Talk:Team Fortress 2/Mapper's Reference

From Valve Developer Community
Jump to navigation Jump to search

Nice job on gathering these, however, I can't believe a scout is four times wider than a heavy. --Baliame 19:12, 10 Nov 2007 (PST)

Thanks! And thanks for adding the item stuff. I didn't really get the scout one either, but he does have a really wide stance - he stands with his legs apart and gestures pretty wildly. I suppose I should link where I got that stuff from, but it was just a discussion post elsewhere, not even sure how to link to that..--Daeval 20:27, 10 Nov 2007 (PST)

Hehe did you borrow some of my numbers in the level creation talk? --Siyime

If you mean the class sizes, then yeah, probably. That discussion post wasn't signed, so I didn't know whose those were. If you mean the dimensions section, I actually took those from a decomped map. If you have more that you think would be useful to add, please do! --Daeval 11:35, 11 Nov 2007 (PST)

More numbers

I'm not up to speed on editing wiki pages just yet, so posting this here instead.

For all player classes:

Minimum Height to duck under = 56 units

Minimum Height to stand under = 83 units

Minimum Width to pass through = 49 units


For Engineers:

Dispensers require minimum 83 units vertical, 49 units wide to place.

Sentry guns require minimum 87 units vertical, 49 units wide to place.

Teleporters require minimum 95 units vertical, 57 units wide to place.


I only checked width and height - I suppose there may be situations where "depth" is needed, i.e. a hole a player can fall through, or an indentation in a floor where engineers can place stuff. --Artbroken 22:37, 11 Nov 2007 (PST)

Excellent! These numbers flesh out and simplify the models section nicely. Consider them added. --Daeval 01:08, 12 Nov 2007 (PST)
I think Valve may have changed this at some time, I had different measurements when I tested the engies vertical clearences for building serveral weeks back, after seeing this info here I double checked to be sure.--Brandished 11:59, 30 May 2008 (PDT)

Re: Depths - I checked and all are the same as width, i.e. a 49x49 unit hole in the floor will accomodate a player, sentry, or dispenser. Teleports need a square 57x57 to fit inside. I'd probably just eliminate the "depth" column altogether. Also, for Sentries - A Level 1 sentry peeks out over a 32 unit high wall; a Level 3 Sentry can look over a 48 unit high wall. (this is just eyeballing, and not tested vs players.) Lastly, I found that Teleporters can bridge gaps up to 55 units; i.e. they only need 1 solid unit of brush at each edge. This could potentially open some creative uses - alternate routes that could only be traversed by one of theses "bridges", for example, if the surrounding architecture makes walking/jumping across impossible somehow. Meanwhile, I'll try and learn to make a page rather than keep adding stuff here. --Artbroken 09:40, 19 Nov 2007 (PST)--~~

more

I'm not certain it's the maximum, but a player can jump+crouch onto something 48 units tall. I'm not certain it's the maximum, but a player can fall from something 256 units high without taking damage.

and more

All jobs: 
Highest step = 18 units
Highest object, single standing jump = 43 units
Highest object, single crouch jump = 71 units
Highest object, SCOUT double jump = 90 units 

Vertical Tubes = 78x78 with 4' walls, minimum. 
(Difficult to enter, 80x80 is a more reasonable minimum.)
Horizontal Tubes:
Crouching = 86x86 with 4' walls, minimum. 10 sided cylinder/arch, with flats on top and bottom.
Standing = 114x114 with 4' walls, minimum. 10 sided cylinder/arch, with flats on top and bottom.

--Artbroken 19:36, 21 Nov 2007 (PST)

Hmm we might add these in, yet i think we have a few of these already.--Gear 20:44, 21 Nov 2007 (PST)


a lot more...

I was asked to bring some info I collected to this page. I might do some minor changes to the layout on this page, if no one minds.--Brandished 00:15, 19 Mar 2008 (PDT)

Double Sticky jump

I'm in the middle of working on a pretty tall map and I was messing around and I was able to double sticky crouch jump onto a platform 1952 units up. I actually flew higher than the platform before landing on it. So I've updated the numbers on the page accordingly. --JCSoRocks 21:06, 14 Dec 2007 (PST)

Maximum Sentry Distance

It would be very useful to know the maximum firing distance of a sentry. I'll see if I can test tonight unless someone else already knows and could post the info. Rustybrazenfire 06:24, 11 Mar 2008 (PDT)

1024 units, if I remember correctly--Brandished 00:15, 19 Mar 2008 (PDT)

Formatting

For the tables I modified, I replaced all the WiKi formatting with HTML, I found it much easier to work with and it doesn't affect the pages layout at all since all the WiKi formatting is changed to HTML anyways when you hit Save page button after editing. I left the "Model sizes" and "Room dimensions" tables alone. I found the WiKi formatting impossible to understand when dealing with cells that spanned multiple rows. --Brandished 10:11, 30 May 2008 (PDT)

Water movement

Does anyone know the numbers for water? i.e: How fast each class moves in water? How long before they begin to lose health? How fast each class loses health when drowning?

