Team Fortress 2 Design Theory: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Numerous grammar and syntax corrections.)
Line 1: Line 1:
What makes a good Team Fortress 2 map? What does it need? How should it work? Designing and producing a map is difficult, but designing a balanced, exciting TF2 map is even more challenging. This tutorial will cover the basics of TF2 map design and is designed to be a brief overview of the different kinds of design aspects and features a mapper should consider before attempting to create a Team Fortress 2 map.
What makes a good Team Fortress 2 map? What does it need? How should it work? Designing and producing a map is difficult, but designing a balanced, exciting TF2 map is even more challenging. This article is a brief overview of TF2 map design and covers some of the different design aspects and features a mapper should consider before attempting to create a TF2 map. None of these aspects are set in stone but they are based on the experiences of established mappers and will help you create enjoyable maps for yourself and your friends.
 
Although no rule about creation is set in stone, keep in mind that this guide is based on the experiences of established mappers. These guidelines are designed to help a mapper create a enjoyable mapping experience for all players. Please keep in mind that creativity created some of these rules


'''Related articles:'''
'''Related articles:'''
Line 9: Line 7:


== How TF2 works ==
== How TF2 works ==
TF2 is a highly balanced multiplayer game. Part of TF2's extraordinary balance belongs to its well-designed maps, which accommodate all of the classes equally. Understanding TF2 is easy, but designing a high quality map takes serious thought. Here's a basic list of things you need to do for your map to work well:
TF2 is a highly diversified multiplayer game. Part of TF2's extraordinary gameplay comes from its well designed maps which accommodate all of the player classes equally. Understanding the gameplay is easy but creating a high quality map takes some thorough planning and design. The main points you want to consider are:


* The map needs to be optimized, fast, and fun to play. The map should be able to run on a 24/7 server without it getting boring after the third time played.
* The map needs to be optimized, fast, and fun to play. The map should be able to run on a 24/7 server without it getting boring after the third time played.
Line 17: Line 15:
* The map should be built around gameplay.  The true beauty of a map lies not in minute details but in well-balanced play.  
* The map should be built around gameplay.  The true beauty of a map lies not in minute details but in well-balanced play.  


The first step in creating a TF2 map is choosing the gameplay type to implement. There are 3 map types within TF2: Capture The Flag, Capture Points, and Territorial Control. Each type has its own set of advantages and disadvantages. Since the gameplay type is ultimately going to determine how you design your map, we'll study each option in detail.
The first step in creating a TF2 map is choosing the style of gameplay you want. There are three styles of gameplay in TF2- Capture The Flag (CTF), Capture Points (CP), and Territorial Control (TC). Each style has its own set of advantages and disadvantages.


== CTF - Capture The Flag ==
== CTF - Capture The Flag ==
Line 24: Line 22:
[[Image:Red side 01.jpg|thumb|right|250px|The Red fort entrance.]]
[[Image:Red side 01.jpg|thumb|right|250px|The Red fort entrance.]]


Capture the Flag maps tend to be the easiest gameplay type to design around. They consist of a "flag" (represented by an intelligence briefcase) and a capture point to deposit the intelligence at for each team. The player must pick up the enemy's intelligence and return it to their own capture point. Commonly, the intelligence and capture location are the same place, but you are not limited by this and may decide to have the player capture in an alternative location. Splitting up the intelligence and capture locations can create interesting map designs where either team has two areas to attack and defend in either base. Because this creates many "jobs" for the player, it's generally a good idea to leave those layouts to larger maps.
In CTF, each team has a "flag", represented by an intelligence briefcase, and a capture point. Players on each team must pick up the enemy's flag and return it to their own capture point. It is common for the flag points and capture points to be located in the same place but they don't have to be. Separating the flag and capture points can create interesting map designs where the teams have two areas to attack and defend. This creates many "jobs" for the players so, it's generally a good idea to use larger maps in this case. The easiest way to make a CTF map is to build the basic layout for half of your map, create a copy and rotate the copy 180 degrees and merge them face to face. Then you can customize and re-texture it to your liking.


CTF maps are generally symmetrical in layout. ctf_2fort is a prime example of this. It consists of two bases directly opposite one another, both with the same internal layout. The only difference is the visual design of each base. The core gameplay when you're inside of either base is exactly the same. Symmetrical maps are generally chosen to keep the sides even in a way that's easy for the map developer. For each team's side, it should take the exact same time to reach the intelligence from the entrance. If a non-symmetrical is chosen, you must be sure to test the gameplay of each side thoroughly to ensure an advantage isn't given to one team or the other. In the screens to the right, you can see that while they both sides look very different from one another, they are exact copies of each other when it comes to gameplay. 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.  
CTF tends to be the easiest style of gameplay to design maps for. CTF maps are generally small and symmetrical in layout. "ctf_2fort" is a prime example of this. It consists of two bases directly opposite one another, each with the same internal layout. The only difference is the decor. The pictures on the right show how both sides look very different from one another even though their layouts are the same. Symmetrical maps are generally chosen to keep the sides even in a way that's easy for the map developer.


CTF maps are also generally the smallest kind of map. Having to make a long journey to and from the intelligence can make a map very boring very quickly. It's recommended that you keep size to a minimum. Include lots of obstacles and complexity in the map to keep them interesting at these smaller sizes.
If you choose to make a non-symmetrical map, you have to make sure no unfair advantages is given to either team. It should take fairly the same amount of time and effort for either team to defend and capture. Having to make a long journey to and from the enemy flag can make a map very boring very quickly. It's recommended that you keep map sizes to a minimum and include lots of obstacles and alternate routes to keep it interesting.


