Team Fortress 2 Design Theory: Difference between revisions

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='''Concept'''=


Most people tend to ask what goes into making a good TF2 map. What does it need, how can it work right, and most importantly, if it's any good. Mainly making a multiplayer map is hard, but making a tf2 map is even harder,  especially if you want it to be one thats great t play on, and see all the custom content servers feature. So what makes a good Tf2 map, and where should you start? Well this tutorial will handle all of that.  
Most people tend to ask what goes into making a good TF2 map. What does it need, how can it work right, and most importantly, if it's any good. Mainly making a multiplayer map is hard, but making a tf2 map is even harder,  especially if you want it to be one thats great t play on, and see all the custom content servers feature. So what makes a good Tf2 map, and where should you start? Well this tutorial will handle all of that.  


 
{{clr}}
=Understanding how TF2 works=
='''Understanding how TF2 works'''=


TF2 is a very good multiplayer game, and above that its very balanced. However it wouldnt achieve that status if its maps were bad, and because of that, the maps that exist within TF2 are extremely well balanced and accommodate all classes that exist within TF2. Understanding TF2 is easy, but knowing what to make, and what too design takes much thought. To get a basic list of things you need to do within your map for it to work well:
TF2 is a very good multiplayer game, and above that its very balanced. However it wouldnt achieve that status if its maps were bad, and because of that, the maps that exist within TF2 are extremely well balanced and accommodate all classes that exist within TF2. Understanding TF2 is easy, but knowing what to make, and what too design takes much thought. To get a basic list of things you need to do within your map for it to work well:
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With all that said, creating a map for Tf2 has its downsides, and its upsides depending on the gameplay type you charge at, so before you start making a TF2 map, understand the gameplay type and have that in mind before doing anything else. Make sure thats well understood before moving on to creating layouts, and playing with Hammer yet. Although many tend to use Hammer as their layout tool, its good if you start on paper first, and get a basic overview shot first. Here is a list of things to expect when aiming at a certain gameplay type, or even your own.
With all that said, creating a map for Tf2 has its downsides, and its upsides depending on the gameplay type you charge at, so before you start making a TF2 map, understand the gameplay type and have that in mind before doing anything else. Make sure thats well understood before moving on to creating layouts, and playing with Hammer yet. Although many tend to use Hammer as their layout tool, its good if you start on paper first, and get a basic overview shot first. Here is a list of things to expect when aiming at a certain gameplay type, or even your own.
{{clr}}
==CTF - ''Capture The Flag''==
:''Maps Featuring CTF Gameplay'': ''ctf_2fort''
[[Image:Blue side 01.jpg|thumb|right|250px|The Blue side, consisting of detail focusing outside of the ''gameplay'' area.]]
[[Image:Red side 01.jpg|thumb|right|250px|The Red side, consisting of detail focusing Inside of the ''gameplay'' area.]]
Easy as the name, Capture the Flag maps or CTF_maps, tend to be the easiest ones to make. Why? Well the thing about these maps are that they are Symmetrical. In each and every way. What does that mean you say? Well lets take a look at ctf_2fort for an example. 2fort Contains two bases, one in front of the other, and if you notice, they are exact mirrors of each other. This is one of the most easiest things about making ctf maps, but yet, at the same time its still difficult to approach. The reason for a symmetrical map is the fact that each base needs to be even. When entering, and when exiting, meaning that when entering each base, it should take the exact same time to reach the Intel or Flag, from the entrance. Each side within 2fort is an exact mirror of the other side, and the very tiny differences is the detail surrounding them that are not within the ''Gameplay area'', which is another thing to know, and will be referenced later.
In the screens to the right, you can see that while they both look very different from one another, they are in fact exact copies of each other. With minor detail added into the ''Gameplay'' area, and some out of it. Basically, the easiest way to make an ctf map is to copy one side, rotate it 180 degrees, and then re-texture it to your liking. However be sure to have very little detail that still makes them look different. In other words aim for: They are the same, but don't have to look the same.
===Advantages===
* Is easier to create and plan around than any other type of gameplay, and requires much less work due to each side is basically even, and the exact same.


