages
: Relatively simple design
: Map design can be simplified using symmetry between the two sides.
; Disadvantages
: Non-symmetric maps can be very difficult and time-consuming to balance.
: With a symmetric design, any changes you make to the layout of one side have to be duplicated on the other side.
: If capping is too difficult, players may lose interest in the objective.
==== Mannpower ====
{{todo|get images}}


* Is easier to create and plan around than any other type of gameplay, and requires much less work due to each side is basically even, and the exact same.
Mannpower is a variant of CtF inspired by old ''Quake'' deathmatches. Firstly, all classes have a [[tf weapon grapplinghook|grappling hook]] equipped in an extra slot, affording all players much more mobility. Secondly, powerups spawn in predefined locations around the map, granting the players who collect them special buffs until they die. When a player dies, they drop their powerup, but only players from the other team can pick it up.


* Because you have two flags, you can control the gameplay much better, yet you can have as many flags as you want.
Mannpower maps are generally symmetrical, have lots and lots of room for players to move around, and allow players to move around a lot vertically as well as horizontally. Unlike normal CtF, many more flag captures (usually 7) are required to win the game.


===Disadvantages===
; Advantages
: Unique gameplay
; Disadvantages
: Mode is unfamiliar and not very popular
: Much, ''much'' more entity work than normal CtF


* Good ctf maps, are symmetrical maps, and therefore require the same work on each side, giving you not many options to make the other side more detail than the other. Which would be unfair to begin with. However you can still detail the heck out of one side, to have it copied at the same level to the other side.
==== SD – Special Delivery ====
{{todo|get images}}


Special Delivery is a distinctive form of CTF. Rather than each team having their own flag and capture zone, there's one neutral flag and one drop-off point. The teams compete to bring the flag to the capture zone three times before their opponents do.


; Advantages
: (see CTF)
: Uncommon game mode (only two official maps) means it's more novel
; Disadvantages
: (see CTF)
: Relatively static objectives can lead to stalematey gameplay


With all that said, CTF maps are fun, and still at the same level are good to begin with as they are very basic, and much more easier than heading into any other type of Gameplay, also be sure to have your CTF maps short, no one wants to play a ctf map that takes over 3 minutes to reach the other side. Also most importantly, keep the layout within you ctf map slightly cluttered, that always makes for great battles to defend, and nab the flag.
=== CP — Control Points ===
Control Point maps require players to capture at least one instance of their namesake from the enemy team. The precise mechanic that leads to a team's victory is up to you, but it usually involves one team capturing all of the CPs on a map, with the last one being the closest to the enemy's spawn.  


{{clr}}
There are two ways of handling this:


=='''CP - ''Capture Point[s]'''''==
====A/D – Attack/Defend====
:''Maps Featuring CP Gameplay'': ''CP_Well, CP_dustbowl, CP_Granary, CP_Gravelpit''
{{Main|TF2/Creating a CP assault map}}
[[File:Red CP1 Interior 01.jpg|thumb|Interior of Dustbowl 1-1. Grenades can easily be thrown in for massive damage.]]
[[File:Red CP3 FInal 01.jpg|thumb|Dustbowl 3-2, the final CP. Very open, and with just two small corridors leading into it.]]


CP gameplay type maps, are much more difficult than making CTF maps, and for that reason alone, not too many of them are well thought out. CP maps tend to have more than 2 cp's or Control Points, but the greatest thing about these maps is the fact that they offer much more room for design, and tend to be much larger than most maps. Taking CP_Dustbowl for instance, the map contains over 6 Points, where the Blue side must Push Forward towards the Rocket at the end of the map, being on the Red side. On most CP maps, Red tends to be the defending side, while Blue attacks. However that doesn't have to happen in your map, so feel free to twist that around. Control points tend to be 2 per round and with that tend to have large areas around them. Mainly for the size of the Point, and for any defense and attack. Your Idea through designing this type of gameplay should be to design around the ''Point'' rather than towards it. Instead, create areas that might add the classes in attacking and defending the points. Choose area within geometry that are made for classes like the Engineer, where he can place down a good sentry if he notices it. But, leave that area to have its disadvantages too. However instead of going to in-depth with that, we'll keep this info for later.
Attack/Defend CP maps cast one team as the attacker (usually BLU) and the other (typically RED) as the defender. Once a control point in an A/D map is captured, it is locked to prevent the defenders from pushing back, and the attackers win the match by capturing all of them.


Another great thing about CP's to have in mind is that they never have to be symmetrical, but instead are more placed in areas, that are much different from others. Because of this, they are so far two types of CP modes. Linear, and Round based.
<code>cp_dustbowl</code> and <code>cp_gorge</code> are prime examples of this gameplay mode. Basic map construction tends to place control points in "stages." Stages contain a number of control points indicated by a round. Once BLU captures each control point within a stage, they either are awarded a point or gain access to another stage. While stages can be designed in any way, they tend to never be symmetrical, resulting in variable shape, flow, and design as the map progresses. Maps can have a number of stages, though most maps have either one or three. Stages can have a number of control points attached to them, as well as offer individual gameplay experiences based around control point locations and paths directed to them.
{{clr}}
===Round based===
:''Referenced'': ''CP_Dustbowl''


[[Image:Red CP1 Exterior 01.jpg|thumb|right|200px|The outside area of the first CP.]]
; Advantages
[[Image:Red CP1 Interior 01.jpg|thumb|right|200px|The Inside of the CP, fenced in by walls, with few doors leading inside.]]
: More variety
[[Image:Red CP2 Exterior 01.jpg|thumb|right|200px|The Outside of CP2 within the same Round Area as the above image.]]
: Sense of progress
[[Image:Red CP2 Interior 01.jpg|thumb|right|200px|The inside of CP2, the above Image shown.]]
: Better control of pacing
[[Image:Red CP3 FInal 01.jpg|thumb|right|200px|The Final CP, notice the way the Geometry shapes around it.]]
: Popular with players
A good example of a Round based CP gameplay type would be CP_Dustbowl. This mode works by having Blue take control of two points, then the round ends, and heads to another area. Most maps like these tend to have the other areas visible from certain spots, but instead, are limited if they are not part of the Round. Most of these areas are controlled by [[Areaportal|areaportals]] that prevent rendering of earlier Geometry. Red first owns two points, once blue acquires them both, the Round ends, and now takes both teams to another set of Points, that are now in a different place in the map. The area that was last played is the area that tends to be the limited visible one, but some very few geometry tends to be within an area thats visible from a couple points or so.
; Disadvantages
: Much harder to balance


Carefully looking at the first Image shows how much of the Geometry shapes to effect the control point. These are all class specific things, like the Scout being able to jump over the gap, and the Soldier being able to rocket jump to certain areas by the CP building. Much of the geometry within all these images are the same, but each gets more, and more square as Blue progresses, and along with that, each area tends to get much more thinner then the previous areas, acting as ''Choke-Points''.  Choke Points are really in many maps, but tend to last longer, and really effect the outcome of how wins in a CP map. This is something else to take under consideration when making a CP map, that ''Choke-Points'' only really work, when there in the right spot, and those ''right'' spots tend to be between both CP's.
==== Push ====
[[File:BLue middleCP 01.jpg|thumb|Granary's central, symmetrical CP.]]


In the Second Image, the first Control Point is housed in. Not only is it harder to defend, but its more cramped, allowing for fire like Rockets, and grenades to do a lot of ''damage''. In the second point, the geometry is much the same from point 1, however this time, its slightly less compact, and now has two openings towards CP. One being larger, and one being small. After that each point progresses the same, until the Final Point.
Symmetric CP maps allow either team to attack or defend as they please, and are won when one or the other holds every point. <code>cp_well</code>, <code>cp_granary</code>, and <code>cp_badlands</code> are the main examples. In them, both teams begin with the two points on their side of the map and start by fighting over the neutral middle point. Since the maps are symmetrical, whichever team holds the middle point is generally winning the game.


