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. 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.
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__


== Model sizes ==
== Model sizes ==
Line 15: Line 13:
| Player (ducking) || 56 || 49
| Player (ducking) || 56 || 49
|-  
|-  
| Sentry Gun (level 3) || 87 || 49
| Sentry gun (level 3) || 87 || 49
|-  
|-  
| Dispenser || 83 || 49
| Dispenser || 83 || 49
Line 36: Line 34:
| Scout || ? || 70
| Scout || ? || 70
|-  
|-  
| (Double Jump) || ? || 117
| (Double jump) || ? || 117
|-  
|-  
| Soldier || ? || 70
| Soldier || ? || 70
|-
|-
| (Single Rocket Jump) || ? || 448
| (Single rocket jump) || ? || 448
|-  
|-  
| (Max Single Rocket Jump) || ? || 576
| (Max single rocket jump) || ? || 576
|-  
|-  
| (Rocket Jump - Wall Climb) || ? || over 1024
| (Rocket jump - wall climb) || ? || over 1024
|-  
|-  
| (Rocket Jump - Wall Climb 4 Rockets) || ? || ~1500
| (Rocket jump - wall climb 4 rockets) || ? || ~1500
|-  
|-  
| Pyro || ? || 70
| Pyro || ? || 70
Line 52: Line 50:
| Demoman || ? || 70
| Demoman || ? || 70
|-  
|-  
| (Single Sticky Jump) || ? || 728
| (Single sticky jump) || ? || 728
|-  
|-  
| (Max Single Sticky Jump) || ? || 1000
| (Max single sticky jump) || ? || 1000
|-  
|-  
| (Double Sticky Jump) || ? || over 1950 <!--- Over 9000! --->
| (Double sticky jump) || ? || over 1950 <!--- Over 9000! --->
|-  
|-  
| (Continuous Sticky Jump - Wall Climb) || ? || over 1536
| (Continuous sticky jump - wall climb) || ? || over 1536
|-  
|-  
| Heavy || ? || 70
| Heavy || ? || 70
Line 64: Line 62:
| Engineer || ? || 70
| Engineer || ? || 70
|-  
|-  
| (Dispenser Jump) || ? || 153
| (Dispenser jump) || ? || 153
|-
|-
| Medic || ? || 70
| Medic || ? || 70
Line 77: Line 75:
|}
|}


{{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.}}
{{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 ==
Line 101: Line 99:
!width="100" style="background:#6495ED;"|Z
!width="100" style="background:#6495ED;"|Z
|-  
|-  
| Ramp Room Resupply || 512 || 464 || 240
| Ramp Room resupply || 512 || 464 || 240
|-  
|-  
| Long Hallway into Ramp Room || 1024 || 128 || 180
| Long Hallway into Ramp Room || 1024 || 128 || 180
Line 107: Line 105:
| Ramp Room || 576 || 736 || 492*
| Ramp Room || 576 || 736 || 492*
|-  
|-  
| Inner Sewer Tunnel || 1136 || 192 || 192
| Inner Sewer tunnel || 1136 || 192 || 192
|-  
|-  
| Flag Room || 704 || 528 || 304
| Flag Room || 704 || 528 || 304
|-
|-
| Inner Sewer Water (puts out fire if crouched) || - || - || 42  
| Inner Sewer water (puts out fire if crouched) || - || - || 42  
|}
|}


Line 117: Line 115:


== Map prefixes ==
== Map prefixes ==
:''Main article: [[Map prefixes]]''
{{main|Map prefixes}}
* '''cp''' - Control Point
* '''cp''' - Control Point
* '''ctf''' - Capture the Flag
* '''ctf''' - Capture the Flag
* '''tc''' - Territorial Control
* '''tc''' - Territorial Control
* '''tr''' - Training (Unofficial)
* '''tr''' - Training (Unofficial)
[[Category:Level Design]]

Revision as of 05:25, 26 February 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) ? 1000
(Double sticky jump) ? over 1950
(Continuous sticky jump - wall climb) ? over 1536
Heavy ? 70
Engineer ? 70
(Dispenser jump) ? 153
Medic ? 70
Sniper ? 70
Spy ? 70
Maximum ? over 1952
Note.pngNote: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

Health pickups

Ammo pickups

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
Note.pngNote:* This room has a skybox ceiling. The listed height refers to the top of the walls or other geometry.

Map prefixes

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