* Because you have two flags, you can control the gameplay much better, yet you can have as many flags as you want.
===Disadvantages===
* Good ctf maps, are symmetrical maps, and therefore require the same work on each side, giving you not many options to make the other side more detail than the other. Which would be unfair to begin with. However you can still detail the heck out of one side, to have it copied at the same level to the other side.
With all that said, CTF maps are fun, and still at the same level are good to begin with as they are very basic, and much more easier than heading into any other type of Gameplay, also be sure to have your CTF maps short, no one wants to play a ctf map that takes over 3 minutes to reach the other side. Also most importantly, keep the layout within you ctf map slightly cluttered, that always makes for great battles to defend, and nab the flag.
{{clr}}
==CP - ''Capture Point[s]''==
:''Maps Featuring CP Gameplay'': ''cp_Well, cp_dustbowl, cp_Granary, cp_Gravelpit''
CP gameplay type maps, are much more difficult than making CTF maps, and for that reason alone, not too many of them are well thought out. CP maps tend to have more than 2 cp's or Control Points, but the greatest thing about these maps is the fact that they offer much more room for design, and tend to be much larger than most maps. Taking CP_Dustbowl for instance, the map contains over 6 Points, where the Blue side must Push Forward towards the Rocket at the end of the map, being on the Red side. On most CP maps, Red tends to be the defending side, while Blue attacks. However that doesn't have to happen in your map, so feel free to twist that around. Control points tend to be 2 per round and with that tend to have large areas around them. Mainly for the size of the Point, and for any defense and attack. Your Idea through designing this type of gameplay should be to design around the ''Point'' rather than towards it. Instead, create areas that might add the classes in attacking and defending the points. Choose area within geometry that are made for classes like the Engineer, where he can place down a good sentry if he notices it. But, leave that area to have its disadvantages too. However instead of going to in-depth with that, we'll keep this info for later.
Another great thing about CP's to have in mind is that they never have to be symmetrical, but instead are more placed in areas, that are much different from others. Because of this, they are so far two types of CP modes. Linear, and Round based.
{{clr}}
===Round based===
:''CP_Dustbowl''
[[Image:Red CP1 Exterior 01.jpg|thumb|right|200px|The outside area of the first CP.]]
[[Image:Red CP1 Interior 01.jpg|thumb|right|200px|The Inside of the CP, fenced in by walls, with few doors leading inside.]]
[[Image:Red CP2 Exterior 01.jpg|thumb|right|200px|The Outside of CP2 within the same Round Area as the above image.]]
[[Image:Red CP2 Interior 01.jpg|thumb|right|200px|The inside of CP2, the above Image shown.]]
[[Image:Red CP3 FInal 01.jpg|thumb|right|200px|The Final CP, notice the way the Geometry shapes around it.]]
A good example of a Round based CP gameplay type would be CP_Dustbowl. This mode works by having Blue take control of two points, then the round ends, and heads to another area. Most maps like these tend to have the other areas visible from certain spots, but instead, are limited if they are not part of the Round. Most of these areas are controlled by [[Areaportal]]s that prevent rendering of earlier Geometry. Red first owns two points, once blue acquires them both, the Round ends, and now takes both teams to another set of Points, that are now in a different place in the map. The area that was last played is the area that tends to be the limited visible one, but some very few geometry tends to be within an area thats visible from a couple points or so.
Carefully looking at the first Image shows how much of the Geometry shapes to effect the control point. These are all class specific things, like the Scout being able to jump over the gap, and the Soldier being able to rocket jump to certain areas by the CP building. Much of the geometry within all these images are the same, but each gets more, and more square as Blue progresses, and along with that, each area tends to get much more thinner then the previous areas, acting as ''Choke-Points''.  Choke Points are really in many maps, but tend to last longer, and really effect the outcome of how wins in a CP map. This is something else to take under consideration when making a CP map, that ''Choke-Points'' only really work, when there in the right spot, and those ''right'' spots tend to be between both CP's.
In the Second Image, the first Control Point is housed in. Not only is it harder to defend, but its more cramped, allowing for fire like Rockets, and grenades to do alot of ''damage''. In the second point, the geometry is much the same from point 1, however this time, its slightly less compact, and now has two openings towards CP. One being larger, and one being small. After that each point progresses the same, until the Final Point.
Something very noticeable abut the final point is that its very large, and very open. Due to that, the area has much more room to be defended, and not only that, but now larger waves of players on the Blue team can attack. Each point in CP_Dustbowl gets wider, and wider till this point is reached. In Dustbowl, everything gets reversed, The Control points get wider, and the path to them get smaller, and more narrow.
The above was all stated to really show you, how many CP maps are created, and fall under placement. Thats not to say that CP maps require more thought, but instead because of the way they play, they only require more geometry, but as its your map, feel free to make the map any size you would like, and most importantly, any type of shape you want. Like stated previously, this is all just tips to making a normal Map.
====Advantages====
* Allows for more detail in each area, as each area can be different from the last, including that each area can have its own layout.
* More easy to control optimization, and more compact than linear gameplay.
====Disadvantages====
* CP Maps are bigger than most maps, and tend to be around the same size as a TC map, because of that, they are more harder to layout, but not so restricting.
* Because of the size, be ready to wrap the map around itself to optimize well.
{{clr}}
----
===Linear===
[[Image:BLue middleCP 01.jpg|thumb|right|250px|Middle CP in ''CP_Granary''.]]
:''CP_Well, CP_Granary''
Linear gameplay is much more different than Round based. The idea of this type pf map is that all the CP's are in a straight line, and instead are within the same area. ''CP_Well'' is a great example for this type of gameplay, as well as CP_granary. Both maps have a linear type within them due to each point is in a direct straight line, and instead, Red and Blue each attack and defend, rather than Just Red defending, and Blue attacking. Red and Blue each hold two points, while the middle point is unoccupied from any team, its Red, and Blues job to get the middle point, and then push forward. Basically, whomever gets the middle is winning the game. However something very interesting about this type is that it doesn't have to be linear at all, and instead can curve around and such. Another thing is that the entire area is mostly the Gameplay area within a Linear map, and doesn't seal off areas, until a Round ends.
Instead, when a point is acquired, time is added, whereas if Blue Fails to take both points in the Round Gameplay type, Red wins. And in Linear gameplay, both teams loose. Mainly a Sudden Death will occur. For this example, lets take a look at granary.
In the Image on the right, both sides meet to the same exact point, being the middle, compared to ''CP_Well'', this map is on a lower level then Well's, and instead height is the extra factor added in to the map. This is another class specific design that aids in who can own the middle. Notice also that this map is symmetrical much like a CTF map, while they dont have to be symmetrical, Valve instead made it a symmetrical map. Which comes to another balance of the sort. Another map thats symmetrical is ''CP_Well'', and is an exact copy of itself, mainly for gameplay reasons, however you can always have a unsymmetrical map, and layout the idea anyway you like.
----
----
* '''CTF''' - ''Capture The Flag''
:With both of these gameplay types within CP, you have many options, as well as the non-included, ''CP_GravelPit''. This map is a bit of the both, and instead focuses back on Red Defending, and Blue attacking, and is much like Well, and Granary. Instead though, it is not Linear, nor symmetrical, and is the perfect example of a mixed CP map.