Something very noticeable abut the final point is that its very large, and very open. Due to that, the area has much more room to be defended, and not only that, but now larger waves of players on the Blue team can attack. Each point in CP_Dustbowl gets wider, and wider till this point is reached. In Dustbowl, everything gets reversed, The Control points get wider, and the path to them get smaller, and more narrow.
The "push gamemode" is usually referred to by however many points the map has—almost always 5CP, but 3CP maps do exist.


The above was all stated to really show you, how many CP maps are created, and fall under placement. Thats not to say that CP maps require more thought, but instead because of the way they play, they only require more geometry, but as its your map, feel free to make the map any size you would like, and most importantly, any type of shape you want. Like stated previously, this is all just tips to making a normal Map.
Traditionally, only two points are ever unlocked in symmetrical maps. This focuses the fight in one area and allows players to concentrate on the matter at hand, without worrying that a pesky Scout has slipped past them and is going to take an undefended point far behind their lines.


====Advantages====
; Advantages
: Symmetry halves design work
; Disadvantages
: Matches can go on for a long time if no team gains a decisive advantage, leading to player burnout
: Size is a constant issue at times. Larger push maps can be problematic for slower classes.


* Allows for more detail in each area, as each area can be different from the last, including that each area can have its own layout.
=== KotH — King of the Hill ===
{{main|TF2/King of the Hill}}
[[File:Viaduct 01.jpg|thumb|Viaduct's central point. All of the fighting occurs around here.]]


* More easy to control optimization, and more compact than linear gameplay.
In the King of the Hill gametype, both teams assault a central point. The control point unlocks 30 seconds after the round has started. When one team captures the point, their timer on the top of the screen starts ticking down. If the other team captures the point then their timer starts ticking down and the other team's timer stops. (E.g., if BLU ran their timer down to 2:30 and then RED took over the control point, then the Blue timer would stop at 2:30 and the Red timer would start ticking down.)


====Disadvantages====
When the timer for one team has reached zero, that team wins. If the point is partially captured when a team's timer reaches zero, overtime occurs until the point is either captured by the other team or defended by the team with zero on their timer. If the other team captures the point during overtime, their timer will start ticking even though the other team's timer is 0.


* CP Maps are bigger than most maps, and tend to be around the same size as a TC map, because of that, they are more harder to layout, but not so restricting.
KotH maps are popular on many servers due to their simplistic gameplay and chaotic action occurring at one control point. They should always be symmetrical to ensure team balance and should also be relatively small due to having only one point.


* Because of the size, be ready to wrap the map around itself to optimize well.
;Advantages
:Easy to create
:Easy to balance
:Relatively popular
:Very unlikely for one round to go long enough to burn out the player
;Disadvantages
:Not much depth
:Can get repetitive due to short round times


{{clr}}
=== MvM — Mann vs. Machine ===
----
{{todo}}
===Linear===
[[Image:BLue middleCP 01.jpg|thumb|right|250px|Middle CP in ''CP_Granary''.]]
:''Referenced Maps'': ''CP_Well, CP_Granary''


Linear gameplay is much more different than Round based. The idea of this type pf map is that all the CP's are in a straight line, and instead are within the same area. ''CP_Well'' is a great example for this type of gameplay, as well as CP_Granary. Both maps have a linear type within them due to each point is in a direct straight line, and instead, Red and Blue each attack and defend, rather than Just Red defending, and Blue attacking. Red and Blue each hold two points, while the middle point is unoccupied from any team, its Red, and Blues job to get the middle point, and then push forward. Basically, whomever gets the middle is winning the game. However something very interesting about this type is that it doesn't have to be linear at all, and instead can curve around and such. Another thing is that the entire area is mostly the Gameplay area within a Linear map, and doesn't seal off areas, until a Round ends.
TF2's take on a players-versus-environment gamemode.


Instead, when a point is acquired, time is added, whereas if Blue Fails to take both points in the Round Gameplay type, Red wins. And in Linear gameplay, both teams loose. Mainly a Sudden Death will occur. For this example, lets take a look at granary.
=== PASS — P.A.S.S. Time ===
{{main|TF2/PASSTime}}
{{todo|get images}}


In the Image on the right, both sides meet to the same exact point, being the middle, compared to ''CP_Well'', this map is on a lower level then Well's, and instead height is the extra factor added in to the map. This is another class specific design that aids in who can own the middle. Notice also that this map is symmetrical much like a CTF map, while they don't have to be symmetrical, Valve instead made it a symmetrical map. Which comes to another balance of the sort. Another map thats symmetrical is ''CP_Well'', and is an exact copy of itself, mainly for gameplay reasons, however you can always have a unsymmetrical map, and layout the idea anyway you like.
P.A.S.S. Time is "a deadly game of soccer-hockey-basketball." A "[[passtime ball|jack]]" spawns in the middle of the map, and each team is trying to bring it to the enemy team's goal. Complicating things, the jack carrier cannot attack. P.A.S.S. Time is characterized by large maps with lots of open areas. To aid slower classes in keeping up, [[trigger catapult|jump pads]], speed boosts, and air vents may dot the map.
----
:With both of these gameplay types within CP, you have many options, as well as the non-included, ''CP_GravelPit''. This map is a bit of the both, and instead focuses back on Red Defending, and Blue attacking, and is much like CP_Well, and CP_Granary. Instead though, it is not Linear, nor symmetrical, and is the perfect example of a mixed CP map.


=='''TC - ''Territorial Control'''''==
; Advantages
[[Image:Hydro BuildingCP 01.jpg|thumb|Right|250px|A Inner CP, occupied by Blue, but can ''also'' be occupied by Red.]]
: Unique gameplay
[[Image:Hydro DIshCP 01.jpg|thumb|right|250px|A outer CP, Lifted upon a Radar dish, where as height, is the Factor for capping.]]
; Disadvantages
[[Image:Hydro Transition 01.jpg|thumb|Right|250px|A Transition area from one point to the next, where Red is right, and Blue is Left.]]
: Mode is unfamiliar to many players and not widely popular
:''Maps Featuring TC Gameplay'': ''TC_hydro''
: Lots and lots of entity work
: Many classes can feel irrelevant


TC gameplay is much more different than any other gameplay, and is a new type within TF2. Due to that, there hasn't really been to much TC custom maps out there, and thats for many reasons. While TC is a bit like CP, TC maps tend to be more like Round based CP modes, but instead with Linear modes added. Instead, each team must try to get the opposites team CP, and win the round, once the round has been won, a new area is opened up, and now a new set of CP's. This, along with both types mixed, makes the TC gameplay type more of a Hybrid of the each, and is at the same difficulty as that of a Normal CP map. One, any sadly the only good example of this type of gameplay is ''TC_Hydro''. Along with this map, there is no definite distinction for both sides. TC maps tend to be mostly of neutral colors, those colors being ''Gray'' and ''White''. Once a certain team pushes to opposite team to the last point, that team no longer has an option to attack, and now must defend from the attacking team.
=== PL — Payload ===
[[File:Goldrush path.jpg|thumb|Goldrush 3-1. Note the tunnel adjacent to the track.]]