--Talon0420 09:21, 14 Jun 2008 (PDT)

Maximum angle for players to walk/climb

Can someone tell me what the max angle is that player can walk up? i need it for air vents in my long term mapping project. , 26 June 2008 (BST)--Robadob 14:11, 26 Jun 2008 (PDT)

It's roughly 45 degrees give or take, 1/1 (rise over run) in hammer units.--Brandished 16:50, 26 Jun 2008 (PDT)
I believe I have confirmed this, by having some brushes on exactly 45 degrees, and a clip brush extending up ever-so-slightly from it, being more around 46 or 47 degrees. When I playtest this area, my character runs into some difficulty crossing the clip brush. --Azraelle 19:02, 2 August 2009 (UTC)
At least HL2 defines max angle = 45 to climb

Wanted: Max Distances

I'd like to know the max distances of bullet travel; primarily the snipers maximum range as it seems there's an effective limit to how far the bullet can travel. This would be helpful to aid anyone creating a map with a corridor which may be a few hundred units too long where snipers on opposite ends cannot hit one another or other targets. This may also be useful for other Valve titles which include weaponry players can snipe with. --CoffeeBoss

Not sure if there IS a max distance, since bullets are hitscan and merely rely on line-of-sight. However I feel safe to say that having a sight line that's too long for a Sniper to hit the other side is poor map design. --Azraelle 19:02, 2 August 2009 (UTC)
There is a max distance for the Sniper. Try playing the map snowbridge and shooting someone across from the map.--cheesemoo0 03:07, 11 January 2010 (UTC)
OK, after asking around I'm told it's 4096 Units. Someone may want to verify this distance along with other ranges, but I feel this is a pretty good approximation as I haven't seen LOS distances of over 3000 units used in shipped maps. --CoffeeBoss 30 July 2010

Wanted: Duck speed

Need to know player's speed while ducking. --Borzh62 12 August 2014

Needed changes to 'Other Info'

"Maximum distance a spy can travel while cloaked: 3000" needs to be expanded upon with the spy new CnD and DR. Id say maximum distance spy can travel with full CnD gauge and maximum distance spy can travel with full DR gauge. --Theharribokid 17:32, 23 November 2009 (UTC)

Max Height Required to Build vs. Model Sizes

Two of the Engineer's buildings seem to have two different numbers associated for the height requirement. The Sentry has a Max Height requirement of 68 units to build, but the Model size is 87 units. Same goes for the dispenser, 64 units to build and 83 units for model. Does this mean I could build a sentry in a 68 unit space but have clipping when the model goes to 87 units? Will I have to make sure that I have nobuild entity to control this? --DontEatRawHagis 03:46, 14 January 2010 (UTC)

More map prefixes

These are another 2 map types i play on often - zf_ (zombie fortress), where red = survivor, blue = zombie, a survivor becomes a zombie when dead (this gametype has deathmatch, cp and pl maps) - ph_ (prop hunt), which is arena mode, but all red players look like items (crates, bushes, etc) and have to hide, and blue players have to find them Unsigned comment added by Wander (talkcontribs) Always sign your posts with four tildes (~~~~)

Scout Quad Jump?

With the addition of the bat that enables a triple jump, there is now the possibility of a quad jump.

Based off some not-very-accurate testing, I think our "triple jump" numbers are actually a little far. I haven't been able to jump over an 1108 gap without using the FaN. Without the fan I end up about 150 units short. With the FaN I can make the jump with a dozen or so units to spare (not crouching, and can make the distance easily).

Likewise the vertical jump. I cannot make it up a 292 unit block without the FaN (I can double-jump + FaN when crouching, but not triple jump). Unsigned comment added by Draco18s (talkcontribs) Always sign your posts with four tildes (~~~~)

Scout Jumping with the Winger

Does anyone know the max jump height for the scout with the Winger equipped (which increases jump height by 25%)? It is not listed for single, double or triple jumps. Another thing is also the Soda Popper's hypemode (which enables you to have 6 jumps.). Does anyone know the max jump height for that?-- Nicksaysmeep 13:55, 16 January 2014 (PST)

About rocket jumping...

Pretty sure the max heights aren't accurate if you count CTapping. I know a single rocket can send you up to 691 hu if you do a tick-perfect CTap. Might aswell investigate this more but since CTap is super-hard to get, asking the best jumpers out there (and the best jump-mappers) could help improve the values of this list.