=== Advantages ===
=== Advantages ===
Line 36: Line 34:
=== Disadvantages ===
=== Disadvantages ===
* Non-symmetric maps can be very difficult to balance. Maintaining evenness and avoiding giving one side an advantage can take a long time during the design process.
* Non-symmetric maps can be very difficult to balance. Maintaining evenness and avoiding giving one side an advantage can take a long time during the design process.
* With a symmetric design, once you make the copy of one side, any changes to the gameplay of the map have to be duplicated to the other side.
* With a symmetric design, any changes you make to the layout of one side have to be duplicated on the other side.


== CP - Capture Point(s) ==
== CP - Capture Point(s) ==
Line 47: Line 45:
[[Image:BLue middleCP 01.jpg|thumb|right|200px|Middle CP in ''cp_granary''.]]
[[Image:BLue middleCP 01.jpg|thumb|right|200px|Middle CP in ''cp_granary''.]]


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.
CP style maps are much more difficult to make than CTF maps. They need to be larger to provide more room for gameplay. For that reason alone, not too many CP maps are well thought out.


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.
CP maps tend to have two or more control points. Take cp_dustbowl for instance. It contains over 6 Points. The Blue team must fight their way through several maps to reach the last point which is a rocket launch pad on the Red side. On most CP maps, Red tends to be the defending side while Blu is on the offensive. That's optional though. Control points tend to have large areas around them to accommodate the capture point itself and plenty of offense and defense elements. The best design approach for CP maps is to combine good defense  points with vulnerabilities that compliment the offensive classes of the enemy team. Include places around the capture points where classes like the Engineer can build sentries and create other areas where classes like the Demoman can take advantage. Likewise, you want to include places for Snipers and lots of alternate routes for Spies and Scouts.


=== Round based ===
The great thing about CP games is that they don't have to have symmetrical maps. They can even span accross several different maps. Because of this, there are two general types of maps for CP- "round" maps and "linear" maps.
 
=== Round Maps ===
:''Referenced'': ''cp_dustbowl''
:''Referenced'': ''cp_dustbowl''


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|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.
"Round" maps are broken up into several "rounds" with each round taking place in a separate map. A good example would be cp_dustbowl. In the first round, the Blu team takes control of two points in the first map and the round ends. The next round begins in a different map which shares some of the same geometry as the first map. It's common for "round" maps to have inaccessible areas that share geometry with other maps to give the impression that these areas are adjacent to each other.
 
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 a lot 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 first image on the right shows how the geometry around a control point effects the gameplay. It has many class specific features like the Scout being able to jump over the gap and the Soldier being able to rocket jump to certain areas around the control point.


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.
In the Second Image, the first control point is contained in a small room. Not only is it harder to defend, its more cramped inside making rocket and grenade splash damage more effective.


==== Advantages ====
The final capture point is very large and open. The area has much more room for defense and larger waves of players on the Blu team can attack. The control point areas in cp_dustbowl get larger and the paths between them get narrower as the game progresses.
* 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.
==== Advantages of Round Maps ====
* Allows more detail in each map.
* Easier to optimize and more compact than linear maps.


==== Disadvantages ====
==== 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 hard to layout, but not so restricting.
* Larger than most maps- around the same size as a TC map.
 
* Harder to layout.
* Because of the size, be ready to wrap the map around itself to optimize well. Also, this is mentioned due to tiny sized CP maps tend to be to hard to defend.


=== Linear ===
=== Linear ===
:''Referenced Maps'': ''cp_well, cp_granary''
:''Referenced Maps'': ''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.
"Linear" CP maps differ from round CP maps in that the capture points are all in the same map and tend to be arrange in a straight line. ''cp_well'' is a great example for this type of map, as well as cp_granary. Both teams attack and defend rather than one or the other. Both teams being with two points while the middle point is neutral. Basically, whichever team gets the middle is winning the game. An interesting point about "linear" maps is that don't have to actually be linear at all. Height is a factor in these maps and this is another class specific design  feature that aids in who can own the middle. Notice also that this map is symmetrical much like a CTF map.


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.
With both of these map types in CP, you have many options, as well as the non-included, ''cp_gravelpit''. This map is a bit of both and focuses on Red defending and Blue attacking.
 
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, 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 don't 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 cp_eell, and cp_granary. Instead though, it is not Linear, nor symmetrical, and is the perfect example of a mixed CP map.


== TC - Territorial Control ==
== TC - Territorial Control ==
Line 91: Line 83:
:''Maps Featuring TC Gameplay'': ''tc_hydro''
:''Maps Featuring TC Gameplay'': ''tc_hydro''


TC is a new gameplay type within TF2, and is different from any other gameplay type. Because of the difference in design philosophy, there hasn't been very many custom TC maps developed. TC is similar to CP in the sense that it is a round-based version of CP. Each team must try to get the opposite team's capture point and win the round. Once the round has been won, a new area is opened up with a new set of capture points. If no team captures the opposing point by the end of the round, sudden death is activated to break the stalemate. Once a team pushes the opposite team to the last point, that team no longer has an option to attack and must defend. Sadly, the only good example of this type of gameplay is ''tc_hydro''. Because the ownership of each capture point can vary throughout the game, TC maps tend to be mostly of neutral colors. ''Gray'' and ''White'' are usually predominate.  
TC is a new gameplay type in TF2 and is different from other gameplay types. Because of the difference in design philosophy, there hasn't been very many custom TC maps developed. TC is similar to CP in the sense that it is a round-based version of CP. Each team must try to get the opposite team's capture point and win the round. Once the round has been won, a new round begins with a new set of capture points. If no team captures the opposing team's point by the end of the round, a "sudden death" round is activated to break the stalemate. Once a team gets pushed back to it's last capture point, that team no longer has the option to attack and must defend. Sadly, the only good example of this type of gameplay is ''tc_hydro''. Because the ownership of each capture point can vary throughout the game, TC maps tend to be mostly of neutral colors. ''Gray'' and ''White'' are usually predominate.  


