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Revision as of 08:25, 3 July 2014
팀 포트리스 2 레벨 디자이너들이 꼭 알아야할 숫자나 통계들을 나열해봤습니다. 제일 중요한건, 이 숫자들을 맵의 분위기에 맞게 적절하게 사용하세요, TF2 맵이 다른 맵들보다 조금 더 큰것처럼 말입니다.
모델 크기
이것들은 게임 안에서 모델이 들어갈수 있는 최소한의 빈 공간 면적들입니다. 플레이어들은 이 빈 공간들을 통해 움직일수 있고, 엔지니어들의 건물들 또한 건설이 가능합니다. 모든 사이즈는 Hammer unit 입니다.
모델 | 높이 | 넓이 / 깊이 |
---|---|---|
서있는 플레이어 | 83 | 49 |
앉아 있는 플레이어 | 63 | 49 |
레벨 3의 센트리건 | 87 | 49 |
디스펜서 | 83 | 49 |
텔레포터 | 95 | 57 |
Minimum | 95 | 57 |
이것들은 각 클래스의 3인칭 시점 높이(다른 플레이어가 보았을때의 높이)입니다. 이것은 얼마나 플레이어들의 1인칭 시점 카메라가 발에서부터 떠있는지를 가르킵니다.
클래스 | 3인칭 시점 높이 |
---|---|
스카웃 | 65 |
솔져 | 68 |
파이로 | 68 |
데모맨 | 68 |
헤비 | 75 |
엔지니어 | 68 |
메딕 | 75 |
스나이퍼 | 75 |
스파이 | 75 |
점프 거리
Hammer unit들로 이루어진 각 클래스마다 최대 점프 간격들입니다. 플레이어는 그의 클래스의 수평 간격의 공백을 소화할수 있습니다. 그는 그의 최대 수직 높이에 있는 벽을 타고 다닐수도 있습니다.
<tr">클래스 | 점프 유형 | 수평 방향 | 수직 방향 |
---|---|---|---|
스카웃 | 보통 | 320~352 | 72 |
이단 점프 | 608~640 | 116 | |
자연의 섭리를 이용한 이단 점프 | ? | 148 | |
3단 점프 | ~1108 | 296 | |
솔져
* = wall climb |
보통 | 224~256 | 72 |
로켓 1개 | 992 (1024 max) | 448 (576 max) | |
로켓 2개 * | N \ A | 928~992 | |
로켓 3개 * | N \ A | 1184~1248 | |
로켓 4개 * | N \ A | 1312~1376 | |
파이로 | 보통 | 256~288 | 72 |
데모맨
* = Medic necessary |
보통 | 250~256 | 70 |
점착 폭탄 1개 | 2112~2144 | 728 (928-960 max) | |
점착 폭탄 2개 | over 6000 | 3072~3104 | |
점착 폭탄 3개 * | ? | over 6323 | |
점착 폭탄 4개 * | ? | over 7769 | |
헤비 | 보통 | 192~224 | 72 |
엔지니어
* = used as platform |
보통 | 256~288 | 72 |
텔레포터 * | ? | 84 | |
디스펜서 * | 288~320 | 127 | |
센트리 건 * | ~315 | 138 | |
메딕 | 보통 | 256~288 | 72 |
스나이퍼 | 보통 | 256~288 | 72 |
스파이 | 보통 | 256~288 | 72 |
Maximum | ? | ? | over 1952 |
클래스 속도
아래의 속도들은 Hammer unit/초 로 측정되었습니다. 예를 들어 스카웃은 이동속도가 400이라면 스카웃은 10초안에 4000 hammer unit을 이동가능합니다.
