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. | ||
== Model sizes == | == Model sizes == | ||
Line 15: | Line 13: | ||
| Player (ducking) || 56 || 49 | | Player (ducking) || 56 || 49 | ||
|- | |- | ||
| Sentry | | Sentry gun (level 3) || 87 || 49 | ||
|- | |- | ||
| Dispenser || 83 || 49 | | Dispenser || 83 || 49 | ||
Line 36: | Line 34: | ||
| Scout || ? || 70 | | Scout || ? || 70 | ||
|- | |- | ||
| (Double | | (Double jump) || ? || 117 | ||
|- | |- | ||
| Soldier || ? || 70 | | Soldier || ? || 70 | ||
|- | |- | ||
| (Single | | (Single rocket jump) || ? || 448 | ||
|- | |- | ||
| (Max | | (Max single rocket jump) || ? || 576 | ||
|- | |- | ||
| (Rocket | | (Rocket jump - wall climb) || ? || over 1024 | ||
|- | |- | ||
| (Rocket | | (Rocket jump - wall climb 4 rockets) || ? || ~1500 | ||
|- | |- | ||
| Pyro || ? || 70 | | Pyro || ? || 70 | ||
Line 52: | Line 50: | ||
| Demoman || ? || 70 | | Demoman || ? || 70 | ||
|- | |- | ||
| (Single | | (Single sticky jump) || ? || 728 | ||
|- | |- | ||
| (Max | | (Max single sticky jump) || ? || 1000 | ||
|- | |- | ||
| (Double | | (Double sticky jump) || ? || over 1950 <!--- Over 9000! ---> | ||
|- | |- | ||
| (Continuous | | (Continuous sticky jump - wall climb) || ? || over 1536 | ||
|- | |- | ||
| Heavy || ? || 70 | | Heavy || ? || 70 | ||
Line 64: | Line 62: | ||
| Engineer || ? || 70 | | Engineer || ? || 70 | ||
|- | |- | ||
| (Dispenser | | (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. | {{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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!width="100" style="background:#6495ED;"|Z | !width="100" style="background:#6495ED;"|Z | ||
|- | |- | ||
| Ramp Room | | 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 | | Inner Sewer tunnel || 1136 || 192 || 192 | ||
|- | |- | ||
| Flag Room || 704 || 528 || 304 | | Flag Room || 704 || 528 || 304 | ||
|- | |- | ||
| Inner Sewer | | Inner Sewer water (puts out fire if crouched) || - || - || 42 | ||
|} | |} | ||
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== Map prefixes == | == 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 |

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
- cp - Control Point
- ctf - Capture the Flag
- tc - Territorial Control
- tr - Training (Unofficial)