Something thats noticeable in any CP map is the height of a capture point. Raised areas tend to only be easily accessible for certain classes like the Scout, Demoman or Soldier. Lower areas are easily accessible by any class and can result in hard-to-defend sections. Use care when factoring in height with your map routes, as it can give an advantage to one team in a particular section.
Something thats noticeable in any CP map is the height of a capture point. Raised areas tend to only be easily accessible for certain classes like the Scout, Demoman or Soldier. Lower areas are easily accessible by any class and can result in hard-to-defend sections. Use care when factoring in height with your map routes, as it can give an advantage to one team in a particular section.
Line 106: Line 98:
[[Image:Ctf unknown schets.png|thumb|right|250px|A Basic overhead layout of a map, from an Author on the VDC.]]
[[Image:Ctf unknown schets.png|thumb|right|250px|A Basic overhead layout of a map, from an Author on the VDC.]]


Once you really understand what Type of Gameplay you want, or if you even choose your own, you now need to Layout the map. Although this is an optional thing, it really can help, especially if you want to get a very balanced map down, and are working with a gameplay ''other'' than CTF. Layouts are simple, but its good if you draft your layout many times, to really get a perfect Layout, and soon after that, you can always add upon an original layout within Hammer itself, and make it even better.
Once you decide what style of Gameplay you want, you need to layout the map. It's a good idea to hand draw a basic top-down sketch of your map on a large piece of graph paper. That will make it really easy to create in Hammer before you have to worry about all the little details. You might ask why you should draw a sketch? Well, a sketch will help you shape the basic geometry of your map with starting points, buildings, paths and other basic stuff. After this the details are much easier. Once you get a layout you like, whether it be in Hammer or on paper, start mapping!
 
You might ask why you should make a Layout, and why does it Matter? Well, Layouts are meant for the specific fact of shaping basic geometry in the map itself, and with that, try to get implementations, of heights and such. Color code your layout if that helps. Also, add in scales and such, work out grid size if you happen to have gridded paper. After this, the Mapping is really left to you, and this tut can only aid so much. Once you get a Layout you like, whether it be in Hammer, or on paper, start Mapping!


== Basic Elements of a TF2 Map ==
== Basic Elements of a TF2 Map ==
A map is built from multiple, small elements. VDC is a community-driven wiki including excellent tutorials which introduce the creation of these elements. While editing your map, consider including these elements in the layout of your map in a fair way. One team should not have advantage over another.
A map is built from basic geometric elements. Some tutorials cover the creation of these elements. If maps are the complex molecules, the elemets are the atoms. The covered topics include:


Some tutorials cover the creation of the parts which are used to construct these elements. If the elements are the complex molecules, these parts are the atoms building it up. The covered topics include:
* [[TF2/Respawn Areas|Respawn Areas]]
* [[TF2/Respawn Areas|Respawn Areas]]
* [[TF2/Resupply Areas|Resupply Areas]]
* [[TF2/Resupply Areas|Resupply Areas]]
Line 119: Line 108:


Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:
Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:
* [[TF2/Creating a Spawnroom|Spawnrooms]]
* [[TF2/Creating a Spawnroom|Spawnrooms]]
* [[TF2/Creating a Linear Gameplay Map|Attack/Defense Gamemode]]
* [[TF2/Creating a Linear Gameplay Map|Attack/Defense Gamemode]]
Line 124: Line 114:


== Where To Go From Here ==
== Where To Go From Here ==
At this point in mapping, you might have a bit of your map created, and some things laying around within it. Something you should now focus on is "''Geometry in Steps''".
At this point, you might have a bit of your map created and some things laying around in it. Something you should now focus on is "''Geometry in Steps''".


=== Design Before Detail ===
=== Design Before Detail ===
'''Design Before Detail''' is a phrase often used to explain how a proper map, in any game, should be created. The mapper should look at the overall design of a rooms, areas, and connecting hallways before adding detail. The problem with a lot of new mappers is that they have put so much detail into one part of the map, and then the rest is filler. A sign of a good, experienced mapper is the feel of great connectivity with controlled choke-points.
'''Design Before Detail''' is a phrase often used to explain how a proper map, in any game, should be created. The mapper should look at the overall design of rooms, areas, and connecting hallways before adding detail. The problem with a lot of new mappers is that they have put so much detail into one part of the map, and then the rest is filler. A sign of a good, experienced mapper is the feel of great connectivity with controlled choke-points.


Maps should also have set piece fighting areas. The easiest way to think about this is to name an area in the map that players can immediately identify with: The bridge in the middle, the red courtyard, the blue basement.  
Maps should also have specific areas. Name an area in the map that players can immediately identify with: The red bridge, the red courtyard, the blue basement.


=== Factors ===
=== Factors ===
In short Factors is things that tend to make a CP, or a Flag harder to get to, and because of this, this area has been split for both modes, as CP, and Flags, tend to be very different in terms of geometry shaped around them.
Certain factors effect gameplay by making it more or less difficult to defend or attack an area. A list of factors available to mappers are:


A list of Factors available to a Mapper that are known:
* Height
* Height
* Surrounding Geometry
* Surrounding Geometry
* Class Specific
* Class Specific features


These really are the only two that exist, mainly Height is the Major factor used in most Maps, and because of that, has much more info regarding it. A good example of a Height factor would be the Dish Control Point in Hydro, and a good example of Surrounding Geometry would be the first Control Point in Dustbowl. While Class Specific is hard to sum up, a good example wood be the top of the Radar Dish Housing, as only Demomen, and Soldiers can Reach it.
Height is probably the most important factor in most maps. A good example would be the dish control Point in "cp_hydro". A good example of surrounding geometry would be the first control point in Dustbowl. While class specific features are hard to sum up, a good example wood be the top of the radar dish housing as only Demomen and Soldiers can reach it.


