Team Fortress 2/Mapper's Reference: Difference between revisions
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A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. | A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. Most importantly, use these numbers to help make a map feel in proportion, as TF2 maps are slightly larger than maps for other, more realistic mods. | ||
__TOC__ | __TOC__ | ||
== Model sizes == | == 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. | 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. | ||
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Note | {{Note|All jumps require crouching after jumping in order to reach a ledge at the given height, otherwise vertical clearance is 27 units less. Wall Climb requires a Soldier to shoot the wall before reaching the peak of a Rocket Jump and requires a Demoman to attach a sticky to the wall and detonate it before reaching the peak of a Sticky Jump. Mappers should keep in mind the limitations of the average player to allow them access to necessary areas while gifting advanced players with access to secret/advantageous areas.}} | ||
== Pickup properties == | == Pickup properties == | ||
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{{note|* This room has a skybox ceiling | {{note|* This room has a [[skybox]] ceiling. The listed height refers to the top of the walls or other geometry.}} | ||
== Map prefixes == | == Map prefixes == |
Revision as of 09:13, 11 January 2008
A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. Most importantly, use these numbers to help make a map feel in proportion, as TF2 maps are slightly larger than maps for other, more realistic mods.
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. Without jumping a player can climb a vertical height of 18 units (the largest single step of a stairs).
Class | Horizontal | Vertical |
---|---|---|
Scout | ? | 70 |
(Double Jump) | ? | 117 |
Soldier | ? | 70 |
(Single Rocket Jump) | ? | 448 |
(Max Single Rocket Jump) | ? | 576 |
(Rocket Jump - Wall Climb) | ? | over 1024 |
(Rocket Jump - Wall Climb 4 Rockets) | ? | ~1500 |
Pyro | ? | 70 |
Demoman | ? | 70 |
(Single Sticky Jump) | ? | 728 |
(Max Single Sticky Jump) | ? | 984 |
(Double Sticky Jump) | ? | over 1952 |
(Continuous Sticky Jump - Wall Climb) | ? | over 1536 |
Heavy | ? | 70 |
Engineer | ? | 70 |
(Dispenser Jump) | ? | 153 |
Medic | ? | 70 |
Sniper | ? | 70 |
Spy | ? | 70 |
Maximum | ? | over 1952 |

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 |
Inner Sewer Water (puts out fire if crouched) | - | - | 42 |

Map prefixes
- Main article: Map prefixes
- cp - Control Point
- ctf - Capture the Flag
- tc - Territorial Control
- tr - Training