nyuuzyou/wikis huggingface dataset:
Team Fortress 2/Design Theme/Hydro

== Introduction ==
This article will go through the design theme used in maps such as tc_hydro, and cp_powerhouse, among others. This will be mostly focused on Hydro in specific, unless stated otherwise.
== Environment ==
=== Location ===
This theme typically has a balance of indoor and outdoor areas (with exceptions, such as ctf_turbine). The outdoors of these maps may be set in the dusty, arid deserts similar to cp_dustbowl and pl_goldrush. However, its unique architecture greatly sets it apart from the dirty, worn-down buildings in said maps. 
Set inside a hydroelectric power plant, featuring heavily industrialized concrete buildings. The bright, clean walls with many windows, combined with bright sunlight, create inviting and highly visible environments, which works great for gameplay.
=== Textures ===
Textures used in external parts of buildings consist of neutral, white, concrete/brick walls, such as concrete/concretewall011/012 (along with variant a), and concrete/concretewall015 (along with variants a and b). In tc_hydro, buildings lack team colors due to the nature of the gamemode, since RED and BLU are constantly fighting for control over them. In other maps, such as cp_powerhouse, the two bases feature team colors. These textures are still the familiar bright white, with a team-colored stripe at the bottom of a layer of the construction.
=== Architecture ===
==== Spytech ====
The last objectives of tc_hydro, also heavily feature Spytech.
== Gorge ==
A similar map theme to Hydro can be found in cp_gorge. The map is set in an alpine water purification plant. Due to its alpine theme, its surroundings are lush greens on gray rocks, compared to the sandy yellow rocks of Hydro. Moving up to the first capture point, there is a giant mountain reaching up towards the sky found to the left of the point. On the other end, a "gorge" which is too small to be considered a gorge.
Category:Level Design
Category:Team Fortress 2
Team Fortress 2/Design Theme/Sawmill

Category: Level DesignCategory: Team Fortress 2
==Introduction==
This article will go through the design theme used in Team Fortress 2 map koth_sawmill
==Environment==
===Location===
This theme is mostly only an exterior theme. Buildings tend to be open rather than being full interior. The settings used are wood workshops and wood storages in the middle of a forest.
===Textures===
Outside, the ground is most likely grass or dirt. The texture that is used for this is nature/blendgroundtograss008
The buildings are made out of wood or metal, with a wood or metal roof. Textures that are used are:
1. wood/grain_elevator_silo_10b for buildings around the blue spawn room
2. metal/wall025 for the roofs of these buildings
3. wood/grain_elevator_facade_14c for some other buildings
4. metal/wall027b for the roofs of these buildings
5 wood/wood_wall002 for the main control point room (uses the metal/wall025 texture for the roof)
The spawnrooms use the textures:
concrete/concretewall011c and concrete/concretewall011b
===Models===
Most models are found in the props_forest and prop_foliage folders including pine trees, logs, saw blades, barrels, planks etc.
===Particles===
Name 	Description and Notes
env_rain_001 	Rain particles found in Sawmill.
env_rain_002_256 	Alternative rain particles.
env_rain_ripples 	Ripple effect for water found in Sawmill.
waterfall_bottommist 	Waterfall particles.
waterfall_bottomsplash	Waterfall particles.
waterfall_bottomwaves 	Waterfall particles.
waterfall_mist 	Waterfall particles.
waterfall_rocksplash 	Waterfall particles.
waterfall_rocksplash_2	Waterfall particles.
waterfall_sides 	Waterfall particles.
water_objectwake 	Ripple effect for water.
Team Fortress 2/Docs/Level Design