{{Note| All of the below can be done in any order.}}
{{Note| All of the following can be done in any order.}}
==== Flags ====
==== Flags ====
[[Image:Red flag 01.jpg|thumb|right|260px| A Square area with small steps leading towards the flag.]]
[[Image:Red flag 01.jpg|thumb|right|260px| A small flag point.]]
:Flags in a way tend to be on flat ground, much like in ctf_2fort, and because of that, have less factors than any other Gameplay, However most players automatically know that Demomen, and Engineers, make for the Best Flag defense, and because of that take 2fort for example.
:Flag points tend to be small, indoors and located in a wall or corner of a  small room. Defense and offense is pretty straightforward. In most cases, Demomen and Engineers make the best flag defenders. However, locating the capture point on a ledge or in a pit or a room with an open window where it is in plain view of enemy Snipers but out of range of other classes will completely alter the gameplay.
 
Taking a look at the Image to the right, any good player, by looking at this area will be able to tell where to place his sentry, and most likely where demomen can place their sticky Bombs. This is mainly a ''Surrounding Geometry'' Factor, and because of this, there really is no class specific area, as any class can defend the flag down within this room. However thats not too say that you, in your map, cannot add in any other factor. You might for instance have the flag up on a ledge, or instead inside of a pit, that requires the player to head down, then back up. All this can really add to how each team can win, and grab one another flag, but most likely, the map might be symmetrical.


==== Control Points ====
==== Control Points ====
[[Image:Red CP1 Interior 01.jpg|thumb|right|250px|Notice the doorways, and the cluster of the CP area, making it hard to defend, but easy to attack, as grenades, and Rockets can do a lot of damage within here.]]
[[Image:Red CP1 Interior 01.jpg|thumb|right|250px|Notice how the doorways and the clutter of the control point area makes it hard to defend but easy to attack as grenades and rockets can do a lot of damage in here.]]
:Adding Factors to a Control point is more different than a CTF, map, because they can each differ from point to point. Taking a look at a map like ''cp_dustbowl'', you can see how each point progress upon itself, and adds each factor carefully. The first point starts with a ''Surrounding Geometry'' Factor, where there is only two entrances to the CP itself. One in the direct line from the Blue team, and the other on the opposite side, from the Red teams side. Also beside that, this CP has two factors, where Height is also added. A small balcony exists to the right of the CP, acting as another doorway, and can be reached by a Scout, etc. However taking a closer look at the ''Surrounding Geometry'' you can notice that the sentry placement is hard for an engineer, and due to that, players tend to place their Sentry's on the stairway, which is directly looking upon the entire point, and the balcony. Without getting into too much explanation for this area, you can tell how each area aids itself around the point. This is why, stated above, its better to shape geometry ''around'' the goal. With all this stated, its time o move onto making factors work around, ''and'' outside of Goals.
:The factors of a CP map are different than the factors of a CTF map because of the differences in how the points work. Looking at a map like ''cp_dustbowl'' you can see how the factors increase as you progress. The first capture point is sheltered and there are only two entrances- one facing the Blu team and the other facing the Red team. Theres a balcony on the second story of the building so height is also a factor. Sentry placement is difficult for an engineer and players tend to place their sentries on the staircase overlooking the control point. This is why it's better to shape geometry ''around'' the goal.


==== Class Specific ====
==== Class Specific ====
: As in any map its always cool to have an area great for Sentry's, or a great place to Rocket Jump too. Even perhaps a good place to build a couple of teleporters safely, even though thats more of a random factor for the Player. However these both need to have their upsides, '''and''' downsides, and because of this, is what makes them good. To help make this more even, each Class aid, is under a section.
: It's always cool to have places that give each of the different classes an advantage but these places need to have their vulnerabilities as well.


==== Height ====
==== Height ====
[[Image:GravelPit Roof 01.jpg|thumb|right|200px|The Demoman and Soldier can reach this area here, above Point B, in ''cp_gravelpit''.]]
[[Image:GravelPit Roof 01.jpg|thumb|right|200px|The Demoman and Soldier can reach the area, above Point B, in ''cp_gravelpit''.]]
[[Image:GravelPit Roof 02O.jpg|thumb|right|200px| Looking at both Images now, you can tell that no Health or ammo exist up on the Roof, that being the balance.]]
[[Image:GravelPit Roof 02O.jpg|thumb|right|200px| You can tell that no health or ammo spawns on the roof. That's the disadvantage.]]
[[Image:GravelPit PB View 01.jpg|thumb|right|200px|A In -Server screen from the entire point, also notice the shack on the left, that is also Height added, but Scouts can reach it.]]
[[Image:GravelPit PB View 01.jpg|thumb|right|200px|Notice the shack on the left adds a height factor. Scouts can reach it.]]
Height is always an option for Classes much like the Scout, Demoman, and Soldier. Because of this though, Only really a Demoman and a Soldier can reach very high heights. To understand a bit of the Height ratio, and other values, you can take a look at [[TF2/Team Fortress 2 Mapper's Reference | This]]. Something that always makes a difference in a game, is when you have that one little Soldier up on a ledge, weakening people with his rockets, and also at the same time, have a good view of the area. This can be around the Goal area, or can just instead be an area that the Soldier can reach first, before any other class. However there needs to be balance with that. It's no fair if a Soldier or Demoman can see the entire area around a Goal, and get constant ammo and health at the same time.
Height is always an option for classes like the Scout, Demoman, and Soldier. Check [[TF2/Team Fortress 2 Mapper's Reference | this]] out to learn more about the height ratios.


