Team Fortress 2/Mapper's Reference

From Valve Developer Community
< Team Fortress 2
Revision as of 19:00, 26 November 2007 by Rockn-Roll (talk | contribs) (→‎Map prefixes: - New maps developed by TF2Training Steam Community)
Jump to navigation Jump to search

A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know.

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.

Class Horizontal Vertical
Scout ? 117
Soldier ? 70
(Rocket Jump) ? 576
Pyro ? 70
Demoman 66 70
(Sticky Jump) ? 1024
Heavy ? 70
Engineer ? 70
(Dispenser Jump) ? 153
Medic ? 70
Sniper ? 70
Spy ? 70
Maximum ? ?

Pickup properties

Health pickups

Ammo pickups

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
Note.pngNote:* This room has a skybox ceiling, the listed height is to the top of the walls or other geometry.

Map prefixes

Main article: Map prefixes
  • cp - Control Point
  • ctf - Capture the Flag
  • tc - Territorial Control
  • tr - Training