4/29/2023 0 Comments Tf2 map editor![]() ![]() The maximum height an engineer can build (standing on a sentry gun). The maximum slope for constructing buildings upon. The minimum size of a hallway in order to build a teleporter. The minimum size of a hallway (height and width). The maximum height of a single jump followed by a Force-A-Nature shot aimed straight down. The maximum height of a normal double jump. Starting clockwise from where you spawn: The maximum height of a fall without taking damage. White means double jump where one is a normal jump and one is a Force-A-Nature jump. Description: "I have color coded the map.The Source of many numbers on this page come from the mapping reference "Tutorial Heights" by Amakiir.Minimum space required for a partner taunt: 111.Rocket/Pipe/Stickybomb explosion radius: 146.Maximum height each class can jump out of water to a ledge:.Minimum depth water must be to swim in: 54.Minimum depth water must be to go underwater by crouching (automatically forces standing): 44.Maximum distance a demoman can charge using the Chargin' Targe: 1152.Minimum ceiling height required for an engineer to build a.Maximum detection range of a sentry gun: 1024.Maximum slope an engineer can build on: 17/32 (rise/run).Maximum surface height an engineer can build on by jumping from the top of a sentry: 188.Maximum distance a demoman can launch a sticky grenade: 1600.Maximum distance a medic can travel while ubercharged: 3200.Maximum distance a spy can travel while cloaked and using.Maximum height to fall from before taking damage: 269.Maximum walkable slope: ~45.57°, or about 51/50.Minimum width required to "walk" from one stair step to the another: 0.04.Maximum "walkable" height of a single stair step: 18.Some other useful reference info for mappers that didn't fit into the categories above: The listed height refers to the top of the walls or other geometry. Inner Sewer water (puts out fire if crouched) This section is not intended to provide detailed specifics on individual room layouts, decorations, etc. These are some general room dimensions from the popular maps to help gauge the proportions of your level. item_healthkit_full = 100% Health (Except Mannpower).Settings for the entities were: Strength > 1.0, Physical Impact damage scale > 0.1 Class Damage data gathered using func_breakable's Min Damage to hurt property. ![]() ![]() Note: For creating breakable obstacles (such as func_breakable) and/or targets in a map. 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.įor a frequently updated and much more detailed list, visit the Official Team Fortress 2 Wiki. The speeds below are measured in Hammer units per second. Mappers should keep in mind the limitations of the average player to allow them access to necessary areas while gifting advanced players with access to secret/advantageous areas. Wall climb requires a Soldier to shoot the wall before reaching the peak of a rocket jump and requires a Demoman to attach a sticky to the wall and detonate it before reaching the peak of a sticky jump. Not crouching at all results in 50 units. Starting to crouch right after jumping will reach 70 units. Note: All jumps require crouching just before jumping in order to reach a ledge at the given height. He can get onto a ledge that is as tall as his Vertical clearance. A player can clear a gap that is as wide as the Horizontal clearance for his class. The maximum jump clearances for each class, in Hammer units. Being that these are all taller than Half-Life 2's viewheight of 64, it is a good idea to keep these taller viewheights in mind when considering your map's dimensions. This is how far the player's first person camera is from their feet. ![]() Note: Giant robots found in the Mann versus Machine gamemode are normally scaled up by a factor of 1.75. ![]()
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