This article focuses on Level Design. For general mapping tutorials, see :Category:Level Design.
== Getting Started ==
* SDK Installation
* Design Theory
* Basic Map Construction
* Mapper's Reference
== Themes ==
* Spytech
* Dustbowl
* Sawmill
* Hydro
* Payload
== Constructing Elements ==
=== Basic Elements ===
* Round time
* Setup Gates
=== Spawnrooms ===
* Creating a Spawnroom
* Respawn Areas
* Resupply Areas
* Team-Specific Barriers
* Team-Specific Doors
* Adding details
=== Goal Systems ===
* Arena
* Control Points
* Flags
* King of the Hill
* Multiple Round Linear Goal Systems
* Payload Goal System
* Territorial Control
* PASS Time
* Player Destruction
=== Environmental Hazards ===
* Grinders
== Bots ==
* Navigation Mesh
* TF2-specific Navigation Mesh Guide
== Custom Modes ==
* Cyclic Control Points
* CTF Keep-Away
* Domination
* The Hunted
== Tricks & Effects ==
* Working Fire
* Respawn Time
* Mission Briefing
* Maplist Thumbnail
* Loading Screen Menu Photos
* Introductory Videos
* Respawning Dispensers
* Respawning Sentry Guns
* Audio Playing Buttons
* Rollback/Rollforward zones for payload maps
* Halloween Bosses
* Pyroland
== References ==
* List of Entities
* List of Particles
* List of Skies
* List of Soundscapes
* List of Fog Settings
* List of Maps
* List of Console Variables
== External links ==
* Official Website
* TF2maps.net Custom tutorials and maps
* Versus Saxton Hale official Vscript template 
* Get the game
__NOTOC__
Category:Entry pages
Category:Level Design
Category:Team Fortress 2
Team Fortress 2/Domination Gametype

== Overview ==
Domination maps have 2 specific goals: To capture all the points or to reach 100% domination points. Domination is started with both teams owning 1 capture point, and then they go out to capture the remaining 5 capture points (there are 7 to begin with). each capture point has its own spawn points. If you do not control any capture points, you cannot spawn in the main map, and instead spawn in the jail. When 1 team captures all the capture points, the team with no capture points can capture another capture point before they die, so they can spawn again. If all the members of the team with no capture points fail to capture a point before they die, the team who owns all the capture points wins!
The alternative to capturing all points is to reach 100% domination points. when you capture more capture points, you collect domination points faster. if you control no capture points, you don't get any domination points. When 1 team reaches 100% domination, they win.
== How Domination Maps Play Differently ==
Domination maps have some strategies that set them apart from the stock maps, which leads to challenge the player and the map authors in new ways.
; Your base is always changing
:At the beginning, you do have a "base," but after that, it may get quickly taken. You spawn at capture points that you own and that aren't under attack, unless all of them are. you can choose between defending you current capture points or scouting out and capturing new ones. While it may seem like a good idea to just go out and capturing capture points as much as you can, it may be easier to win if you defend your points too, making it harder for the enemy to capture.
; Basic Strategies:When playing, there are 2 ways to win. You must decide whether to capture many capture points and hold them or to try to capture them all.
; Enemies can come from any direction:Most domination maps seem like mazes, with many paths leading to one point. You must be wary, looking in all directions before charging into a dangerous situation.
== Proof of Concept ==
A couple people at TF2maps.net are making domination maps. The creator: TheBladeRoden, has been developing the map dom_complex, a port of the map Complex from Golden Eye/Perfect Dark
== See also ==
* Creating CCP maps
* CCP mechanics
Category:Level Design
Category:Team Fortress 2
Team Fortress 2/King of the Hill

