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Revision as of 15:18, 29 August 2008
A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. Most importantly, use these numbers to help make a map feel in proportion, as TF2 maps are slightly larger than maps for other, more realistic mods.
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.
<tr">Class | Jump Type | Horizontal | Vertical |
---|---|---|---|
Scout | Normal | 320~352 | 72 |
Double | 608~640 | 117 | |
Soldier
* = wall climb |
Normal | 224~256 | 72 |
1 rocket | 992 (1024 max) | 448 (576 max) | |
2 Rocket * | N \ A | 928~992 | |
3 Rocket * | N \ A | 1184~1248 | |
4 Rocket * | N \ A | 1312~1376 | |
Pyro | Normal | 256~288 | 72 |
Demoman
* = Medic necessary |
Normal | 250~256 | 70 |
1 sticky | 2112~2144 | 728 (928-960 max) | |
2 stickies | over 6000 | 3072~3104 | |
3 stickies * | ? | over 6323 | |
4 stickies * | ? | over 7769 | |
Heavy | Normal | 192~224 | 72 |
Engineer
* = used as platform |
Normal | 256~288 | 72 |
Teleporter * | ? | 84 | |
Dispenser * | 288~320 | 127 | |
Sentry * | ~315 | 138 | |
Medic | Normal | 256~288 | 72 |
Sniper | Normal | 256~288 | 72 |
Spy | Normal | 256~288 | 72 |
Maximum | ? | ? | over 1952 |

Class Speeds
The speeds below are measured in Hammer units per second. The scout, for example, has a movement speed of 400, so in ten seconds he can cover a distance of up to 4000 Hammer units.
Class | Forwards | Backwards | Underwater |
---|---|---|---|
Scout | 400 | 360 | 320 |
Soldier | 240 | 216 | 192 |
Pyro | 300 | 270 | 240 |
Demoman | 280 | 252 | 224 |
Heavy | 230 | 207 | 184 |
(firing minigun) | 80 | 80 | 64 |
Engineer | 300 | 270 | 240 |
Medic | 320 | 288 | 256 |
Sniper | 300 | 270 | 240 |
(while scoped) | 80 | 80 | 64 |
Spy | 300 | 270 | 240 |

Damage amounts

func_breakable
) and/or targets in a map. Damage data gathered using func_breakable's - Min Damage to hurt property. Settings for the entities were: Strength > 1.0, Physical Impact damage scale > 0.1
Class | Weapon Type | Damage Dealt |
---|---|---|
Scout | Scattergun | 60~70 |
Pistol | 10~20 | |
Bat | 30~40 | |
Soldier | Rocket Launcher | 90~100 |
Shotgun | 60~70 | |
Shovel | 60~70 | |
Pyro | Flamethrower | N/A |
Shotgun | 60~70 | |
Axe | 60~70 | |
Demoman | Pipe bomb | 50~60 |
Sticky Bomb | 110~120 | |
Bottle | 60~70 | |
Heavy | Minigun | 30~40 |
Shotgun | 60~70 | |
Fists | 60~70 | |
Engineer | Shotgun | 60~70 |
Pistol | 10~20 | |
Wrench | 60~70 | |
Medic | Needle gun | 10~20 |
Bone saw | 60~70 | |
Sniper | Sniper Rifle (0%) | 50~60 |
Sniper Rifle (100%) | 150~160 | |
Submachine gun | 1~10 | |
Khukri (knife) | 60~70 | |
Spy | Revolver | 40~50 |
Knife | 40~50 |
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 |
Inner Sewer water (puts out fire if crouched) | - | - | 42 |

Map prefixes
Official
- arena - Arena
- cp - Control Point
- ctf - Capture the Flag
- pl - Payload
- tc - Territorial Control
Unofficial
- dm - Deathmatch
- dom - Domination
- GD (Also known as JUMP) - Fun skill maps that have little or no competitive fighting, but rather are for players to practice using Soldier or Demoman classes, using their explosive weaponry to propel themselves to difficult heights, or through difficult obstacles. (Examples include: GD_Concmap, JUMP_HOBO)
- koth - King of the Hill
- tr - Training
- surf - Surfing map (may be cp or ctf)
- vip - Hunted map, to be used with the Hunted Mod
Other Info
Some other useful reference info for mappers that didn't fit into the categories above:
- Maximum "walkable" height of a single stair step: 18
- Minimum width required to "walk" from one stair step to the another: 0.04
- Maximum height to fall from before taking damage: 272
- Maximum distance a spy can travel while cloaked: 3000
- Maximum distance a medic can travel while ubercharged: 3200
- Maximum distance a demoman can launch a sticky grenade: 1600
- Maximum surface height an engineer can build on by jumping from the top of a sentry: 186
- Maximum slope an engineer can build on: 3/5 (rise/run)
- Maximum detection range of a sentry gun: 1024
- Minimum ceiling height required for an engineer to build a:
- dispenser: 64
- sentry: 68
- teleporter: 96