Looking at much of the screenshots to the Right, you can tell really how TC maps go, and most importantly, how they wrap around the CP itself. Something thats noticeable, in any CP map is the Height factor. Height Factors are mainly very good for any map, and if you put a single one on per say only one side, it could very much effect the outcome of who wins the round. This is stated due to height areas, tend to only be accessible for certain classes like the: Scout, Demoman, and Soldier. This will also be noted later as well.
Payload is an assault gametype in which control points are captured with a moving bomb cart instead of by players. Attackers push the cart along a rail track and over the timer-extending CPs by standing nearby, while defending players stop it by either keeping attackers away from it or standing near it themselves. Payload was introduced with <code>pl_goldrush</code>, which was TF2's most popular map for quite some time after release.


===Advantages===
Payload has many similarities to Attack/Defend, but there are some subtle differences apart from the literal bomb. The biggest is that the objective area doesn't leap from one area to another as it does in A/D. The bomb trundles steadily on, meaning attackers can't backcap the next point before the defenders are ready. This removes the temptation some players feel to defend a locked point "just in case."


* Most TC maps are much different than any other CP type, and because of that, tend to play out a lot better than most CP maps, in some opinions. However, TC maps, much Like round based, are easier to control geometry, and also tend to have areas visible that are not part of the Round area. They also, like round areas, share geometry that can be seen from most places.
; Advantages
: (See [[#CP_-_Control_Point|Assault CP]])
: A "smoother" experience. Progress is gradual, instead of the sudden lurches of CP maps.
: Bomb cart is a clear focal point at all times.
; Disadvantages
: (See [[#CP_-_Control_Point|Assault CP]])
: A lot of entity work, especially including custom models for Payload explosions.
: Bulk of attackers must take a completely predictable path.


===Disadvantages===
====PLR – Payload Race ====
{{todo|get images}}
Payload Race is rather similar to Payload, but with one crucial difference: each team has its own cart to push. By extension, this means each team is trying to stop the other from capping. Also unlike standard Payload, PLR maps usually don't have a timer—the teams set timers for each other as they attempt to be the first to finish the map. If the map has multiple stages, a stage will end when either team finishes it, but the winners will get a head start on the next stage (or win outright, if it's the final stage).


*Much like any other CP map, they guys tend to be big, and aren't much fun if they are too small. Therefore, optimization while easy to handle, can sometimes be hard when in large outdoor areas surrounding a CP.
PLR maps should be symmetrical so the map is fair to both teams, but how they go about this symmetry can be somewhat unique. Single-stage PLR maps, like <code>plr_bananabay</code>, tend to circle around and cross over themselves, lending themselves to more standard symmetry. Long or multi-stage PLR maps, however, such as <code>plr_nightfall</code>, have to be symmetrical along their ''length'', rather than radially or along their width.


* TC maps only have distinctive colors at the end of each side, therefore you wont have too many texture options available to you, however you can change that around as well.
; Advantages
{{clr}}
: "Smoother" experience, just like PL
: Gamemode is relatively unexplored and thus novel
: Simultaneous attack and defense results in a wide variety of roles for both teams
; Disadvantages
: Lack of a timer means sometimes gameplay just stalls
: Twice the carts, twice the entity work
: The fact that progress happens regardless of who wins means the first stages of multi-stage maps can feel irrelevant


=Getting Down a Layout=
=== PD — Player Destruction ===
[[Image:Ctf unknown schets.png|thumb|right|250px|A Basic overhead layout of a map, from an Author on the VDC.]]
{{main|TF2/Creating a Payload Map}}
Once you really understand what Type of Gameplay you want, or if you even choose your own, you now need to Layout the map. Although this is an optional thing, it really can help, especially if you want to get a very balanced map down, and are working with a gameplay ''other'' than CTF. Layouts are simple, but its good if you draft your layout many times, to really get a perfect Layout, and soon after that, you can always add upon an original layout within Hammer itself, and make it even better.
{{todo|get images}}


You might ask why you should make a Layout, and why does it Matter? Well, Layouts are meant for the specific fact of shaping basic geometry in the map itself, and with that, try to get implementations, of heights and such. Color code your layout if that helps. Also, add in scales and such, work out grid size if you happen to have gridded paper. After this, the Mapping is really left to you, and this tut can only aid so much. Once you get a Layout you like, whether it be in Hammer, or on paper, start Mapping!
Player Destruction is somewhat like a cross between Arena and Special Delivery. The focus of the mode is on killing other players—rather like Arena, though the real objective is to collect the pickups they drop when they die (one plus however many pickups they were carrying). Periodically, however, a capture zone will open up for players to deposit their pickups, which is where the teams actually score points. The focus then shifts to trying to drop pickups off there while preventing the other team from doing so, rather like SD. Then the point closes, and the team-deathmatch-esque period resumes. The game ends when one team deposits a certain amount of these pickups, that team being the winner.
{{clr}}
=Basic Elements of a TF2 Map=
A map is built from multiple, small elements. VDC is a community-driven wiki including excellent tutorials which introduce the creation of these elements. While editing your map, consider including these elements in the layout of your map in a fair way. One team should not have advantage over another.


Some tutorials cover the creation of the parts which are used to construct these elements. If the elements are the complex molecules, these parts are the atoms building it up. The covered topics include:
; Advantages
* [[TF2/Respawn Areas|Respawn Areas]]
: Uncommon mode lends to its novelty
* [[TF2/Resupply Areas|Resupply Areas]]
: Arena-style gameplay favors symmetrical maps, but not as critically as other modes
* [[TF2/Creating_a_Capture_Point|Control Points]]
; Disadvantages
: Mode can feel unfocused when the capture zone is closed
 
=== TC — Territorial Control ===
{{main|TF2/Territorial Control}}
[[File:Hydro BuildingCP 01.jpg|thumb|An inner CP on Hydro, currently owned by Blue.]]
[[File:Hydro DIshCP 01.jpg|thumb|A outer CP on Hydro, raised up above a radar dish. Height becomes an issue here.]]
Territorial Control can be thought of roughly as linear, round-based CP on a nonlinear map. Four cross-connected areas are fought over two-by-two until one team controls all, at which point a one-way assault into their "headquarters" launches. If this seems confusing, play a few rounds of <code>tc_hydro</code> (the only official TC map to date), and you'll soon get the hang of it.
 
If neither team capture an area within a time limit, the round is declared a draw and, if the server has it enabled, sudden death mode begins. This will happen quite a lot, unfortunately, since the four main areas can be played in any order, so all need to be balanced against each other.
 
This also makes TC maps the hardest to create, since you've got 3*3 = 9 possible combinations to cater for! Texturing can also be challenging, since each area can be owned by either team, leading to a predominance of neutral tones.<!-- comma to separate clauses -->
 
On top of all this, Hydro is unpopular on servers thanks to the number of stalemates it leads to and the perception of it being confusing. You might have trouble getting server operators to include your map in their rotation.
 
