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Team Fortress 2/Your First Map: Difference between revisions

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{{DISPLAYTITLE:Your First Map}}{{TF2 topicon}}{{source topicon}}[[Category:Level Design]][[Category:Team Fortress 2|Basic]]
{{DISPLAYTITLE:Your First Map}}{{TF2 topicon}}{{source topicon}}[[Category:Level Design]][[Category:Team Fortress 2|Basic]]
 
<!--I quoted a lot from "Level Design Introduction/Your First Level (Portal 2)".-->
In {{tf2|4}}, Players can play lot of community map, such as jump, dodgeball, mge, trading map, traning map, etc. Even if you are just vaguely trying to do map making, there will be a type of map you want to make. This document will cover common needs across various maps. Anyone running the Hammer editor for the first time is the intended audience for this document. Whether you use hammer or hammer++, either is fine.
In {{tf2|4}}, Players can play lot of community map, such as jump, dodgeball, mge, trading map, traning map, etc. Even if you are just vaguely trying to do map making, there will be a type of map you want to make. This document will cover common needs across various maps. Anyone running the Hammer editor for the first time is the intended audience for this document. Whether you use hammer or hammer++, either is fine.


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== Create main stage and apply skybox ==
== Create main stage and apply skybox ==
=== Make Cube ===
=== Make Cube ===
[[File:l4d_hammer_brush_01.jpg|thumb|right|400px|caption|Drawing a brush.]]
[[File:l4d_hammer_brush_01.jpg|thumb|right|300px|caption|Drawing a brush.]]


Before dealing with this topic, We need to think about what sky is in source engine. Many source engine game users imagine a world is a flat platform and there is an open space above it. However, That is false! Source engine world is in a box. When players see a wallpaper with a picture of the sky on it, they think it's the sky. Now let's implement this. Let's create a cube-shaped world.
Before dealing with this topic, We need to think about what sky is in source engine. Many source engine game users imagine a world is a flat platform and there is an open space above it. However, That is false! Source engine world is in a box. When players see a wallpaper with a picture of the sky on it, they think it's the sky. Now let's implement this. Let's create a cube-shaped world.
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# To go back to selection mode, click on the [[File:Hammer select.png]] '''Selection tool''' icon on the '''Tool''' bar or press the {{key|Esc}} key.
# To go back to selection mode, click on the [[File:Hammer select.png]] '''Selection tool''' icon on the '''Tool''' bar or press the {{key|Esc}} key.
# Right-click the "x" in the center of the square to select it. And then left click, choose '''Make Hollow'''. Set the thickness to 16.
# Right-click the "x" in the center of the square to select it. And then left click, choose '''Make Hollow'''. Set the thickness to 16.
{{clr}}
=== Navigating in the 3D Camera viewport ===
Moving around in 3D is a bit different from the 2D viewports:
* Hold down the {{key|Space}} and left-click and drag to '''rotate''' the camera.
* Hold down the {{key|Space}} and right-click and drag to move '''up/down''' and '''left/right'''.
* Hold down the {{key|Space}} and both right and left-click and drag to move '''forward''' and '''backward'''.
* You can also use {{key|W}}, {{key|A}}, {{key|S}}, and {{key|D}} to move '''forward''', '''backward''', '''strafe left''' and '''strafe right''' respectively.
* The {{key|Z}} key toggles on and off "mouse look" mode. Move your mouse cursor over the 3D Camera viewport and press the {{key|Z}} key. You can now move your mouse around as if mouse look was on in the game.
{{note|The {{key|W}} {{key|A}} {{key|S}} {{key|D}} keys can be used in combination with the {{key|Space}} navigation}}
=== Apply Skybox ===


== Make Respawn Room ==
== Make Respawn Room ==

Revision as of 09:38, 17 May 2024

In Team Fortress 2 Team Fortress 2, Players can play lot of community map, such as jump, dodgeball, mge, trading map, traning map, etc. Even if you are just vaguely trying to do map making, there will be a type of map you want to make. This document will cover common needs across various maps. Anyone running the Hammer editor for the first time is the intended audience for this document. Whether you use hammer or hammer++, either is fine.

Getting started

Hammer editor is built-in of tf2. Refer Getting Started and Run Hammer editor.

Create main stage and apply skybox

Make Cube

Drawing a brush.

Before dealing with this topic, We need to think about what sky is in source engine. Many source engine game users imagine a world is a flat platform and there is an open space above it. However, That is false! Source engine world is in a box. When players see a wallpaper with a picture of the sky on it, they think it's the sky. Now let's implement this. Let's create a cube-shaped world.


  1. With hitting Shift+B or selecting Hammer block.png "Block tool" in left tool bar.
  2. Now, left-click and drag in the Top 2D view in a movement that is Right and Downward as shown below.
  3. You should see a dotted outline of a rectangle or square as you drag.
  4. Create a square 512x512 units and let go of the left-mouse button. Please make the 512x512 square visible not only at Top but also at Right and Downward.
  5. Press Enter on your keyboard to create this brush that you've just drawn.

Dig It!

make it empty.

Now it's time to dig inside.

  1. To go back to selection mode, click on the Hammer select.png Selection tool icon on the Tool bar or press the Esc key.
  2. Right-click the "x" in the center of the square to select it. And then left click, choose Make Hollow. Set the thickness to 16.

Navigating in the 3D Camera viewport

Moving around in 3D is a bit different from the 2D viewports:

  • Hold down the Space and left-click and drag to rotate the camera.
  • Hold down the Space and right-click and drag to move up/down and left/right.
  • Hold down the Space and both right and left-click and drag to move forward and backward.
  • You can also use W, A, S, and D to move forward, backward, strafe left and strafe right respectively.
  • The Z key toggles on and off "mouse look" mode. Move your mouse cursor over the 3D Camera viewport and press the Z key. You can now move your mouse around as if mouse look was on in the game.
Note.pngNote:The W A S D keys can be used in combination with the Space navigation

Apply Skybox

Make Respawn Room