Team Fortress 2 Design Theory

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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

Referenced: 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.
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.

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

A Inner CP, occupied by Blue, but can also be occupied by Red.
A outer CP, Lifted upon a Radar dish, where as height, is the Factor for capping.
A Transition area from one point to the next, where Red is right, and Blue is Left.
Maps Featuring TC Gameplay: TC_hydro

TC gameplay is much more different than any other gameplay, and is a new type within TF2. Due to that, there hasn't really been to much TC custom maps out there, and thats for many reasons. While TC is a bit like CP, TC maps tend to be more like Round based CP modes, but instead with Linear modes added. Instead, each team must try to get the opposites team CP, and win the round, once the round has been won, a new area is opened up, and now a new set of CP's. This, along with both types mixed, makes the TC gameplay type more of a Hybrid of the each, and is at the same difficulty as that of a Normal CP map. One, any sadly the only good example of this type of gameplay is TC_Hydro. Along with this map, there is no definite distinction for both sides. TC maps tend to be mostly of neutral colors, those colors being Gray and White. Once a certain team pushes to opposite team to the last point, that team no longer has an option to attack, and now must defend from the attacking team.

Looking at much of the screenshots to the Right, you can tell really how TC maps go, and most importantly, how they wrap around the CP itself. Something thats noticeable, in any CP map is the Height factor. Height Factors are mainly very good for any map, and if you put a single one on per say only one side, it could very much effect the outcome of who wins the round. This is stated due to height areas, tend to only be accessible for certain classes like the: Scout, Demoman, and Soldier. This will also be noted later as well.

Advantages

  • Most TC maps are much different than any other cp type, and because of that, tend to play out a lot better than most CP maps, in some opinions. However, TC maps, much Like round based, are easier to control geometry, and also tend to have areas visible that are not part of the Round area. They also, like round areas, share geometry that can be seen from most places.

Disadvantages

  • Much like any other CP map, they guys tend to be big, and arent much fun if they are too small. Therefore, optimization while easy to handle, can sometimes be hard when in large outdoor areas surrounding a CP.
  • TC maps only have distinctive colors at the end of each side, therefore you wont have too many texture options available to you, however you can change that around as well.

Getting Down a Layout

File:Ctf unknown schets.png
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.

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

Once you start, there might be a few things that you might want to look into. For instance each map requires these:

  • Respawn Rooms
  • Resupply areas
  • Spare Ammo, and Health as Pickups.-optional

When Editing the map, you can always include these things into the layout of your map. Have these listed, and be sure to implement them well. It wouldn't be fair if Red were to spawn closer to the Middle Point than Blue.

So far on the VDC, there are a couple of Tutorials you can check out to really get an understanding of what these all do:

Beginning Measures

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".

Geometry in Steps

What the tittle means above is how to really go at hitting a map at first, even though many mappers have their own preference, this is the most basic way to approach a TF2 map, and at the same time, how to construct things within it. The first thing you should do is lay down Basic geometry, the shapes, buildings, areas that will Contain either the Flag, or a CP. Once you really get all that down, construct around the Flag or CP point, put Factors in to it and most importantly Class advantages.

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.

A list of Factors available to a Mapper that are known:

  • Height
  • Surrounding Geometry
  • Class Specific

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.

-Flags

A Square area with small steps leading towards the flag.
Flags in a way tend to be on flat ground, much like in 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.

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 anothers flag, but most likely, the map might be symmetrical.

-Control Points

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 alot of damage within 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.

-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.
  • Height

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 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.