; Advantages
: Very few are made, so there's less competition
: Can afford to experiment and try a variety of different ideas in one map
; Disadvantages
: Very difficult to balance four different areas against each other
: Visual design difficulties
: Very large
: Enormous amounts of entity work; these maps are the ones most likely to run into engine limits


Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:
== Design ==
* [[TF2/Creating a Spawnroom|Spawnrooms]]
There is a great deal that can be said on this subject, so consider the following a brief introduction only.
* [[TF2/Creating a Linear Gameplay Map|Attack/Defense Gamemode]]
* [[TF2/Flag Based Goal Systems|Capture the Flag]]


=Beginning Measures=
{{tip|Try sketching your layout idea with pen and paper first. It's much faster than building something in Hammer only to discover that it doesn't work, or that you want to do something else.}}


At this point in mapping, you might have a bit of your map created, and some things laying around within it. Something you should now focus on is "''Geometry in Steps''".
; Class abilities
: The key to a fun map is playing off each class's abilities against the others'. Height, sightlines, windows, cover, and arena size are just a few of the tools you have at your disposal. Here are general guidelines to what makes a map fun to play on for each class:
*Scout: Open areas which allow the Scout to make use of his speed to dodge, flanks that the Scout can use to get behind his enemies by the time they reach an objective, and elevated positions separated by gaps that he can double jump across, giving more leeway to maneuver around enemies.
*Soldier: High walls and ceilings for rocket jumping. Small health kits along a typical rocket jumping path let the Soldier regain the health lost from rocket jumping, allowing him to quickly get in the fight after reaching his destination.
*Pyro: Enclosed spaces where the Pyro can get the drop on unsuspecting enemies, as well as cliffs/long drops to airblast enemies off of—especially for shutting down an Über push.
*Demoman: Doorways for setting up sticky traps, enclosed spaces that make it easier to hit enemies with the Grenade Launcher, high ceilings, and long areas to sticky jump across.
*Heavy: Moderately sized areas that enemies are funneled into—usually by a narrow hallway. Not se large that the minigun's spread and falloff make it easy for enemies to get around him without taking substantial damage.
*Engineer: Areas—usually elevated—with plentiful ammo for setting up buildings and out-of-the-way rooms for setting up teleporters.
*Medic: There's nothing that really benefits Medic specifically. Generous cover and routes bypassing major sightlines are a massive boon to Medic's survivability, since he is usually a high-priority target. At the same time, too many flanks can make it too easy for enemies to sneak up behind and ambush him.
*Sniper: Long sightlines. Sniper is unique in that his effective range far exceeds any other class—it is essentially infinite. Sightlines need to be carefully balanced so that a single Sniper can't shut down most approaching enemies before they can even notice him but still have enough space that the Sniper isn't useless.
*Spy: Ammo packs sprinkled along the map that allow him to keep his cloak up, alcoves or corners that he can uncloak and disguise without being immediately discovered, flank routes and cover which allow Spy to avoid crossfire in a fight.


==Geometry in Steps==
; Objective location
: Where to place flags, control points, or the payload track is the most important decision you'll make. Closed spaces are generally harder to defend than open spaces, unless that space is so open sniping becomes viable. Raising the objective up makes approaching it a more delicate (and potentially frustrating) act, while lowering it allows players to pound whoever is down there from a height. <!-- again, commas are used to separate clauses -->
; Ammo boxes and health kits
: Ammo benefits most classes but especially Engineers, allowing them to build a nest far more efficiently. This makes the rest of the team less reliant on ammo packs as an Engineer can more easily set up a Dispenser. Health kits are a very powerful tool to control the flow of combat, as areas containing them will be valuable to all classes.
; Entrances/exits
: Never, never, EVER leave a team with only one entrance or exit to or from a location, unless it's at the very start or end of a map. Doing this invites grinding, griefing, and general misery. Main routes to and from a location should also be sufficiently wide enough that a single class can't completely lock it down.
:Equally important is the balance of entrances/exits for each team. If one team has three choices of approach while another has ten, the second team has an obvious advantage (which may be what you want).
; Detail
: Don't choke your map with detail. That approach might work in story-driven single-player games, but in TF2 clarity is everything and detail only serves to slow the eye down.  Try to focus your details around areas of interest, such as objectives like flags and control points, doorways, spawnrooms, and frequently used hallways.  Detail any area the player will see up close often and pay attention to.


What the tittle means above is how to really go at hitting a map at first, even though many mappers have their own preference, this is the most basic way to approach a TF2 map, and at the same time, how to construct things within it. The first thing you should do is lay down Basic geometry, the shapes, buildings, areas that will Contain either the Flag, or a CP. Once you really get all that down, construct ''around'' the Flag or CP point, put Factors in to it and most importantly Class advantages.
Look at others' work, keep playing the game and keep making maps, and eventually you'll have an understanding of TF2 map design.


===Factors===
=== Case study: GravelPit B ===


In short Factors is things that tend to make a CP, or a Flag harder to get to, and because of this, this area has been split for both modes, as CP, and Flags, tend to be very different in terms of geometry shaped around them.
[[File:GravelPit Roof 01.jpg|thumb|Only Soldiers, Demomen, and Scouts can reach the roof of point B.]]


A list of Factors available to a Mapper that are known:
* Gravelpit (Control Point B) has a well-balanced mix of outdoor and indoor combat, spiked with a rooftop that is only accessible to Soldiers, Demos, and Engineers. However, health and ammo can only be found by descending. If players on the roof are prepared to crouch down and stand on the rim of the bell tower they can fire down directly into about half of the CP's floorspace.
* There is a raised platform to the left that can only be mounted by Soldiers/Demos and Scouts; other classes must run around the other side of the building, or else go in the front.
* There are windows in the CP building to lob grenades through, the left of which reveal walls that allow Soldiers to deal splash damage to players or buildings sheltering nearby.
* Elsewhere a small shack can provide shelter for an attacking Engineer's buildings, but an unbreakable window allows defenders to see what's happening inside.
* There is a ring of rock spires, roofs, and thin wooden walls that Scouts can use to leap about on, though very few players actually do this.
* Lastly, a raised walkway on the left edge of the arena provides cover for snipers, albeit with limited visibility.


*Height
== Construction ==


*Surrounding Geometry
=== Basic Elements of a TF2 Map ===
A map is built from basic geometrical elements. Some tutorials cover the creation of these elements. If maps are the complex molecules, the elements are the atoms. The covered topics include:


*Class Specific
* [[TF2/Respawn Areas|Respawn Areas]]
* [[TF2/Resupply Areas|Resupply Areas]]
* [[TF2/Creating_a_Capture_Point|Control Points]]


These really are the only two that exist, mainly Height is the Major factor used in most Maps, and because of that, has much more info regarding it. A good example of a Height factor would be the Dish Control Point in Hydro, and a good example of Surrounding Geometry would be the first Control Point in Dustbowl. While Class Specific is hard to sum up, a good example wood be the top of the Radar Dish Housing, as only Demomen, and Soldiers can Reach it.
Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:


{{Note| All of the below can be done in any order.}}
* [[TF2/Creating a Linear Gameplay Map|Attack/Defense Gamemode]]
'''-Flags'''
* [[TF2/Flag Based Goal Systems|Capture the Flag]]
[[Image:Red flag 01.jpg|thumb|right|260px| A Square area with small steps leading towards the flag.]]
:Flags in a way tend to be on flat ground, much like in CTF_2Fort, and because of that, have less factors than any other Gameplay, However most players automatically know that Demomen, and Engineers, make for the Best Flag defense, and because of that take 2fort for example.


Taking a look at the Image to the right, any good player, by looking at this area will be able to tell where to place his sentry, and most likely where demomen can place their sticky Bombs. This is mainly a ''Surrounding Geometry'' Factor, and because of this, there really is no class specific area, as any class can defend the flag down within this room. However thats not too say that you, in your map, cannot add in any other factor. You might for instance have the flag up on a ledge, or instead inside of a pit, that requires the player to head down, then back up. All this can really add to how each team can win, and grab one another flag, but most likely, the map might be symmetrical.
See '''[[TF2/Basic Map Construction|Basic Map Construction]]''' for details on how to create each component of a TF2 map. This section gives only general advice.
{{clr}}


'''-Control Points'''
=== Signage ===
[[Image:Red CP1 Interior 01.jpg|thumb|right|250px|Notice the doorways, and the cluster of the CP area, making it hard to defend, but easy to attack, as grenades, and Rockets can do a lot of damage within here.]]
:Adding Factors to a Control point is more different than a CTF, map, because they can each differ from point to point. Taking a look at a map like ''CP_Dustbowl'', you can see how each point progress upon itself, and adds each factor carefully. The first point starts with a ''Surrounding Geometry'' Factor, where there is only two entrances to the CP itself. One in the direct line from the Blue team, and the other on the opposite side, from the Red teams side. Also beside that, this CP has two factors, where Height is also added. A small balcony exists to the right of the CP, acting as another doorway, and can be reached by a Scout, etc. However taking a closer look at the ''Surrounding Geometry'' you can notice that the sentry placement is hard for an engineer, and due to that, players tend to place their Sentry's on the stairway, which is directly looking upon the entire point, and the balcony. Without getting into too much explanation for this area, you can tell how each area aids itself around the point. This is why, stated above, its better to shape geometry ''around'' the goal. With all this stated, its time o move onto making factors work around, ''and'' outside of Goals.
{{clr}}
'''-Class Specific'''
: As in any map its always cool to have an area great for Sentry's, or a great place to Rocket Jump too. Even perhaps a good place to build a couple of teleporters safely, even though thats more of a random factor for the Player. However these both need to have their upsides, '''and''' downsides, and because of this, is what makes them good. To help make this more even, each Class aid, is under a section.


