Team Fortress 2/Mapper's Reference: Difference between revisions
Brandished (talk | contribs) (added "other info" section) |
Brandished (talk | contribs) m (→Other Info) |
||
Line 400: | Line 400: | ||
*Max height of stair step: 18 | *Max height of stair step: 18 | ||
*Minimum width of stair step: 0.03~0.04 | *Minimum width of stair step: 0.03~0.04 | ||
* | *Maximum height to fall from before taking damage: 260 ~ 280 | ||
*Max distance a spy can travel while cloaked: 3000 | *Max distance a spy can travel while cloaked: 3000 | ||
*Max distance a demoman can launch a sticky grenade: 1540~1640 | *Max distance a demoman can launch a sticky grenade: 1540~1640 |
Revision as of 10:45, 30 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).
<tr">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 |

Class Speeds
The speeds below are measured in Hammer units per second. The spy, for example, has a movement speed of 300, so in ten seconds (the max amount of time he can stay cloaked) he can cover a distance of up to 3000 Hammer units.
Class | Forwards | Backwards |
---|---|---|
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 |

Damage amounts

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 (sticky) 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
- 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)
- pl - Payload
Other Info
Some other useful reference info for mappers that didn't fit into the categories above:
- Max height of stair step: 18
- Minimum width of stair step: 0.03~0.04
- Maximum height to fall from before taking damage: 260 ~ 280
- Max distance a spy can travel while cloaked: 3000
- Max distance a demoman can launch a sticky grenade: 1540~1640
- Max surface height an engineer can build on by jumping from the top of a sentry: 186~190
- Maximum slope an engineer can build on 1/2 ~ 3/5 (rise/run)
- Maximum detection range or a sentry gun: 1024
- Minimum ceiling height required for an engineer to build a:
dispencer: 62~64 sentry: 66~68 teleporter: 94~96