Looking at the Images again on the right, you can see how each area, on the roof has a total overview of the area surrounding Point B in cp_gravelpit. However the balance within this area is the fact that there are no Ammo or Health Pickups. So the Player needs to travel back down to get either, and yet at the same time, they loose health for Pipe Jumping, or Rocket Jumping up there.
In the images on the right, you can see how each area on the roof has a total overview of the area surrounding Point B in cp_gravelpit. The balance in this area is the fact that there are no ammo or health pickups. The player has to come back down to get them and they loose health for pipe jumping or rocket jumping back up there.


Something to note in height is that it gives players a lot of choice between holding the point, and also gives many attackers options of choosing how to attack, most importantly, if theres many doors leading to the Goal, like Height areas, (For instance the Roof in Point B has a window leading to the point) then that adds as a double whammy in a way. Last Sometimes things like spawnrooms, much like the ones in cp_gravelpit, are also High above ground. Meaning that certain classes can only reach the entrances. Also taking a last look at a map like cp_gravelpit, you can tell that each point has height as a factor to it. Mainly all of cp_gravelpit, revolves around ''Height Factors''.
Elevated places give players a lot of choices. If there are many paths leading to a goal, elevated areas can be used for offense or defense. Sometimes spawnrooms are elevated so that only certain classes can return after they've left. In a map like cp_gravelpit, each point has elevated areas around it. It's mainly a height oriented map.


==== Surrounding Geometry ====
==== Surrounding Geometry ====
Surrounding Geometry could be called Height, but instead its more of a flat Factor, giving an area more space, and less Height options. Also, because of this, these areas tend to be harder to get into, or sometimes the other way around, and instead just harder to defend.
Surrounding geometry can make an area easy to attack or easy to defend, depending on how it is implemented. A good example of surrounding geometry is cp_dustbowl's final capture point. It's very wide and this gives the defenders plenty of room to fence in the attackers who are forced to approach along a vary narrow path. However, there are a couple of elevated places to the left and right of the point and there is a tunnel, often referred to as the ''sewer'', that leads to the trench beneath the overpass in front of the control point. These places give the attacking team a much better chance of defeating the defending team.
 
One good example of a different ''Surrounding Geometry'' then showed before is cp_dustbowl's last and final CP. The area itself is very wide, and because of that gives the Defenders a way to fence in the Attackers, buy placing their Sentry's right, and spamming fire towards the transition area, leading to the final cp. There is hardly an Height areas within this area, and because of that, the area is much more balanced, and requires the Blue side, which is Attacking, to move forward in a general direction. The only thing added is an ''UnderSide-Height'' Factor. This is the Tunnel, or often referred to as the ''sewers'', that lead the Blue side to the final CP, from underneath, rather than above. Still Red has an advantage, as any player, and/or Sentry can see the entire Gap, connecting to the Tunnel.


=== Constructing the Gameplay Area ===
=== Constructing the Gameplay Area ===
[[Image:Clip.jpg|thumb|right|250px|A [[Tool textures | Player Clip]] that prevents the player from getting stuck on props.]]
[[Image:Clip.jpg|thumb|right|250px|A [[Tool textures | Player Clip]] that prevents the player from getting stuck on props.]]
The gameplay area is the entire area of your map where players will be allowed to go. Although there might be a lot of different heights within your maps, things like [[Tool textures | Player clips]], and such will keep the player from going where they're not supposed to. Because of the Soldier and Demoman's blast-jumping abilities, players can climb most structures in Team Fortress 2. There are a few instances where you may wish to prevent this.
The gameplay area is the entire area of your map where players will be allowed to go. Although there might be a lot of different heights within your maps, things like [[Tool textures | Player clips]], and such will keep players from going where they're not supposed to go. Because of the Soldier and Demoman's blast-jumping abilities, players can climb most structures in Team Fortress 2. There are a few instances where you may wish to prevent this.


You can deny players access to particular areas by creating a brush with the [[Tool textures | Player Clip]] texture to prevent players from entering areas where they should not be allowed. Any brush with the player clip texture will act as an invisible wall or barrier towards players, they will not be able to pass through it. You should use player clips to assist in creating the map's internal structure. No player would enjoy being denied access to an area they were expecting to be able to enter in a hasty retreat. In the default TF2 maps, you can observe that clipping is commonly used to prevent the player getting stuck on any prop or detail that might be in their way.
You can deny players access to particular areas by creating a brush with the [[Tool textures | Player Clip]] texture to prevent players from entering areas where they should not be allowed. Any brush with the player clip texture will act as an invisible wall or barrier. Players will not be able to pass through it. You should use player clips to assist in creating the map's internal structure. No player will enjoy being denied access to an area they were expecting to be able to enter in a hasty retreat. In the default TF2 maps, clipping is commonly used to prevent the player from getting stuck on any prop or detail that might be in their way.


