Team Fortress 2/Mapper's Reference: Difference between revisions

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(added weapon damage amounts)
(→‎Damage amounts: added hvy & medic to damage chart)
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     <tr>
     <tr>
       <td>Bottle </td>
       <td>Bottle </td>
      <td>60~70 </td>
    </tr>
    <tr>
      <td rowspan="3"><b>Heavy</b>
      </td>
      <td> Minigun </td>
      <td>30~40 </td>
    </tr>
    <tr>
      <td>Shotgun </td>
      <td>60~70 </td>
    </tr>
    <tr>
      <td>Fists </td>
       <td>60~70 </td>
       <td>60~70 </td>
     </tr>
     </tr>
Line 251: Line 265:
       <td>Wrench </td>
       <td>Wrench </td>
       <td>60~70 </td>
       <td>60~70 </td>
    </tr>
    <tr>
      <td rowspan="2"><b>Medic</b>
      </td>
      <td> Needle gun </td>
      <td>10~20 </td>
    </tr>
    <tr>
      <td>Bone saw </td>
      <td>60~70</td>
     </tr>
     </tr>
     <tr>
     <tr>
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     </tr>
     </tr>
</table>
</table>


== Pickup properties ==
== Pickup properties ==

Revision as of 16:50, 29 May 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 Jump Type Horizontal Vertical
Scout Normal 320~352 72
Double jump 608~640 117
Soldier
* = wall climb
Normal 224~256 72
1 rocket 992 (1024 max) 448 (576 max)
2 Rocket * N \ A 928~992
3 Rocket * N \ A 1184~1248
4 Rocket * N \ A 1312~1376
Pyro Normal 256~288 72
Demoman
* = Medic necessary
Normal 250~256 70
1 sticky 2112~2144 728 (928-960 max)
2 stickies 5845? 3072~3104
3 stickies * ? over 6323
4 stickies * ? over 7769
Heavy Normal 192~224 72
Engineer
* = used as platform
Normal 256~288 72
Teleporter * ? 84
Dispenser * 288~320 127
Sentry * ~315 138
Medic Normal 256~288 72
Sniper Normal 256~288 72
Spy Normal 256~288 72
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.

Class Speeds

The speeds below are measured in Hammer units per second. A spy, for example, has a movement speed of 300, in ten seconds (the max amount of time he can stay cloaked) he can cover a distance of 3000 Hammer units.

Class Forwords Backwords
Scout 400 360
Soldier 240 216
Pyro 300 270
Demoman 280 252
Heavy 230 207
Engineer 300 270
Medic 320 288
Sniper 300 270
Spy 300 270
Note.pngNote:For a rough idea of how long it takes a certain class to reach a certain part of the map starting from their spawn room, divide the distance in Hammer units by their speed and you'll have the time in seconds.


Damage amounts

Note.pngNote:For creating breakable obstacles (func_breakable) and/or targets in a map. Damage data gathered using func_breakable's - Min Damage to hurt. Settings for the entities were: Strength > 1.0, Physical Impact damage scale > 0.1


Class Weapon Type Damage Dealt
Scout Scattergun 60~70
Pistol 10~20
Bat 30~40
Soldier Rocket Launcher 90~100
Shotgun 60~70
Shovel 60~70
Pyro Flamethrower N/A
Shotgun 60~70
Ax 60~70
Demoman Grenade Launcher 50~60
Pipe Bomb Launcher 110~120
Bottle 60~70
Heavy Minigun 30~40
Shotgun 60~70
Fists 60~70
Engineer Shotgun 60~70
Pistol 10~20
Wrench 60~70
Medic Needle gun 10~20
Bone saw 60~70
Sniper Sniper Rifle (noscope) 50~60
Sniper Rifle (full charge) 150~160
Submachine gun 0~10
Kukri (knife) 60~70
Spy Revolver 40~50
Knife 40~50

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)
  • pl - Payload