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{{TF2 topicon}} {{lang}} [[Category:Team Fortress 2]] [[Category:Theory]]
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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 its mechanics is quite another.
{{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.
 
* '''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.


* Your map needs to be 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.
== Gametype ==
* Your map needs to accommodate every class. If a class isn't useful, players who prefer it will disconnect when your work comes up in a server's rotation.
The first step in creating a TF2 map is choosing a gametype. Ten are currently officially supported.
* The map should be ''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.
=== Arena ===
{{main|TF2/Making an Arena map}}
[[File:Arena Lumberyard 01.jpg|thumb|Lumberyard's CP. The side doors open when it unlocks.]]


The first step in creating a TF2 map is choosing a gametype. TF2 supports three:
[[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!]]


== CTF - Capture The Flag ==
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.


[[Image:Blue side 01.jpg|thumb|2fort's Blue entrance.]]
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.
[[Image:Red side 01.jpg|thumb|2fort's Red entrance.]]


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


It is common for the flag points and capture points to be located in the same place but they don't have to be. Separating the flag and capture points 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.
; 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 tends to be the easiest style of gameplay to design maps for. CTF maps are generally small and symmetrical in layout, and '''ctf_2fort''' is the classic example of that. It consists of two bases directly opposite one another, each with the same internal layout. The only difference 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. Symmetrical maps are generally chosen to keep the sides even in a way that's easy for the map developer.
=== CTF — Capture the Flag ===
{{main|TF2/Flag Based Goal Systems}}
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.


{{tip|The easiest way to make a CTF map is to build the basic layout for half of your map, create a copy and rotate the copy 180 degrees and merge them face to face. Then you can customize and re-texture it to your liking.}}
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.


{{tip|If you choose to make a non-symmetrical map, you have to make sure no unfair advantages is given to either team. It should take roughly the same amount of time and effort for either team to defend or to capture.}}
[[File:Blue side 01.jpg|thumb|2fort's Blue entrance.]]
[[File:Red side 01.jpg|thumb|2fort's Red entrance.]]


{{tip|Having to make a long journey to and from the enemy flag can make a map very boring very quickly, so it's recommended that you keep map sizes to a minimum and include lots of obstacles and alternate routes to keep it interesting.}}
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
: Design is generally easier than the other two gameplay styles.
: Relatively simple design
: Map design can be simplified using symmetry between the two sides.  
: Map design can be simplified using symmetry between the two sides.  
; Disadvantages
; Disadvantages
: Non-symmetric maps can be very difficult and time-consuming to balance.
: 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.
: 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}}


== CP - Control Point(s) ==
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.


[[Image:Red CP1 Exterior 01.jpg|thumb|Exterior of Dustbowl CP1-1.]]
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.
[[Image:Red CP1 Interior 01.jpg|thumb|Interior of 1-1. Grenades can easily be thrown in and cause havok.]]
[[Image:Red CP3 FInal 01.jpg|thumb|Dustbowl 3-2, the final CP. Very open, it has just two small corridors leading into it.]]


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 arranging this:
; 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


=== Assault ===
=== 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.


Assault maps cast one team as the attacker (in Valve's maps, always Blue) and the other as the defender. Once a control point in an assault map is captured it is locked to prevent the defenders from pushing back, and the attackers win the match by capturing all of them.
There are two ways of handling this:


'''cp_dustbowl''' and '''cp_gravelpit''' are the prime examples of this map type. There is no symmetry in these maps, and most points are designed to be easier for one team to control than the other - normally so that the attackers have a harder time as they push further in. For example the control point areas in Dustbowl get larger and the paths between them get narrower as the game progresses.
====A/D – Attack/Defend====
{{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.]]


Control points and their surroundings are also designed to give each one a different flavor during play. The best approach is to provide opportunities for each class to achieve something the others can't: sentry spots for Engineers, open windows for Demos, high-up platforms for Soldier/Demos, less-travelled alternative routes for Spies, a series of high pillars for a Scout to jump between...the list goes on. The interplay of these elements in each area defines its character.
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.