*'''''Height'''''
TF2 maps have lots of signs in them that guide new players in the right direction. They take the form of models that you can place with the {{ent|prop_static}} entity, are located in the <code>props_gameplay/</code> folder, and all start with 'sign_'. Use the model browser's Skins tab to select the appropriate message and team color.
[[Image:GravelPit Roof 01.jpg|thumb|right|200px|The Demoman and Soldier can reach this area here, above Point B, in ''CP_GravelPit''.]]
[[Image:GravelPit Roof 02O.jpg|thumb|right|200px| Looking at both Images now, you can tell that no Health or ammo exist up on the Roof, that being the balance.]]
[[Image:GravelPit PB View 01.jpg|thumb|right|200px|A In -Server screen from the entire point, also notice the shack on the left, that is also Height added, but Scouts can reach it.]]
Height is always an option for Classes much like the Scout, Demoman, and Soldier. Because of this though, Only really a Demoman and a Soldier can reach very high heights. To understand a bit of the Height ratio, and other values, you can take a look at [[TF2/Team Fortress 2 Mapper's Reference | This]]. Something that always makes a difference in a game, is when you have that one little Soldier up on a ledge, weakening people with his rockets, and also at the same time, have a good view of the area. This can be around the Goal area, or can just instead be an area that the Soldier can reach first, before any other class. However there needs to be balance with that. It's no fair if a Soldier or Demoman can see the entire area around a Goal, and get constant ammo and health at the same time.


Looking at the Images again on the right, you can see how each area, on the roof has a total overview of the area surrounding Point B in CP_GravelPit. However the balance within this area is the fact that there are no Ammo or Health Pickups. So the Player needs to travel back down to get either, and yet at the same time, they loose health for Pipe Jumping, or Rocket Jumping up there.
The big arrows seen in Valve's maps are [[materials]], which can be used as [[decal]]s or by applying them to [[brush]]es. Hydro's round arrow sign can be found at <code>props_hydro/cap_point_arrow</code>, and will need a floating {{ent|func_brush}} with the appropriate material placed in front of them.


Something to note in height is that it gives players a lot of choice between holding the point, and also gives many attackers options of choosing how to attack, most importantly, if theres many doors leading to the Goal, like Height areas, (For instance the Roof in Point B has a window leading to the point) then that adds as a double whammy in a way. Last Sometimes things like spawnrooms, much like the ones in CP_GravelPit, are also High above ground. Meaning that Certain classes can only reach the entrances. Also taking a last look at a map like CP_GravelPit, you can tell that each point has Height as a factor to it. Mainly all of CP_GravelPit, revolves around ''Height Factors''.
{{tip| Dependent on map design and flow, a good idea would be to "enable/disable" signs based on which team is "supposed" to be in the area and where the goal is. This can help stop confusion with players going the wrong way if your map happens to offer multiple routes. You want to streamline your map using signs!}}


* '''''Surrounding Geometry'''''
=== Clipping ===


Surrounding Geometry could be called Height, but instead its more of a flat Factor, giving an area more space, and less Height options. Also, because of this, these areas tend to be harder to get into, or sometimes the other way around, and instead just harder to defend.
[[File:Clip.jpg|thumb|Use [[Tool textures|player clip]] [[brush]]es to stop players from getting stuck on complex walls.]]


One good example of a different ''Surrounding Geometry'' then showed before is CP_Dustbowl's last and final CP. The area itself is very wide, and because of that gives the Defenders a way to fence in the Attackers, buy placing their Sentry's right, and spamming fire towards the transition area, leading to the final cp. There is hardly an Height areas within this area, and because of that, the area is much more balanced, and requires the Blue side, which is Attacking, to move forward in a general direction. The only thing added is an ''UnderSide-Height'' Factor. This is the Tunnel, or often referred to as the ''sewers'', that lead the Blue side to the final CP, from underneath, rather than above. Still Red has an advantage, as any player, and/or Sentry can see the entire Gap, connecting to the Tunnel.
[[Clip texture|Clipping]] is the process of creating invisible walls in places where you don't want players, buildings, or both, to go. You should '''always''' associate one with a visual effect that lets players see that they can't go that way, unless it's in the sky or another location where people shouldn't be unless they've found a map exploit. Since rocket/sticky jumping can launch players high into the air, you need to be extra careful about doing this correctly!
{{clr}}


==='''Constructing the Gameplay Area'''===
{{warning|Beware of creating 'perch points'. These happen when one object or clip brush sticks out from what's above it, by even the tiniest amount, allowing players to stand halfway up a wall.}}
[[Image:Clip.jpg|thumb|right|250px|A Player Clip that prevents the player from getting stuck on props.]]
The Gameplay area, or as referred to the area that players will be allowed to go into is exactly that. All though there might be a lot of different heights within your maps, things like [[Tool textures | Player clips]], and such keep the player from going where there not supposed to. Because this is TF2, Blast Jumping allows a lot of players to climb almost anything, so its best to prevent that, and keep the action controlled, ''without'' making it feel that way.


The idea, is to create a box within a box, use the Texture Player Clip to prevent people from going into places they should not be allowed to go in, also most importantly, use Player clips to really help with the maps structure. No one Likes Getting shot at and running backwards to find they got stuck on a pole and died due to that reason. Most of the time thats being clipped yourself, and players tend to really hate that. Taking a Look at TF2 maps, quite a lot is really clipped off to prevent the player getting hitched on any props, or detail that might be in the way.
There are two types of clip. Each are made by applying a certain [[material]] to a [[brush]]:


To get this also in sections, each area has been divided to talk about each more ''individually''.
; <code>tools/toolsclip</code> or <code>tools/toolsplayerclip</code>
: Stops characters from entering the volume, including players and Halloween bosses, but does not stop projectiles such as grenades
: Player Clip doesn't stop NPCs, but Clip does.


{{placement tip | Clipping works great in all areas, but be sure to use the '''''right''''' one! Player clips for normal areas that players shouldn't go, and Clip for areas that nothing can go, or be built including [[prop_physics]].}}
It's a good idea to clip the roofs of buildings and any small ledges unless you specifically want players to be able to access them. You should also use Clip/Player Clip-on "rough" surfaces that they might otherwise get stuck on when sliding along.