{{placement tip | Clipping works great in all areas, but be sure to use the '''''right''''' one! [[Tool textures | Player clips]] are useful for areas where players shouldn't be, and [[Tool textures | Clips]] are useful for areas where nothing, including [[prop_physics | physics props]], should be placed or built. }}
{{placement tip | Clipping works great in all areas, but be sure to use the '''''right''''' one! [[Tool textures | Player clips]] are useful for areas where players shouldn't be, and [[Tool textures | Clips]] are useful for areas where nothing, including [[prop_physics | physics props]], should be placed or built. }}


One of the most important aspects of clipping is that it aides in smoothing out the gameplay, as mentioned above. However, clipping also can control the players' movements in a way, though that tends to be far more complex and unnecessary. To elaborate, you might be wondering why player clips are necessary. What parts of your gameplay will they affect? Remember, they keep players from going into restricted or "off-limits" areas. They can create the boundaries for the map itself. Think of the map cp_dustbowl, for instance. The map has few areas where it would seem to a player as if they would be able to jump over a particular fence, or get on top of a certain roof. These areas are clipped off to disallow players to reach them. This is a prime example of controlling the areas of conflict in a particular map, and making sure that the conflict between players is well-contained. Of course, that does not mean whether or not clipping certain things is necessarily bad, but areas of clipping should be placed based on how players respond to certain environments and visual cues. One thing to consider is that there should be a clear focus to a goal within the area. For example, a player might look at hardly anything except the goal at times, and therefore would travel straight to it. However, the threats surrounding the goal, also do their job to affect the outcome. It's important to create streamlined areas in your map, and keep the focus on several particular goals, rather than having a player worry about ten different roofs at the same time.
One of the most important aspects of clipping is that it aides in smoothing out the gameplay. It can also control the players' movements in a way, though that tends to be far more complex and unnecessary. To elaborate, you might be wondering why player clips are necessary. What parts of your gameplay will they affect? Remember, they keep players from going into restricted or "off-limits" areas. They can create the boundaries for the map itself. Think of the map cp_dustbowl, for instance. The map has few areas where it would seem to a player as if they would be able to jump over a particular fence, or get on top of a certain roof. These areas are clipped off to disallow players to reach them. This is a prime example of controlling the areas of conflict in a particular map, and making sure that the conflict between players is well-contained. Of course, that does not mean whether or not clipping certain things is necessarily bad, but areas of clipping should be placed based on how players respond to certain environments and visual cues. One thing to consider is that there should be a clear focus to a goal within the area. For example, a player might look at hardly anything except the goal at times, and therefore would travel straight to it. However, the threats surrounding the goal, also do their job to affect the outcome. It's important to create streamlined areas in your map, and keep the focus on several particular goals, rather than having a player worry about ten different roofs at the same time.


=== Adding in Detail ===
=== Adding in Detail ===

Revision as of 13:48, 6 May 2008

What makes a good Team Fortress 2 map? What does it need? How should it work? Designing and producing a map is difficult, but designing a balanced, exciting TF2 map is even more challenging. This article is a brief overview of TF2 map design and covers some of the different design aspects and features a mapper should consider before attempting to create a TF2 map. None of these aspects are set in stone but they are based on the experiences of established mappers and will help you create enjoyable maps for yourself and your friends.

Related articles:

How TF2 works

TF2 is a highly diversified multiplayer game. Part of TF2's extraordinary gameplay comes from its well designed maps which accommodate all of the player classes equally. Understanding the gameplay is easy but creating a high quality map takes some thorough planning and design. The main points you want to consider are:

  • The map needs to be optimized, fast, and fun to play. The map should be able to run on a 24/7 server without it getting boring after the third time played.
  • The map needs to accommodate all classes within TF2. Each class must have a purposeful use in the map.
  • The map should be built around gameplay. The true beauty of a map lies not in minute details but in well-balanced play.

The first step in creating a TF2 map is choosing the style of gameplay you want. There are three styles of gameplay in TF2- Capture The Flag (CTF), Capture Points (CP), and Territorial Control (TC). Each style has its own set of advantages and disadvantages.

CTF - Capture The Flag

Maps Featuring CTF Gameplay: ctf_2fort
The Blue fort entrance.
The Red fort entrance.

In CTF, each team has a "flag", represented by an intelligence briefcase, and a capture point. Players on each team must pick up the enemy's flag and return it to their own capture point. It is common for the flag points and capture points to be located in the same place but they don't have to be. Separating the flag and capture points can create interesting map designs where the teams have two areas to attack and defend. This creates many "jobs" for the players so, it's generally a good idea to use larger maps in this case. The easiest way to make a CTF map is to build the basic layout for half of your map, create a copy and rotate the copy 180 degrees and merge them face to face. Then you can customize and re-texture it to your liking.

CTF tends to be the easiest style of gameplay to design maps for. CTF maps are generally small and symmetrical in layout. "ctf_2fort" is a prime example of this. It consists of two bases directly opposite one another, each with the same internal layout. The only difference is the decor. The pictures on the right show how both sides look very different from one another even though their layouts are the same. Symmetrical maps are generally chosen to keep the sides even in a way that's easy for the map developer.

If you choose to make a non-symmetrical map, you have to make sure no unfair advantages is given to either team. It should take fairly the same amount of time and effort for either team to defend and capture. Having to make a long journey to and from the enemy flag can make a map very boring very quickly. It's recommended that you keep map sizes to a minimum and include lots of obstacles and alternate routes to keep it interesting.

Advantages

  • Design is generally easier than the other two gameplay styles.
  • Map design can be simplified using symmetry between the two sides.

Disadvantages

  • Non-symmetric maps can be very difficult to balance. Maintaining evenness and avoiding giving one side an advantage can take a long time during the design process.
  • With a symmetric design, any changes you make to the layout of one side have to be duplicated on the other side.

CP - Capture Point(s)

Maps featuring CP gameplay: cp_well, cp_dustbowl, cp_granary, cp_gravelpit
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.
Middle CP in cp_granary.

CP style maps are much more difficult to make than CTF maps. They need to be larger to provide more room for gameplay. For that reason alone, not too many CP maps are well thought out.

