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) || | | (Single Rocket Jump) || ? || 448 | ||
|- | |- | ||
| (Max Single Rocket Jump) || | | (Max Single Rocket Jump) || ? || 576 | ||
|- | |- | ||
| (Rocket Jump - Wall Climb) || | | (Rocket Jump - Wall Climb) || ? || over 1024 | ||
|- | |- | ||
| Pyro || ? || 70 | | Pyro || ? || 70 | ||
Line 47: | Line 49: | ||
| Demoman || ? || 70 | | Demoman || ? || 70 | ||
|- | |- | ||
| (Single Sticky Jump) || | | (Single Sticky Jump) || ? || 768 | ||
|- | |- | ||
| (Max Single Sticky Jump) || | | (Max Single Sticky Jump) || ? || 1024 | ||
|- | |- | ||
| (Double Sticky Jump) || | | (Double Sticky Jump) || ? || over 1536 | ||
|- | |- | ||
| (Continuous Sticky Jump - Wall Climb) || | | (Continuous Sticky Jump - Wall Climb) || ? || over 1536 | ||
|- | |- | ||
| Heavy || ? || 70 | | Heavy || ? || 70 | ||
Line 72: | Line 74: | ||
|} | |} | ||
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
- 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 |

Map prefixes
- Main article: Map prefixes
- cp - Control Point
- ctf - Capture the Flag
- tc - Territorial Control
- tr - Training