One of the most Important thing about clipping, is that it aids to make the gameplay much, much more smoother, as mentioned above, but not only that, it also can control the players movements in a way, although that tends to be far more complex, and unneeded. However to get more into it, you might be wondering why you might need player clips. Does it effect anything, how does it aid towards the gameplay? The effect is, it keeps players from going into bad areas, or it creates the boundaries, for the map itself. Think for instance Dustbowl. The map has few areas that it seems like you can jump over a fence, or get atop a roof, but these areas are clipped off, (a tech term for not being able to reach or go to.) to disallow players to reach them, and also keeping the gameplay more streamlined, and the action more controlled. This is what it means to control the action, and to make sure that its all contained. Of course thats not too say that clipping, or not clipping things is bad, it all just depends on how your map reacts to action in certain areas, and if having a Demoman on a roof can change that flow. One thing to consider is the word streamlined, with that, there should be a focus within the area. A focus in example, would be a goal, see at this moment, the player looks at hardly nothing else but the goal at times, and therefore travels straight too it. But the factors surrounding it, also do their job to effect the outcome. All this combines together to create a streamlined area, and to keep the focus on an area, rather than having a player worry about ten different roofs, that any number of players can be on.
=== Brush Heights ===


==='''Balancing it All Out'''===
Study brush heights within your map, and try to design the map on an even ground. This not only helps with optimization, but it can also help how certain classes can move throughout the map. For example, if a scout double jumps and can't seem to reach a ledge due to it being a few units higher, lower it. Make no area of the map only restricted to one class, and allow at least half of the classes to be able to access multiple heights. Take into account as well the many unlockable weapons to come for further updates. Many of the weapons unlocked by classes have the ability to push other players. Things like cliffs or clipped areas could be griefed or accessible by such weapon features.
<''TODO''>


==='''Adding in Detail'''===
The usual height of a wall tends to be '''192''' units. This offers enough space for all classes, while still maintaining realistic design.
While any mapper will tell you detail is great to have, it's not very useful in Multiplayer maps, and for a sole reason. That's not too say that it is bad to detail a map with props, etc, but instead things like this, can create obstacles, and believe it or not, can also detract from concentration to the players rather than the environment. However this is something more of a tropic thats deeper than this tutorial, and has been discussed quite a lot of the Internet. However the basic premise is: Use objects, and visual hints to aid the player to their goal, rather then confuse them. In TF2, players tend to see many arrows, or signs pointing towards the proper direction. While most MP games don't have these things, the art style of TF2 allows for it, and although funny, its okay to point the player to the Goal, even if its right around the corner. Just of course don't have signs in every single turn! For now though, you should pretty much get into finishing up a map, or more or less working on it, also on a side note, clipping can very well be combined with detail, to control the gameplay, which is the best way to explain control overall. Next is finishing up a map and sending it out to servers.


[[Category:Level Design]]
== See also ==
* {{tf2|2}}
* [[What makes a good level?]] <!-- if it was a bad level, you wouldn't be sitting here discussing it now, would you? -->
* [[Optimization (level design)]]

Latest revision as of 00:16, 7 January 2024

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Team Fortress 2 Team Fortress 2 is a highly diversified multiplayer game, and well-designed maps that accommodate all of the player classes equally are critically important to it. Unfortunately while understanding how the game plays is one thing, creating a quality map that compliments it is quite another.

  • A good map is fast and fun to play on. The best maps can run on a 24/7 server without getting boring even after the second or third reload.
  • A good map accommodates every class. If a class is useless on a map, players who prefer that class are liable to disconnect when your work comes up in a server's rotation.
  • A good map is designed, not simply constructed. If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right.

Gametype

The first step in creating a TF2 map is choosing a gametype. Ten are currently officially supported.

Arena

Main article:  TF2/Making an Arena map
Lumberyard's CP. The side doors open when it unlocks.
Players should be forced to make a tradeoff if they want to pick up health. Falling here means death!

Arena is similar to Counter-Strike Counter-Strike. Players do not respawn, there are no or very few health pickups (but bodies of water are often provided for dousing flames), and rounds are won either by eliminating the enemy team or capturing a single control point somewhere in the middle of the map.

Balance in arena needs to be on a knife-edge, so it's strongly recommended that maps for it be symmetrical. To prevent camping, you should also make spawn rooms open to the enemy team.

The central control point should start locked to encourage players to fight each other; in fact, its only real purpose is to force an end to the map if they start to hide. In all of Valve's maps, the point unlocks after sixty seconds.

Advantages
Arena is designed to be played quickly, so maps are very small and comparatively quick to create.
Simple win conditions simplify entity work.
Symmetric design makes things simpler still.
Disadvantages
Arena forces precise team balance, which can lead to players sitting out entire rounds if there are too many on one team.
Due to the comparative irrelevance of the point, the mode can feel unfocused.
Players will be paying far closer attention to your work. Make sure that it is balanced and there are no exploits!
Arena is no longer supported in Valve's official matchmaking. Most new players are unfamiliar with the mode, and it's unpopular with many.

CTF — Capture the Flag

In CTF, each team has a "flag" (usually an intelligence briefcase) and a capture zone. Players need to take the enemy's intelligence back to their own capture zone.

It is common for the flag points and capture zones to be located in the same place, but they don't have to be. Separating the flag and capture zone can create interesting map designs where the teams have two areas to attack and defend. This creates many "jobs" for the players, so it's generally a good idea to use larger maps in this case. This design choice is very rare.

2fort's Blue entrance.
2fort's Red entrance.

CTF tends to be the easiest style of gameplay to design maps for, as its maps are generally small and symmetrical in layout. ctf_2fort is the classic example of this: it consists of two bases directly opposite one another, each with the same layout. The only difference between them is the decor. The pictures on the right show how both sides look very different from one another even though their layouts are the same.

The easiest way to make a symmetric CTF map is to build the basic layout for half of your map, create a copy and mirror or rotate the copy 180 degrees and merge them face-to-face. You can then customize and re-texture it to your liking, making sure to update the names and keyvalues of any important entities (spawnrooms, objectives, doors).

If you choose to make an asymmetrical map, you have to make sure no unfair advantages are given to either team. It should take roughly the same amount of time and effort for either team to defend or to capture. Any disadvantages that one team may have probably aren't going to be nullified by each team playing a round on each side.

Also bear in mind that having to make a long journey to and from the enemy flag can make a map get very boring very quickly. It's recommended that you keep map sizes to a minimum and include lots of obstacles and alternate routes. This doesn't apply for things like Mannpower where all clases are hyper-mobile.

Advantages
Relatively simple design
Map design can be simplified using symmetry between the two sides.
Disadvantages
Non-symmetric maps can be very difficult and time-consuming to balance.
With a symmetric design, any changes you make to the layout of one side have to be duplicated on the other side.
If capping is too difficult, players may lose interest in the objective.

Mannpower

Todo: get images

Mannpower is a variant of CtF inspired by old Quake deathmatches. Firstly, all classes have a grappling hook equipped in an extra slot, affording all players much more mobility. Secondly, powerups spawn in predefined locations around the map, granting the players who collect them special buffs until they die. When a player dies, they drop their powerup, but only players from the other team can pick it up.

Mannpower maps are generally symmetrical, have lots and lots of room for players to move around, and allow players to move around a lot vertically as well as horizontally. Unlike normal CtF, many more flag captures (usually 7) are required to win the game.

Advantages
Unique gameplay
Disadvantages
Mode is unfamiliar and not very popular
Much, much more entity work than normal CtF

SD – Special Delivery

Todo: get images

Special Delivery is a distinctive form of CTF. Rather than each team having their own flag and capture zone, there's one neutral flag and one drop-off point. The teams compete to bring the flag to the capture zone three times before their opponents do.

Advantages
(see CTF)
Uncommon game mode (only two official maps) means it's more novel
Disadvantages
(see CTF)
Relatively static objectives can lead to stalematey gameplay

CP — Control Points

Control Point maps require players to capture at least one instance of their namesake from the enemy team. The precise mechanic that leads to a team's victory is up to you, but it usually involves one team capturing all of the CPs on a map, with the last one being the closest to the enemy's spawn.