CP maps tend to have two or more control points. Take cp_dustbowl for instance. It contains over 6 Points. The Blue team must fight their way through several maps to reach the last point which is a rocket launch pad on the Red side. On most CP maps, Red tends to be the defending side while Blu is on the offensive. That's optional though. Control points tend to have large areas around them to accommodate the capture point itself and plenty of offense and defense elements. The best design approach for CP maps is to combine good defense points with vulnerabilities that compliment the offensive classes of the enemy team. Include places around the capture points where classes like the Engineer can build sentries and create other areas where classes like the Demoman can take advantage. Likewise, you want to include places for Snipers and lots of alternate routes for Spies and Scouts.

The great thing about CP games is that they don't have to have symmetrical maps. They can even span accross several different maps. Because of this, there are two general types of maps for CP- "round" maps and "linear" maps.

Round Maps

Referenced: cp_dustbowl

"Round" maps are broken up into several "rounds" with each round taking place in a separate map. A good example would be cp_dustbowl. In the first round, the Blu team takes control of two points in the first map and the round ends. The next round begins in a different map which shares some of the same geometry as the first map. It's common for "round" maps to have inaccessible areas that share geometry with other maps to give the impression that these areas are adjacent to each other.

The first image on the right shows how the geometry around a control point effects the gameplay. It has many class specific features like the Scout being able to jump over the gap and the Soldier being able to rocket jump to certain areas around the control point.

In the Second Image, the first control point is contained in a small room. Not only is it harder to defend, its more cramped inside making rocket and grenade splash damage more effective.

The final capture point is very large and open. The area has much more room for defense and larger waves of players on the Blu team can attack. The control point areas in cp_dustbowl get larger and the paths between them get narrower as the game progresses.

Advantages of Round Maps

  • Allows more detail in each map.
  • Easier to optimize and more compact than linear maps.

Disadvantages

  • Larger than most maps- around the same size as a TC map.
  • Harder to layout.

Linear

Referenced Maps: cp_well, cp_granary

"Linear" CP maps differ from round CP maps in that the capture points are all in the same map and tend to be arrange in a straight line. cp_well is a great example for this type of map, as well as cp_granary. Both teams attack and defend rather than one or the other. Both teams being with two points while the middle point is neutral. Basically, whichever team gets the middle is winning the game. An interesting point about "linear" maps is that don't have to actually be linear at all. Height is a factor in these maps and this is another class specific design feature that aids in who can own the middle. Notice also that this map is symmetrical much like a CTF map.

With both of these map types in CP, you have many options, as well as the non-included, cp_gravelpit. This map is a bit of both and focuses on Red defending and Blue attacking.

TC - Territorial Control

A inner CP, currently occupied by Blue. Can also be occupied by Red at other points in the match.
A outer CP, raised up inside of a Radar dish. Height becomes an issue for capping and defending.
A Transition area from one point to the next.
Maps Featuring TC Gameplay: tc_hydro

TC is a new gameplay type in TF2 and is different from other gameplay types. Because of the difference in design philosophy, there hasn't been very many custom TC maps developed. TC is similar to CP in the sense that it is a round-based version of CP. Each team must try to get the opposite team's capture point and win the round. Once the round has been won, a new round begins with a new set of capture points. If no team captures the opposing team's point by the end of the round, a "sudden death" round is activated to break the stalemate. Once a team gets pushed back to it's last capture point, that team no longer has the option to attack and must defend. Sadly, the only good example of this type of gameplay is tc_hydro. Because the ownership of each capture point can vary throughout the game, TC maps tend to be mostly of neutral colors. Gray and White are usually predominate.

Something thats noticeable in any CP map is the height of a capture point. Raised areas tend to only be easily accessible for certain classes like the Scout, Demoman or Soldier. Lower areas are easily accessible by any class and can result in hard-to-defend sections. Use care when factoring in height with your map routes, as it can give an advantage to one team in a particular section.

Advantages

  • Many users consider TC maps more fun due to the increased complexity over the relatively simple CP map design.
  • There are barely any TC maps being made, so yours won't get drowned out in a sea of crappy maps :)

Disadvantages

  • TC maps tend to be big in size. As a result, optimization can be tricky and and it can be difficult to manage a large map design.
  • Areas are only distinctly colored at the opposite ends of each map. This limits texture selection and can make it difficult to design a visually distinctive map.

Getting Down a Layout

File:Ctf unknown schets.png
A Basic overhead layout of a map, from an Author on the VDC.

Once you decide what style of Gameplay you want, you need to layout the map. It's a good idea to hand draw a basic top-down sketch of your map on a large piece of graph paper. That will make it really easy to create in Hammer before you have to worry about all the little details. You might ask why you should draw a sketch? Well, a sketch will help you shape the basic geometry of your map with starting points, buildings, paths and other basic stuff. After this the details are much easier. Once you get a layout you like, whether it be in Hammer or on paper, start mapping!

Basic Elements of a TF2 Map

A map is built from basic geometric elements. Some tutorials cover the creation of these elements. If maps are the complex molecules, the elemets are the atoms. The covered topics include:

Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:

Where To Go From Here

At this point, you might have a bit of your map created and some things laying around in it. Something you should now focus on is "Geometry in Steps".

Design Before Detail

Design Before Detail is a phrase often used to explain how a proper map, in any game, should be created. The mapper should look at the overall design of rooms, areas, and connecting hallways before adding detail. The problem with a lot of new mappers is that they have put so much detail into one part of the map, and then the rest is filler. A sign of a good, experienced mapper is the feel of great connectivity with controlled choke-points.

Maps should also have specific areas. Name an area in the map that players can immediately identify with: The red bridge, the red courtyard, the blue basement.

Factors

Certain factors effect gameplay by making it more or less difficult to defend or attack an area. A list of factors available to mappers are:

  • Height
  • Surrounding Geometry
  • Class Specific features

Height is probably the most important factor in most maps. A good example would be the dish control Point in "cp_hydro". A good example of surrounding geometry would be the first control point in Dustbowl. While class specific features are hard to sum up, a good example wood be the top of the radar dish housing as only Demomen and Soldiers can reach it.

