Team Fortress 2/Mapper's Reference: Difference between revisions
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A quick reference for the numbers and statistics | A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. | ||
__TOC__ | __TOC__ | ||
== Model sizes == | |||
==Model | These are the minimum empty space dimensions required for a model to fit and function in the game. Players can move through spaces with these dimensions, and Engineer structures can be built and operate in them. All sizes are in Hammer Units. | ||
These are the minimum empty space dimensions required for a model to fit and function in the game. | |||
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== Jump distances == | |||
==Jump | The maximum jump clearances for each class, in Hammer units. A player can clear a gap that is as wide as the Horizontal clearance for his class. He can climb a ledge that is as tall as his Vertical clearance. | ||
The maximum jump clearances for each class, in Hammer | |||
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==Pickup | == Pickup properties == | ||
===Health | === Health pickups === | ||
*[[item_healthkit_small]] = 20.5% Health | *[[item_healthkit_small]] = 20.5% Health | ||
*[[item_healthkit_medium]] = 50% Health | *[[item_healthkit_medium]] = 50% Health | ||
*[[item_healthkit_full]] = 100% Health | *[[item_healthkit_full]] = 100% Health | ||
===Ammo | === Ammo pickups === | ||
*[[item_ammopack_small]] = 20.5% Ammo | *[[item_ammopack_small]] = 20.5% Ammo | ||
*[[item_ammopack_medium]] = 50% Ammo | *[[item_ammopack_medium]] = 50% Ammo | ||
*[[item_ammopack_full]] = 100% Ammo | *[[item_ammopack_full]] = 100% Ammo | ||
== Room dimensions == | |||
These are some general room dimensions from the popular maps to help gauge the proportions of your level. This section is not intended to provide detailed specifics on individual room layouts, decorations, etc. | |||
=== 2Fort === | |||
===2Fort=== | |||
{| border="1" cellpadding="2" | {| border="1" cellpadding="2" | ||
!width="150" style="background:#6495ED;"|Room | !width="150" style="background:#6495ED;"|Room | ||
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{{note|* This room has a skybox ceiling, the listed height is to the top of the walls or other geometry.}} | {{note|* This room has a skybox ceiling, the listed height is to the top of the walls or other geometry.}} | ||
== Map prefixes == | |||
==Map | |||
:''Main article: [[Map prefixes]]'' | :''Main article: [[Map prefixes]]'' | ||
* cp | * '''cp''' - basic Control Point game | ||
* ctf | * '''ctf''' - Capture the Flag | ||
* tc | * '''tc''' - Territorial Control |
Revision as of 03:39, 17 November 2007
A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know.
Model sizes
These are the minimum empty space dimensions required for a model to fit and function in the game. Players can move through spaces with these dimensions, and Engineer structures can be built and operate in them. All sizes are in Hammer Units.
Model | Height | Width | Depth |
---|---|---|---|
Player (standing) | 83 | 49 | ? |
Player (ducking) | 56 | 49 | ? |
Sentry Gun (level 3) | 87 | 49 | ? |
Dispenser | 83 | 49 | ? |
Teleporter | 95 | 57 | ? |
Maximum | 95 | 57 | ? |
Jump distances
The maximum jump clearances for each class, in Hammer units. A player can clear a gap that is as wide as the Horizontal clearance for his class. He can climb a ledge that is as tall as his Vertical clearance.
Class | Horizontal | Vertical |
---|---|---|
Scout | ? | 117 |
Soldier | ? | 70 |
(Rocket Jump) | ? | ? |
Pyro | ? | 70 |
Demoman | ? | 70 |
(Sticky Jump) | ? | ? |
Heavy | ? | 70 |
Engineer | ? | 70 |
(Dispenser Jump) | ? | ? |
Medic | ? | 70 |
Sniper | ? | 70 |
Spy | ? | 70 |
Maximum | ? | ? |
Pickup properties
Health pickups
- item_healthkit_small = 20.5% Health
- item_healthkit_medium = 50% Health
- item_healthkit_full = 100% Health
Ammo pickups
- item_ammopack_small = 20.5% Ammo
- item_ammopack_medium = 50% Ammo
- item_ammopack_full = 100% Ammo
Room dimensions
These are some general room dimensions from the popular maps to help gauge the proportions of your level. This section is not intended to provide detailed specifics on individual room layouts, decorations, etc.
2Fort
Room | X | Y | Z |
---|---|---|---|
Ramp Room Resupply | 512 | 464 | 240 |
Long Hallway into Ramp Room | 1024 | 128 | 180 |
Ramp Room | 576 | 736 | 492* |
Inner Sewer Tunnel | 1136 | 192 | 192 |
Flag Room | 704 | 528 | 304 |

Map prefixes
- Main article: Map prefixes
- cp - basic Control Point game
- ctf - Capture the Flag
- tc - Territorial Control