An assault map can (and if it's long enough ''should'') be split into rounds. This simply means creating several distinct areas, and once the CPs in one have been captured resetting everyone and starting a new round in the next. It's a good idea to overlap the start and end of each area to give a sense of continuity: note how Valve always give attackers the defenders' last spawn room for their own.
<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.


; Advantages
; Advantages
Line 55: Line 100:
: Sense of progress
: Sense of progress
: Better control of pacing
: Better control of pacing
: Popular with players
; Disadvantages
; Disadvantages
: Much more work
: Much harder to balance
: Much harder to balance


=== Symmetric ===
==== Push ====
[[File:BLue middleCP 01.jpg|thumb|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. <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.
 
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|TF2/King of the Hill}}
[[File:Viaduct 01.jpg|thumb|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|TF2/PASSTime}}
{{todo|get images}}
 
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.
 
; 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 ===
[[File:Goldrush path.jpg|thumb|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 <code>pl_goldrush</code>, 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 [[#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.
 
====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 <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.


[[Image:BLue middleCP 01.jpg|thumb|cp_granary's central, symmetrical CP.]]
; 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


Symmetric maps allow either team to attack or defend as they please, and are won when one or the other holds all every point. '''cp_well''' and '''cp_granary''' are the best 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.
=== PD — Player Destruction ===
{{main|TF2/Creating a Payload Map}}
{{todo|get images}}


Traditionally, only two points are ever unlocked in symmetric 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.
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
; Advantages
: Symmetry effectively halves your work
: Uncommon mode lends to its novelty
: Arena-style gameplay favors symmetrical maps, but not as critically as other modes
; Disadvantages
; Disadvantages
: Only really popular in competitive play
: Mode can feel unfocused when the capture zone is closed


== TC - Territorial Control ==
=== 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.


[[Image:Hydro BuildingCP 01.jpg|thumb|A inner CP, currently occupied by Blue. Can also be occupied by Red at other points in the match.]]
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.
[[Image:Hydro DIshCP 01.jpg|thumb|A outer CP, raised up inside of a Radar dish. Height becomes an issue for capping and defending.]]
[[Image:Hydro Transition 01.jpg|thumb|A Transition area from one point to the next.]]


TC is a new gameplay type in TF2 and is different from other gameplay types. Because of the difference in design philosophy, there hasn't been very many custom TC maps developed. TC is similar to CP in the sense that it is a round-based version of CP. Each team must try to get the opposite team's capture point and win the round. Once the round has been won, a new round begins with a new set of capture points. If no team captures the opposing team's point by the end of the round, a "sudden death" round is activated to break the stalemate. Once a team gets pushed back to it's last capture point, that team no longer has the option to attack and must defend. Sadly, the only good example of this type of gameplay is '''tc_hydro'''. Because the ownership of each capture point can vary throughout the game, TC maps tend to be mostly of neutral colors. ''Gray'' and ''White'' are usually predominate.  
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 -->


Something thats noticeable in any CP map is the height of a capture point. Raised areas tend to only be easily accessible for certain classes like the Scout, Demoman or Soldier. Lower areas are easily accessible by any class and can result in hard-to-defend sections. Use care when factoring in height with your map routes, as it can give an advantage to one team in a particular section.
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
; Advantages
: Many users consider TC maps more fun due to the increased complexity over the relatively simple CP map design.
: Very few are made, so there's less competition
: There are barely any TC maps being made, so yours won't get drowned out in a sea of crappy maps :)
: Can afford to experiment and try a variety of different ideas in one map
; Disadvantages
; Disadvantages
: TC maps tend to be big in size. As a result, optimization can be tricky and and it can be difficult to manage a large map design.
: Very difficult to balance four different areas against each other
: Areas are only distinctly colored at the opposite ends of each map. This limits texture selection and can make it difficult to design a visually distinctive map.
: Visual design difficulties
: Very large
: Enormous amounts of entity work; these maps are the ones most likely to run into engine limits


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


[[Image:Ctf unknown schets.png|thumb|right|250px|A Basic overhead layout of a map, by a VDC contributor.]]
{{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.}}


Once you decide what style of Gameplay you want, you need to layout the map. It's a good idea to hand draw a basic top-down sketch of your map on a large piece of graph paper. That will make it really easy to create in Hammer before you have to worry about all the little details. You might ask why you should draw a sketch? Well, a sketch will help you shape the basic geometry of your map with starting points, buildings, paths and other basic stuff. After this the details are much easier. Once you get a layout you like, whether it be in Hammer or on paper, start mapping!
; 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.