Note.pngNote: All of the following can be done in any order.

Flags

A small flag point.
Flag points tend to be small, indoors and located in a wall or corner of a small room. Defense and offense is pretty straightforward. In most cases, Demomen and Engineers make the best flag defenders. However, locating the capture point on a ledge or in a pit or a room with an open window where it is in plain view of enemy Snipers but out of range of other classes will completely alter the gameplay.

Control Points

Notice how the doorways and the clutter of the control point area makes it hard to defend but easy to attack as grenades and rockets can do a lot of damage in here.
The factors of a CP map are different than the factors of a CTF map because of the differences in how the points work. Looking at a map like cp_dustbowl you can see how the factors increase as you progress. The first capture point is sheltered and there are only two entrances- one facing the Blu team and the other facing the Red team. Theres a balcony on the second story of the building so height is also a factor. Sentry placement is difficult for an engineer and players tend to place their sentries on the staircase overlooking the control point. This is why it's better to shape geometry around the goal.

Class Specific

It's always cool to have places that give each of the different classes an advantage but these places need to have their vulnerabilities as well.

Height

The Demoman and Soldier can reach the area, above Point B, in cp_gravelpit.
You can tell that no health or ammo spawns on the roof. That's the disadvantage.
Notice the shack on the left adds a height factor. Scouts can reach it.

Height is always an option for classes like the Scout, Demoman, and Soldier. Check this out to learn more about the height ratios.

In the images on the right, you can see how each area on the roof has a total overview of the area surrounding Point B in cp_gravelpit. The balance in this area is the fact that there are no ammo or health pickups. The player has to come back down to get them and they loose health for pipe jumping or rocket jumping back up there.

Elevated places give players a lot of choices. If there are many paths leading to a goal, elevated areas can be used for offense or defense. Sometimes spawnrooms are elevated so that only certain classes can return after they've left. In a map like cp_gravelpit, each point has elevated areas around it. It's mainly a height oriented map.

Surrounding Geometry

Surrounding geometry can make an area easy to attack or easy to defend, depending on how it is implemented. A good example of surrounding geometry is cp_dustbowl's final capture point. It's very wide and this gives the defenders plenty of room to fence in the attackers who are forced to approach along a vary narrow path. However, there are a couple of elevated places to the left and right of the point and there is a tunnel, often referred to as the sewer, that leads to the trench beneath the overpass in front of the control point. These places give the attacking team a much better chance of defeating the defending team.

Constructing the Gameplay Area

A Player Clip that prevents the player from getting stuck on props.

The gameplay area is the entire area of your map where players will be allowed to go. Although there might be a lot of different heights within your maps, things like Player clips, and such will keep players from going where they're not supposed to go. Because of the Soldier and Demoman's blast-jumping abilities, players can climb most structures in Team Fortress 2. There are a few instances where you may wish to prevent this.

You can deny players access to particular areas by creating a brush with the Player Clip texture to prevent players from entering areas where they should not be allowed. Any brush with the player clip texture will act as an invisible wall or barrier. Players will not be able to pass through it. You should use player clips to assist in creating the map's internal structure. No player will enjoy being denied access to an area they were expecting to be able to enter in a hasty retreat. In the default TF2 maps, clipping is commonly used to prevent the player from getting stuck on any prop or detail that might be in their way.

PlacementTip.gifPlacement Tip: Clipping works great in all areas, but be sure to use the right one! Player clips are useful for areas where players shouldn't be, and Clips are useful for areas where nothing, including physics props, should be placed or built.

One of the most important aspects of clipping is that it aides in smoothing out the gameplay. It can also control the players' movements in a way, though that tends to be far more complex and unnecessary. To elaborate, you might be wondering why player clips are necessary. What parts of your gameplay will they affect? Remember, they keep players from going into restricted or "off-limits" areas. They can create the boundaries for the map itself. Think of the map cp_dustbowl, for instance. The map has few areas where it would seem to a player as if they would be able to jump over a particular fence, or get on top of a certain roof. These areas are clipped off to disallow players to reach them. This is a prime example of controlling the areas of conflict in a particular map, and making sure that the conflict between players is well-contained. Of course, that does not mean whether or not clipping certain things is necessarily bad, but areas of clipping should be placed based on how players respond to certain environments and visual cues. One thing to consider is that there should be a clear focus to a goal within the area. For example, a player might look at hardly anything except the goal at times, and therefore would travel straight to it. However, the threats surrounding the goal, also do their job to affect the outcome. It's important to create streamlined areas in your map, and keep the focus on several particular goals, rather than having a player worry about ten different roofs at the same time.

Adding in Detail

While any mapper will tell you detail is great to have, it's not very useful in Multiplayer maps, and for a sole reason. That's not too say that it is bad to detail a map with props, etc, but instead things like this, can create obstacles, and believe it or not, can also detract from concentration to the players rather than the environment. However this is something more of a topic that's deeper than this tutorial, and has been discussed quite a lot of the Internet. However the basic premise is: Use objects, and visual hints to aid the player to their goal, rather then confuse them. In TF2, players tend to see many arrows, or signs pointing towards the proper direction. While most Multiplayer games don't have these things, the art style of TF2 allows for it, and although funny, its okay to point the player to the Goal, even if its right around the corner. Just of course don't have signs in every single turn! For now though, you should pretty much get into finishing up a map, or more or less working on it, also on a side note, clipping can very well be combined with detail, to control the gameplay, which is the best way to explain control overall. Next is finishing up a map and sending it out to servers.