There are two ways of handling this:

A/D – Attack/Defend

Interior of Dustbowl 1-1. Grenades can easily be thrown in for massive damage.
Dustbowl 3-2, the final CP. Very open, and with just two small corridors leading into it.

Attack/Defend CP maps cast one team as the attacker (usually BLU) and the other (typically RED) as the defender. Once a control point in an A/D map is captured, it is locked to prevent the defenders from pushing back, and the attackers win the match by capturing all of them.

cp_dustbowl and cp_gorge are prime examples of this gameplay mode. Basic map construction tends to place control points in "stages." Stages contain a number of control points indicated by a round. Once BLU captures each control point within a stage, they either are awarded a point or gain access to another stage. While stages can be designed in any way, they tend to never be symmetrical, resulting in variable shape, flow, and design as the map progresses. Maps can have a number of stages, though most maps have either one or three. Stages can have a number of control points attached to them, as well as offer individual gameplay experiences based around control point locations and paths directed to them.

Advantages
More variety
Sense of progress
Better control of pacing
Popular with players
Disadvantages
Much harder to balance

Push

Granary's central, symmetrical CP.

Symmetric CP maps allow either team to attack or defend as they please, and are won when one or the other holds every point. cp_well, cp_granary, and cp_badlands are the main examples. In them, both teams begin with the two points on their side of the map and start by fighting over the neutral middle point. Since the maps are symmetrical, whichever team holds the middle point is generally winning the game.

The "push gamemode" is usually referred to by however many points the map has—almost always 5CP, but 3CP maps do exist.

Traditionally, only two points are ever unlocked in symmetrical maps. This focuses the fight in one area and allows players to concentrate on the matter at hand, without worrying that a pesky Scout has slipped past them and is going to take an undefended point far behind their lines.

Advantages
Symmetry halves design work
Disadvantages
Matches can go on for a long time if no team gains a decisive advantage, leading to player burnout
Size is a constant issue at times. Larger push maps can be problematic for slower classes.

KotH — King of the Hill

Main article:  TF2/King of the Hill
Viaduct's central point. All of the fighting occurs around here.

In the King of the Hill gametype, both teams assault a central point. The control point unlocks 30 seconds after the round has started. When one team captures the point, their timer on the top of the screen starts ticking down. If the other team captures the point then their timer starts ticking down and the other team's timer stops. (E.g., if BLU ran their timer down to 2:30 and then RED took over the control point, then the Blue timer would stop at 2:30 and the Red timer would start ticking down.)

When the timer for one team has reached zero, that team wins. If the point is partially captured when a team's timer reaches zero, overtime occurs until the point is either captured by the other team or defended by the team with zero on their timer. If the other team captures the point during overtime, their timer will start ticking even though the other team's timer is 0.

KotH maps are popular on many servers due to their simplistic gameplay and chaotic action occurring at one control point. They should always be symmetrical to ensure team balance and should also be relatively small due to having only one point.

Advantages
Easy to create
Easy to balance
Relatively popular
Very unlikely for one round to go long enough to burn out the player
Disadvantages
Not much depth
Can get repetitive due to short round times

MvM — Mann vs. Machine

[Todo]

TF2's take on a players-versus-environment gamemode.

PASS — P.A.S.S. Time

Main article:  TF2/PASSTime
Todo: get images

P.A.S.S. Time is "a deadly game of soccer-hockey-basketball." A "jack" spawns in the middle of the map, and each team is trying to bring it to the enemy team's goal. Complicating things, the jack carrier cannot attack. P.A.S.S. Time is characterized by large maps with lots of open areas. To aid slower classes in keeping up, jump pads, speed boosts, and air vents may dot the map.

Advantages
Unique gameplay
Disadvantages
Mode is unfamiliar to many players and not widely popular
Lots and lots of entity work
Many classes can feel irrelevant

PL — Payload

Goldrush 3-1. Note the tunnel adjacent to the track.

Payload is an assault gametype in which control points are captured with a moving bomb cart instead of by players. Attackers push the cart along a rail track and over the timer-extending CPs by standing nearby, while defending players stop it by either keeping attackers away from it or standing near it themselves. Payload was introduced with pl_goldrush, which was TF2's most popular map for quite some time after release.

Payload has many similarities to Attack/Defend, but there are some subtle differences apart from the literal bomb. The biggest is that the objective area doesn't leap from one area to another as it does in A/D. The bomb trundles steadily on, meaning attackers can't backcap the next point before the defenders are ready. This removes the temptation some players feel to defend a locked point "just in case."

Advantages
(See Assault CP)
A "smoother" experience. Progress is gradual, instead of the sudden lurches of CP maps.
Bomb cart is a clear focal point at all times.
Disadvantages
(See Assault CP)
A lot of entity work, especially including custom models for Payload explosions.
Bulk of attackers must take a completely predictable path.

PLR – Payload Race

Todo: get images

Payload Race is rather similar to Payload, but with one crucial difference: each team has its own cart to push. By extension, this means each team is trying to stop the other from capping. Also unlike standard Payload, PLR maps usually don't have a timer—the teams set timers for each other as they attempt to be the first to finish the map. If the map has multiple stages, a stage will end when either team finishes it, but the winners will get a head start on the next stage (or win outright, if it's the final stage).

PLR maps should be symmetrical so the map is fair to both teams, but how they go about this symmetry can be somewhat unique. Single-stage PLR maps, like plr_bananabay, tend to circle around and cross over themselves, lending themselves to more standard symmetry. Long or multi-stage PLR maps, however, such as plr_nightfall, have to be symmetrical along their length, rather than radially or along their width.

Advantages
"Smoother" experience, just like PL
Gamemode is relatively unexplored and thus novel
Simultaneous attack and defense results in a wide variety of roles for both teams
Disadvantages
Lack of a timer means sometimes gameplay just stalls
Twice the carts, twice the entity work
The fact that progress happens regardless of who wins means the first stages of multi-stage maps can feel irrelevant

PD — Player Destruction

Todo: get images

Player Destruction is somewhat like a cross between Arena and Special Delivery. The focus of the mode is on killing other players—rather like Arena, though the real objective is to collect the pickups they drop when they die (one plus however many pickups they were carrying). Periodically, however, a capture zone will open up for players to deposit their pickups, which is where the teams actually score points. The focus then shifts to trying to drop pickups off there while preventing the other team from doing so, rather like SD. Then the point closes, and the team-deathmatch-esque period resumes. The game ends when one team deposits a certain amount of these pickups, that team being the winner.

Advantages
Uncommon mode lends to its novelty
Arena-style gameplay favors symmetrical maps, but not as critically as other modes
Disadvantages
Mode can feel unfocused when the capture zone is closed

TC — Territorial Control

Main article:  TF2/Territorial Control
An inner CP on Hydro, currently owned by Blue.
A outer CP on Hydro, raised up above a radar dish. Height becomes an issue here.

Territorial Control can be thought of roughly as linear, round-based CP on a nonlinear map. Four cross-connected areas are fought over two-by-two until one team controls all, at which point a one-way assault into their "headquarters" launches. If this seems confusing, play a few rounds of tc_hydro (the only official TC map to date), and you'll soon get the hang of it.

If neither team capture an area within a time limit, the round is declared a draw and, if the server has it enabled, sudden death mode begins. This will happen quite a lot, unfortunately, since the four main areas can be played in any order, so all need to be balanced against each other.

This also makes TC maps the hardest to create, since you've got 3*3 = 9 possible combinations to cater for! Texturing can also be challenging, since each area can be owned by either team, leading to a predominance of neutral tones.

On top of all this, Hydro is unpopular on servers thanks to the number of stalemates it leads to and the perception of it being confusing. You might have trouble getting server operators to include your map in their rotation.