Easy as the name, Capture the Flag maps or CTF_maps, tend to be the easiest ones to make. Why? Well the thing about these maps are that they are Symmetrical. In each and every way. What does that mean you say? Well lets take a look at ctf_2fort for an example. 2fort Contains two bases, one in front of the other, and if you notice, they are exact mirrors of each other. This is one of the most easiest things about making ctf maps, but yet, at the same time its still difficult to approach. The reason for a symmetrical map is the fact that each base needs to be even. When entering, and when exiting, meaning that when entering each base, it should take the exact same time to reach the Intel or Flag, from the entrance. Each side within 2fort is an exact mirror of the other side, and the very tiny differences is the detail surrounding them that are not within the ''Gameplay area'', which is another thing to know, and will be referenced later.
==TC - ''Territorial Control''==
:''Maps Featuring TC Gameplay'': ''TC_hydro''

Revision as of 15:14, 11 January 2008

Template:WIP

Concept

Most people tend to ask what goes into making a good TF2 map. What does it need, how can it work right, and most importantly, if it's any good. Mainly making a multiplayer map is hard, but making a tf2 map is even harder, especially if you want it to be one thats great t play on, and see all the custom content servers feature. So what makes a good Tf2 map, and where should you start? Well this tutorial will handle all of that.

Understanding how TF2 works

TF2 is a very good multiplayer game, and above that its very balanced. However it wouldnt achieve that status if its maps were bad, and because of that, the maps that exist within TF2 are extremely well balanced and accommodate all classes that exist within TF2. Understanding TF2 is easy, but knowing what to make, and what too design takes much thought. To get a basic list of things you need to do within your map for it to work well:

  • The Map needs to be well made, in terms of optimization, but up-most in terms of gameplay. The map should be able to be on a 24/7 Server without it getting boring after the third time played.
  • The Map needs to be constructed well, and in those terms to accommodate all classes within TF2, you have over 9 classes, so each much have a good use in either way.
  • Detail should be considered last, or like pepper to the map, instead, build that map around gameplay, rather than simply for detail. A good playing map, is a beautiful map.