클래스 | 전진 | 후진 | 수중 |
---|---|---|---|
스카웃 | 400 | 360 | 320 |
솔져 | 240 | 216 | 192 |
파이로 | 300 | 270 | 240 |
데모맨 | 280 | 252 | 224 |
H헤비 | 230 | 207 | 184 |
(미니건 회전중) | 110 | 99 | 64 |
엔지니어 | 300 | 270 | 240 |
메딕 | 320 | 288 | 256 |
스나이퍼 | 300 | 270 | 240 |
(조준 상태) | 80 | 80 | 64 |
스파이 | 300 | 270 | 240 |
Damage amounts

func_breakable
) and/or targets in a map. Damage data gathered using func_breakable's - Min Damage to hurt property. 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 | |
Axe | 60~70 | |
Demoman | Pipe bomb | 50~60 |
Sticky Bomb | 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 | Syringegun | 10~20 |
Bone saw | 60~70 | |
Sniper | Sniper Rifle (0%) | 50~60 |
Sniper Rifle (100%) | 150~160 | |
Submachine gun | 1~10 | |
Khukri (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
Official
- arena - Arena
- cp - Control Point
- ctf - Capture the Flag
- pl - Payload
- tc - Territorial Control
- plr - Payload Race
- koth - King of the Hill
- sd - Special Delivery
- mvm - Mann vs. Machine
Unofficial
- dm - Deathmatch
- core - Core Destruction game mode- must destroy the primary core to win the round.
- dom - Domination
- JUMP/rj - Fun skill maps that have little or no competitive fighting, but rather are for players to practice using Soldier or Demoman classes, using their explosive weaponry to propel themselves to difficult heights, or through difficult obstacles. (Examples include: rj_rocketeer, JUMP_HOBO)
- tr - Training
- kotf/ktf - King of the flag. The intel must be held for an allotted amount of time for a successful capture. Only one flag.
- surf - Surfing map. Players strafe into angled surfaces, exploiting the game's physics to reach high speeds. Servers require an increased "sv_airaccelerate" value, ususally 100 or 150. Maps may be played as cp, ctf, dm, arena, or skill. (skill-surf simply being a challenging map that involves no deathmatch)
- vip - Hunted map, to be used with the Hunted Mod
- ph - Prophunt, Red team is turned into various props, and given an amount of time to hide around the map. Blue team must find them all before the round ends. Usually when there is one prop left alive, they are given their weapons back and Blue team is coated with Jarate. To be used with the Prophunt (Hide and Seek) mod.
- vsh - VS Saxton Hale, used with the Versus Saxton Hale mod and the Freak Fortress 2 mod.
- pf - Parkour Fortress, used with the Slag Gaming Parkour Fortress mod
- dr - Deathrun, Red team must survive a course of map-based traps activated by a player on Blue team. Used with either VSH or a similar mod.
- mge - One-on-one deathmatch with the "My Gaming Edge" mod
Other Info
Some other useful reference info for mappers that didn't fit into the categories above:
- Maximum "walkable" height of a single stair step: 18
- Minimum width required to "walk" from one stair step to the another: 0.04
- Maximum height to fall from before taking damage: 269
- Maximum distance a spy can travel while cloaked: 3000
- Maximum distance a medic can travel while ubercharged: 3200
- Maximum distance a demoman can launch a sticky grenade: 1600
- Maximum surface height an engineer can build on by jumping from the top of a sentry: 188
- Maximum slope an engineer can build on: 17/32 (rise/run)
- Maximum detection range of a sentry gun: 1024
- Minimum ceiling height required for an engineer to build a:
- dispenser: 64
- sentry: 68
- teleporter: 95
- Maximum distance a demoman can charge using the Chargin' Targe: 1152
References
- The Source of many numbers on this page come from the mapping reference "Tutorial Heights" by Amakiir.
- http://www.mediafire.com/?sharekey=173a35f492430f57e5c3dee5769931ece04e75f6e8ebb871
- August 15, 2009
- Description: "I have color coded the map. Orange means all classes. Red means scout. White means double jump where one is a normal jump and one is a Force-A-Nature jump. Blue means engineer. Starting clockwise from where you spawn: The maximum height of a fall without taking damage. [269]; The maximum height of a crouch jump. [72]; The maximum height of a normal double jump. [116]; The maximum height of a single jump followed by a Force-A-Nature shot aimed straight down. [148]; The maximum height of a triple jump. [192]; The minimum size of a hallway (height and width). [83 x 49 (height x width)]; The minimum size of a hallway in order to build a teleporter. [95 x57 (height x width)]; The maximum slope for constructing buildings upon. [85/160 (Rise/run)]; The maximum height an engineer can build (standing on a sentry gun). [188]
- Made by Amakiir