Advantages
Very few are made, so there's less competition
Can afford to experiment and try a variety of different ideas in one map
Disadvantages
Very difficult to balance four different areas against each other
Visual design difficulties
Very large
Enormous amounts of entity work; these maps are the ones most likely to run into engine limits

Design

There is a great deal that can be said on this subject, so consider the following a brief introduction only.

Tip.pngTip:Try sketching your layout idea with pen and paper first. It's much faster than building something in Hammer only to discover that it doesn't work, or that you want to do something else.
Class abilities
The key to a fun map is playing off each class's abilities against the others'. Height, sightlines, windows, cover, and arena size are just a few of the tools you have at your disposal. Here are general guidelines to what makes a map fun to play on for each class:
  • Scout: Open areas which allow the Scout to make use of his speed to dodge, flanks that the Scout can use to get behind his enemies by the time they reach an objective, and elevated positions separated by gaps that he can double jump across, giving more leeway to maneuver around enemies.
  • Soldier: High walls and ceilings for rocket jumping. Small health kits along a typical rocket jumping path let the Soldier regain the health lost from rocket jumping, allowing him to quickly get in the fight after reaching his destination.
  • Pyro: Enclosed spaces where the Pyro can get the drop on unsuspecting enemies, as well as cliffs/long drops to airblast enemies off of—especially for shutting down an Über push.
  • Demoman: Doorways for setting up sticky traps, enclosed spaces that make it easier to hit enemies with the Grenade Launcher, high ceilings, and long areas to sticky jump across.
  • Heavy: Moderately sized areas that enemies are funneled into—usually by a narrow hallway. Not se large that the minigun's spread and falloff make it easy for enemies to get around him without taking substantial damage.
  • Engineer: Areas—usually elevated—with plentiful ammo for setting up buildings and out-of-the-way rooms for setting up teleporters.
  • Medic: There's nothing that really benefits Medic specifically. Generous cover and routes bypassing major sightlines are a massive boon to Medic's survivability, since he is usually a high-priority target. At the same time, too many flanks can make it too easy for enemies to sneak up behind and ambush him.
  • Sniper: Long sightlines. Sniper is unique in that his effective range far exceeds any other class—it is essentially infinite. Sightlines need to be carefully balanced so that a single Sniper can't shut down most approaching enemies before they can even notice him but still have enough space that the Sniper isn't useless.
  • Spy: Ammo packs sprinkled along the map that allow him to keep his cloak up, alcoves or corners that he can uncloak and disguise without being immediately discovered, flank routes and cover which allow Spy to avoid crossfire in a fight.
Objective location
Where to place flags, control points, or the payload track is the most important decision you'll make. Closed spaces are generally harder to defend than open spaces, unless that space is so open sniping becomes viable. Raising the objective up makes approaching it a more delicate (and potentially frustrating) act, while lowering it allows players to pound whoever is down there from a height.
Ammo boxes and health kits
Ammo benefits most classes but especially Engineers, allowing them to build a nest far more efficiently. This makes the rest of the team less reliant on ammo packs as an Engineer can more easily set up a Dispenser. Health kits are a very powerful tool to control the flow of combat, as areas containing them will be valuable to all classes.
Entrances/exits
Never, never, EVER leave a team with only one entrance or exit to or from a location, unless it's at the very start or end of a map. Doing this invites grinding, griefing, and general misery. Main routes to and from a location should also be sufficiently wide enough that a single class can't completely lock it down.
Equally important is the balance of entrances/exits for each team. If one team has three choices of approach while another has ten, the second team has an obvious advantage (which may be what you want).
Detail
Don't choke your map with detail. That approach might work in story-driven single-player games, but in TF2 clarity is everything and detail only serves to slow the eye down. Try to focus your details around areas of interest, such as objectives like flags and control points, doorways, spawnrooms, and frequently used hallways. Detail any area the player will see up close often and pay attention to.

Look at others' work, keep playing the game and keep making maps, and eventually you'll have an understanding of TF2 map design.

Case study: GravelPit B

Only Soldiers, Demomen, and Scouts can reach the roof of point B.
  • Gravelpit (Control Point B) has a well-balanced mix of outdoor and indoor combat, spiked with a rooftop that is only accessible to Soldiers, Demos, and Engineers. However, health and ammo can only be found by descending. If players on the roof are prepared to crouch down and stand on the rim of the bell tower they can fire down directly into about half of the CP's floorspace.
  • There is a raised platform to the left that can only be mounted by Soldiers/Demos and Scouts; other classes must run around the other side of the building, or else go in the front.
  • There are windows in the CP building to lob grenades through, the left of which reveal walls that allow Soldiers to deal splash damage to players or buildings sheltering nearby.
  • Elsewhere a small shack can provide shelter for an attacking Engineer's buildings, but an unbreakable window allows defenders to see what's happening inside.
  • There is a ring of rock spires, roofs, and thin wooden walls that Scouts can use to leap about on, though very few players actually do this.
  • Lastly, a raised walkway on the left edge of the arena provides cover for snipers, albeit with limited visibility.

Construction

Basic Elements of a TF2 Map

A map is built from basic geometrical elements. Some tutorials cover the creation of these elements. If maps are the complex molecules, the elements are the atoms. The covered topics include:

Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:

See Basic Map Construction for details on how to create each component of a TF2 map. This section gives only general advice.

Signage

TF2 maps have lots of signs in them that guide new players in the right direction. They take the form of models that you can place with the prop_static entity, are located in the props_gameplay/ folder, and all start with 'sign_'. Use the model browser's Skins tab to select the appropriate message and team color.

The big arrows seen in Valve's maps are materials, which can be used as decals or by applying them to brushes. Hydro's round arrow sign can be found at props_hydro/cap_point_arrow, and will need a floating func_brush with the appropriate material placed in front of them.

Tip.pngTip: Dependent on map design and flow, a good idea would be to "enable/disable" signs based on which team is "supposed" to be in the area and where the goal is. This can help stop confusion with players going the wrong way if your map happens to offer multiple routes. You want to streamline your map using signs!

Clipping

Use player clip brushes to stop players from getting stuck on complex walls.

Clipping is the process of creating invisible walls in places where you don't want players, buildings, or both, to go. You should always associate one with a visual effect that lets players see that they can't go that way, unless it's in the sky or another location where people shouldn't be unless they've found a map exploit. Since rocket/sticky jumping can launch players high into the air, you need to be extra careful about doing this correctly!

Warning.pngWarning:Beware of creating 'perch points'. These happen when one object or clip brush sticks out from what's above it, by even the tiniest amount, allowing players to stand halfway up a wall.

There are two types of clip. Each are made by applying a certain material to a brush:

tools/toolsclip or tools/toolsplayerclip
Stops characters from entering the volume, including players and Halloween bosses, but does not stop projectiles such as grenades
Player Clip doesn't stop NPCs, but Clip does.

It's a good idea to clip the roofs of buildings and any small ledges unless you specifically want players to be able to access them. You should also use Clip/Player Clip-on "rough" surfaces that they might otherwise get stuck on when sliding along.

Brush Heights

Study brush heights within your map, and try to design the map on an even ground. This not only helps with optimization, but it can also help how certain classes can move throughout the map. For example, if a scout double jumps and can't seem to reach a ledge due to it being a few units higher, lower it. Make no area of the map only restricted to one class, and allow at least half of the classes to be able to access multiple heights. Take into account as well the many unlockable weapons to come for further updates. Many of the weapons unlocked by classes have the ability to push other players. Things like cliffs or clipped areas could be griefed or accessible by such weapon features.

The usual height of a wall tends to be 192 units. This offers enough space for all classes, while still maintaining realistic design.

See also