With all that said, creating a map for Tf2 has its downsides, and its upsides depending on the gameplay type you charge at, so before you start making a TF2 map, understand the gameplay type and have that in mind before doing anything else. Make sure thats well understood before moving on to creating layouts, and playing with Hammer yet. Although many tend to use Hammer as their layout tool, its good if you start on paper first, and get a basic overview shot first. Here is a list of things to expect when aiming at a certain gameplay type, or even your own.

CTF - Capture The Flag

Maps Featuring CTF Gameplay: ctf_2fort
The Blue side, consisting of detail focusing outside of the gameplay area.
The Red side, consisting of detail focusing Inside of the gameplay area.


Easy as the name, Capture the Flag maps or CTF_maps, tend to be the easiest ones to make. Why? Well the thing about these maps are that they are Symmetrical. In each and every way. What does that mean you say? Well lets take a look at ctf_2fort for an example. 2fort Contains two bases, one in front of the other, and if you notice, they are exact mirrors of each other. This is one of the most easiest things about making ctf maps, but yet, at the same time its still difficult to approach. The reason for a symmetrical map is the fact that each base needs to be even. When entering, and when exiting, meaning that when entering each base, it should take the exact same time to reach the Intel or Flag, from the entrance. Each side within 2fort is an exact mirror of the other side, and the very tiny differences is the detail surrounding them that are not within the Gameplay area, which is another thing to know, and will be referenced later.

In the screens to the right, you can see that while they both look very different from one another, they are in fact exact copies of each other. With minor detail added into the Gameplay area, and some out of it. Basically, the easiest way to make an ctf map is to copy one side, rotate it 180 degrees, and then re-texture it to your liking. However be sure to have very little detail that still makes them look different. In other words aim for: They are the same, but don't have to look the same.



Advantages

  • Is easier to create and plan around than any other type of gameplay, and requires much less work due to each side is basically even, and the exact same.
  • Because you have two flags, you can control the gameplay much better, yet you can have as many flags as you want.

Disadvantages

  • Good ctf maps, are symmetrical maps, and therefore require the same work on each side, giving you not many options to make the other side more detail than the other. Which would be unfair to begin with. However you can still detail the heck out of one side, to have it copied at the same level to the other side.


With all that said, CTF maps are fun, and still at the same level are good to begin with as they are very basic, and much more easier than heading into any other type of Gameplay, also be sure to have your CTF maps short, no one wants to play a ctf map that takes over 3 minutes to reach the other side. Also most importantly, keep the layout within you ctf map slightly cluttered, that always makes for great battles to defend, and nab the flag.

CP - Capture Point[s]

Maps Featuring CP Gameplay: cp_Well, cp_dustbowl, cp_Granary, cp_Gravelpit

CP gameplay type maps, are much more difficult than making CTF maps, and for that reason alone, not too many of them are well thought out. CP maps tend to have more than 2 cp's or Control Points, but the greatest thing about these maps is the fact that they offer much more room for design, and tend to be much larger than most maps. Taking CP_Dustbowl for instance, the map contains over 6 Points, where the Blue side must Push Forward towards the Rocket at the end of the map, being on the Red side. On most CP maps, Red tends to be the defending side, while Blue attacks. However that doesn't have to happen in your map, so feel free to twist that around. Control points tend to be 2 per round and with that tend to have large areas around them. Mainly for the size of the Point, and for any defense and attack. Your Idea through designing this type of gameplay should be to design around the Point rather than towards it. Instead, create areas that might add the classes in attacking and defending the points. Choose area within geometry that are made for classes like the Engineer, where he can place down a good sentry if he notices it. But, leave that area to have its disadvantages too. However instead of going to in-depth with that, we'll keep this info for later.

Another great thing about CP's to have in mind is that they never have to be symmetrical, but instead are more placed in areas, that are much different from others. Because of this, they are so far two types of CP modes. Linear, and Round based.

Round based

CP_Dustbowl
The outside area of the first CP.
The Inside of the CP, fenced in by walls, with few doors leading inside.
The Outside of CP2 within the same Round Area as the above image.
The inside of CP2, the above Image shown.
The Final CP, notice the way the Geometry shapes around it.

