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

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!width="70" style="background:#6495ED;"|Vertical
!width="70" style="background:#6495ED;"|Vertical
|-  
|-  
| Scout || ? || 117
| Scout || ? || 70
|-
| (Double Jump) || ? || 117
|-  
|-  
| Soldier || ? || 70
| Soldier || ? || 70
|-
|-
| (Single Rocket Jump) || 448 || 448
| (Single Rocket Jump) || ? || 448
|-  
|-  
| (Max Single Rocket Jump) || 576 || 576
| (Max Single Rocket Jump) || ? || 576
|-  
|-  
| (Rocket Jump - Wall Climb) || over 1024 || over 1024
| (Rocket Jump - Wall Climb) || ? || over 1024
|-  
|-  
| Pyro || ? || 70
| Pyro || ? || 70
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| Demoman || ? || 70
| Demoman || ? || 70
|-  
|-  
| (Single Sticky Jump) || 768 || 768
| (Single Sticky Jump) || ? || 768
|-  
|-  
| (Max Single Sticky Jump) || 1024 || 1024
| (Max Single Sticky Jump) || ? || 1024
|-  
|-  
| (Double Sticky Jump) || over 1536 || over 1536
| (Double Sticky Jump) || ? || over 1536
|-  
|-  
| (Continuous Sticky Jump - Wall Climb) || over 1536 || over 1536
| (Continuous Sticky Jump - Wall Climb) || ? || over 1536
|-  
|-  
| Heavy || ? || 70
| Heavy || ? || 70
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|}
|}


Note: Max Rocket and Sticky jumps require additional skills taught at [http://steamcommunity.com/groups/TF2Training TF2Training] Steam Community.  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.
Note: All jumps require crouching after jumping in order to reach a ledge at the given height, otherwise vertical clearance is 27 units less.  Max Rocket and Sticky jumps require additional skills taught at [http://steamcommunity.com/groups/TF2Training TF2Training] Steam Community.  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 ==

Revision as of 20:48, 26 November 2007

A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know.

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.

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
Pyro ? 70
Demoman ? 70
(Single Sticky Jump) ? 768
(Max Single Sticky Jump) ? 1024
(Double Sticky Jump) ? over 1536
(Continuous Sticky Jump - Wall Climb) ? over 1536
Heavy ? 70
Engineer ? 70
(Dispenser Jump) ? 153
Medic ? 70
Sniper ? 70
Spy ? 70
Maximum ? ?

Note: All jumps require crouching after jumping in order to reach a ledge at the given height, otherwise vertical clearance is 27 units less. Max Rocket and Sticky jumps require additional skills taught at TF2Training Steam Community. 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

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
Note.pngNote:* This room has a skybox ceiling, the listed height is 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