== Basic Elements of a TF2 Map ==
; Objective location
A map is built from basic geometric elements. Some tutorials cover the creation of these elements. If maps are the complex molecules, the elemets are the atoms. The covered topics include:
: 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.
 
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 ===
 
[[File:GravelPit Roof 01.jpg|thumb|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:


* [[TF2/Respawn Areas|Respawn Areas]]
* [[TF2/Respawn Areas|Respawn Areas]]
Line 104: Line 271:
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:
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:


* [[TF2/Creating a Spawnroom|Spawnrooms]]
* [[TF2/Creating a Linear Gameplay Map|Attack/Defense Gamemode]]
* [[TF2/Creating a Linear Gameplay Map|Attack/Defense Gamemode]]
* [[TF2/Flag Based Goal Systems|Capture the Flag]]
* [[TF2/Flag Based Goal Systems|Capture the Flag]]


== Where To Go From Here ==
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.
At this point, you might have a bit of your map created and some things laying around in it. Something you should now focus on is "''Geometry in Steps''".
 
=== 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 {{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.


=== Design Before Detail ===
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.
'''Design Before Detail''' is a phrase often used to explain how a proper map, in any game, should be created. The mapper should look at the overall design of rooms, areas, and connecting hallways before adding detail. The problem with a lot of new mappers is that they have put so much detail into one part of the map, and then the rest is filler. A sign of a good, experienced mapper is the feel of great connectivity with controlled choke-points.


Maps should also have specific areas. Name an area in the map that players can immediately identify with: The red bridge, the red courtyard, the blue basement.
{{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!}}


=== Factors ===
=== Clipping ===
Certain factors effect gameplay by making it more or less difficult to defend or attack an area. A list of factors available to mappers are:


* Height
[[File:Clip.jpg|thumb|Use [[Tool textures|player clip]] [[brush]]es to stop players from getting stuck on complex walls.]]
* Surrounding Geometry
* Class Specific features


Height is probably the most important factor in most maps. A good example would be the dish control Point in "cp_hydro". A good example of surrounding geometry would be the first control point in Dustbowl. While class specific features are hard to sum up, a good example wood be the top of the radar dish housing as only Demomen and Soldiers can reach it.
[[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!


{{Note| All of the following can be done in any order.}}
{{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.}}


; Flags
There are two types of clip. Each are made by applying a certain [[material]] to a [[brush]]:
: [[Image:Red flag 01.jpg|thumb|A small flag point.]]
: Flag points tend to be small, indoors and located in a wall or corner of a  small room. Defense and offense is pretty straightforward. In most cases, Demomen and Engineers make the best flag defenders. However, locating the capture point on a ledge or in a pit or a room with an open window where it is in plain view of enemy Snipers but out of range of other classes will completely alter the gameplay.
; Control Points
: [[Image:Red CP1 Interior 01.jpg|thumb|Notice how the doorways and the clutter of the control point area makes it hard to defend but easy to attack as grenades and rockets can do a lot of damage in here.]]
: The factors of a CP map are different than the factors of a CTF map because of the differences in how the points work. Looking at a map like Dustbowl you can see how the factors increase as you progress. The first capture point is sheltered and there are only two entrances- one facing the Blu team and the other facing the Red team. There's a balcony on the second story of the building so height is also a factor. Sentry placement is difficult for an engineer and players tend to place their sentries on the staircase overlooking the control point. This is why it's better to shape geometry ''around'' the goal.
; Class Specific
: It's always cool to have places that give each of the different classes an advantage but these places need to have their vulnerabilities as well.
; Height
: [[Image:GravelPit Roof 01.jpg|thumb|The Demoman and Soldier can reach the area, above Point B, in ''cp_gravelpit''.]]
: [[Image:GravelPit Roof 02O.jpg|thumb|You can tell that no health or ammo spawns on the roof. That's the disadvantage.]]
: [[Image:GravelPit PB View 01.jpg|thumb|Notice the shack on the left adds a height factor. Scouts can reach it.]]
: Height is always an option for classes like the Scout, Demoman, and Soldier. Check [[TF2/Team Fortress 2 Mapper's Reference | this]] out to learn more about the height ratios.
: In the images on the right, you can see how each area on the roof has a total overview of the area surrounding Point B in Gravelpit. The balance in this area is the fact that there are no ammo or health pickups. The player has to come back down to get them and they loose health for pipe jumping or rocket jumping back up there.
: Elevated places give players a lot of choices. If there are many paths leading to a goal, elevated areas can be used for offense or defense. Sometimes spawnrooms are elevated so that only certain classes can return after they've left. In a map like Gravelpit, each point has elevated areas around it. It's mainly a height oriented map.
; Surrounding Geometry
: Surrounding geometry can make an area easy to attack or easy to defend, depending on how it is implemented. A good example of surrounding geometry is Dustbowl's final capture point. It's very wide and this gives the defenders plenty of room to fence in the attackers who are forced to approach along a vary narrow path. However, there are a couple of elevated places to the left and right of the point and there is a tunnel, often referred to as the ''sewer'', that leads to the trench beneath the overpass in front of the control point. These places give the attacking team a much better chance of defeating the defending team.