A good example of a Round based CP gameplay type would be CP_Dustbowl. This mode works by having Blue take control of two points, then the round ends, and heads to another area. Most maps like these tend to have the other areas visible from certain spots, but instead, are limited if they are not part of the Round. Most of these areas are controlled by Areaportals that prevent rendering of earlier Geometry. Red first owns two points, once blue acquires them both, the Round ends, and now takes both teams to another set of Points, that are now in a different place in the map. The area that was last played is the area that tends to be the limited visible one, but some very few geometry tends to be within an area thats visible from a couple points or so.

Carefully looking at the first Image shows how much of the Geometry shapes to effect the control point. These are all class specific things, like the Scout being able to jump over the gap, and the Soldier being able to rocket jump to certain areas by the CP building. Much of the geometry within all these images are the same, but each gets more, and more square as Blue progresses, and along with that, each area tends to get much more thinner then the previous areas, acting as Choke-Points. Choke Points are really in many maps, but tend to last longer, and really effect the outcome of how wins in a CP map. This is something else to take under consideration when making a CP map, that Choke-Points only really work, when there in the right spot, and those right spots tend to be between both CP's.

In the Second Image, the first Control Point is housed in. Not only is it harder to defend, but its more cramped, allowing for fire like Rockets, and grenades to do alot of damage. In the second point, the geometry is much the same from point 1, however this time, its slightly less compact, and now has two openings towards CP. One being larger, and one being small. After that each point progresses the same, until the Final Point.

Something very noticeable abut the final point is that its very large, and very open. Due to that, the area has much more room to be defended, and not only that, but now larger waves of players on the Blue team can attack. Each point in CP_Dustbowl gets wider, and wider till this point is reached. In Dustbowl, everything gets reversed, The Control points get wider, and the path to them get smaller, and more narrow.

The above was all stated to really show you, how many CP maps are created, and fall under placement. Thats not to say that CP maps require more thought, but instead because of the way they play, they only require more geometry, but as its your map, feel free to make the map any size you would like, and most importantly, any type of shape you want. Like stated previously, this is all just tips to making a normal Map.

Advantages

  • Allows for more detail in each area, as each area can be different from the last, including that each area can have its own layout.
  • More easy to control optimization, and more compact than linear gameplay.

Disadvantages

  • CP Maps are bigger than most maps, and tend to be around the same size as a TC map, because of that, they are more harder to layout, but not so restricting.
  • Because of the size, be ready to wrap the map around itself to optimize well.

Linear

Middle CP in CP_Granary.
CP_Well, CP_Granary

Linear gameplay is much more different than Round based. The idea of this type pf map is that all the CP's are in a straight line, and instead are within the same area. CP_Well is a great example for this type of gameplay, as well as CP_granary. Both maps have a linear type within them due to each point is in a direct straight line, and instead, Red and Blue each attack and defend, rather than Just Red defending, and Blue attacking. Red and Blue each hold two points, while the middle point is unoccupied from any team, its Red, and Blues job to get the middle point, and then push forward. Basically, whomever gets the middle is winning the game. However something very interesting about this type is that it doesn't have to be linear at all, and instead can curve around and such. Another thing is that the entire area is mostly the Gameplay area within a Linear map, and doesn't seal off areas, until a Round ends.

Instead, when a point is acquired, time is added, whereas if Blue Fails to take both points in the Round Gameplay type, Red wins. And in Linear gameplay, both teams loose. Mainly a Sudden Death will occur. For this example, lets take a look at granary.

In the Image on the right, both sides meet to the same exact point, being the middle, compared to CP_Well, this map is on a lower level then Well's, and instead height is the extra factor added in to the map. This is another class specific design that aids in who can own the middle. Notice also that this map is symmetrical much like a CTF map, while they dont have to be symmetrical, Valve instead made it a symmetrical map. Which comes to another balance of the sort. Another map thats symmetrical is CP_Well, and is an exact copy of itself, mainly for gameplay reasons, however you can always have a unsymmetrical map, and layout the idea anyway you like.


With both of these gameplay types within CP, you have many options, as well as the non-included, CP_GravelPit. This map is a bit of the both, and instead focuses back on Red Defending, and Blue attacking, and is much like Well, and Granary. Instead though, it is not Linear, nor symmetrical, and is the perfect example of a mixed CP map.

TC - Territorial Control

Maps Featuring TC Gameplay: TC_hydro