Team Fortress 2 Design Theory

From Valve Developer Community
Revision as of 11:10, 11 January 2008 by MrTwoVideoCards (talk | contribs)
Jump to navigation Jump to search

Template:WIP

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

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.