=== Constructing the Gameplay Area ===
; <code>tools/toolsclip</code> or <code>tools/toolsplayerclip</code>
[[Image:Clip.jpg|thumb|A [[Tool textures | Player Clip]] that prevents the player from getting stuck on props.]]
: Stops characters from entering the volume, including players and Halloween bosses, but does not stop projectiles such as grenades
The gameplay area is the entire area of your map where players will be allowed to go. Although there might be a lot of different heights within your maps, things like [[Tool textures | Player clips]], and such will keep players from going where they're not supposed to go. Because of the Soldier and Demoman's blast-jumping abilities, players can climb most structures in Team Fortress 2. There are a few instances where you may wish to prevent this.
: Player Clip doesn't stop NPCs, but Clip does.


You can deny players access to particular areas by creating a brush with the [[Tool textures | Player Clip]] texture to prevent players from entering areas where they should not be allowed. Any brush with the player clip texture will act as an invisible wall or barrier. Players will not be able to pass through it. You should use player clips to assist in creating the map's internal structure. No player will enjoy being denied access to an area they were expecting to be able to enter in a hasty retreat. In the default TF2 maps, clipping is commonly used to prevent the player from getting stuck on any prop or detail that might be in their way.
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.


{{placement tip | Clipping works great in all areas, but be sure to use the '''''right''''' one! [[Tool textures | Player clips]] are useful for areas where players shouldn't be, and [[Tool textures | Clips]] are useful for areas where nothing, including [[prop_physics | physics props]], should be placed or built. }}
=== Brush Heights ===


One of the most important aspects of clipping is that it aides in smoothing out the gameplay. It can also control the players' movements in a way, though that tends to be far more complex and unnecessary. To elaborate, you might be wondering why player clips are necessary. What parts of your gameplay will they affect? Remember, they keep players from going into restricted or "off-limits" areas. They can create the boundaries for the map itself. Think of the map cp_dustbowl, for instance. The map has few areas where it would seem to a player as if they would be able to jump over a particular fence, or get on top of a certain roof. These areas are clipped off to disallow players to reach them. This is a prime example of controlling the areas of conflict in a particular map, and making sure that the conflict between players is well-contained. Of course, that does not mean whether or not clipping certain things is necessarily bad, but areas of clipping should be placed based on how players respond to certain environments and visual cues. One thing to consider is that there should be a clear focus to a goal within the area. For example, a player might look at hardly anything except the goal at times, and therefore would travel straight to it. However, the threats surrounding the goal, also do their job to affect the outcome. It's important to create streamlined areas in your map, and keep the focus on several particular goals, rather than having a player worry about ten different roofs at the same time.
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.


=== 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 topic that's 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 Multiplayer 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.


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

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