King of the Hill is a gamemode in Team Fortress 2 that was initially a custom mode. As a custom mode, all parameters were encapsulated within the map itself, rather than any server plugin. It became official with the Classless update.
King of the Hill or KOTH involves one team capturing a point and trying to keep it for themselves for a certain amount of time (officially 3 minutes). The other team can capture the point and start their timer. When captured by the enemy, this does not change the time on the other team's timer - it only freezes it. The team thats timer reaches 0 first wins.
==Creating a KOTH map==
===Entities===
In order to transform a point into a KOTH point, the following entities are needed:
*logic_auto
*trigger_capture_area
*tf_logic_koth
The names have been noted to fit this tutorial.
===Laying out a control point===
Creating a Control Point is explained here
===Names in this tutorial===
Remember to name your entities, otherwise they cannot interact with each other and their names will appear in red when typed in. In this tutorial, we will assume that your entities will have the same names as the entity names, as no multiples of the same entity are needed for KOTH.
===Transformation into KOTH===
After you have your regular Capture Point setup laid out, you will have to open up the properties of your trigger_capture_area.
	My Output >	Target Entity	Target Input 	Parameter	Delay	Only Once
	OnCapTeam1 	tf_gamerules 	SetRedKothClockActive 	 	0.00 	No
	OnCapTeam2 	tf_gamerules 	SetBlueKothClockActive	 	0.00 	No
These inputs are needed because KOTH as a game rules entity doesn't have a built-in clock activation system. You can obviously set the respawn times (via the target inputs SetBlueTeamRespawnWaveTime and SetRedTeamRespawnWaveTime) as well through inputs, but these are the very basics of KOTH.
Now, open tf_logic_koth. As of now, it already includes the most basic of KOTH parameters - targetname, timer length and unlocking time. These are set to their defaults - timer length is 3 minutes (180 seconds) and unlock time is 30 seconds from round start.
Now, open logic_auto and insert these inputs:
	My Output >	Target Entity	Target Input 	Parameter 	Delay
	OnMapSpawn 	tf_gamerules 	SetBlueTeamGoalString 	#koth_setup_goal	0.00
	OnMapSpawn 	tf_gamerules 	SetRedTeamGoalString 	#koth_setup_goal	0.00
	OnMapSpawn 	tf_gamerules 	SetRedTeamRespawnWaveTime 	6 	0.00
	OnMapSpawn 	tf_gamerules 	SetBlueTeamRespawnWaveTime	6 	0.00
==External links==
*Creating a KOTH map on TF2Maps
Category:Level Design
King
Team Fortress 2/Resupply Areas

When a player touches a resupply area, their health and ammo are completely and instantly replenished. These are usually found in or near spawn areas on the official maps, marked by resupply lockers.
==Tutorial - Basic Resupply Lockers==
This most common kind of Resupply Area consists of 2 things: a prop_dynamic, representing the resupply locker, and a func_regenerate, which gives it functionality.
===The prop_dynamic===
Create a prop_dynamic somewhere on your map, and then go to its properties. Set the "World Model" property to models/props_gameplay/resupply_locker.mdl. Give it a Name like resupply_01. This is ultimately just for looks.
===The func_regenerate===
Next, create a func_regenerate brush-based entity with material tools/toolstrigger, making sure it occupies a large area around the prop. Set its Associated Model property to the name of the locker prop. In our example, that's resupply_01.
This func_regenerate entity determines the effective range of the resupply effect. Be careful when placing these to avoid exploits in your map. If this entity leaks through a wall, for example, players will be able to resupply where they shouldn't.
That's it! You now have a working resupply locker!
Download the demo map here: (no link yet)
==Team-Specific Resupply Areas==
You can make a Resupply Area that only works for one team by setting the Team property of its func_regenerate.
== Design Theory ==
===Alternate Resupply Areas===
Strictly speaking, the func_regenerate entity does not need to be attached to a supply locker model. It is possible to set the Associated Model to other things, or to nothing at all. Note that the standard resupply noise will still play, even if the func_regenerate is not attached to any model.
Bear in mind, however, that the average TF2 player is used to seeing and using the supply lockers. You may risk frustrating players if they can't easily recognize a resupply area on your map.
Good alternatives are mining_cart_supplies002.mdl or mining_cart_supplies001.mdl, since they have resupply items on them.
== See also.. ==
* Respawn Areas
* Team Fortress 2 Level Creation
Resupply Areas
Resupply Areas
Team Fortress 2/Scripting/Community Contributions

This page contains code contributions and tips from the TF2Maps.net Discord for VScript in 
== Hooks ==
Some of these contributions are Hooks or Game events, learn Here on how to listen to them.
== Script List ==
Name 	Description 	Usage 	Code
Change Halloween Scenario 	Allows to enable hardcoded stuff from specific halloween maps anywhere else. Check this list for all of them 	Run the following code on tf_gamerules. 	NetProps.SetPropInt(self, "m_halloweenScenario", 0-5)
Health gain on HUD 	Show to a player a custom amount of gained HP 	Call the following event, specifying who is the player.	SendGlobalGameEvent("player_healonhit", {
 entindex = player.entindex(),
 amount = healAmount
});
Add or Remove score in RD/PD Destruction (Player and Objective less)	This is so far the only way to change the score if the base gamemode is used differently than his original intent. 	Run this script anywhere, and call the two Functions. 	
Hook ↑ Changing Killicon 	Force to display custom killicons if the user died to something specific, by spawning a dummy entity and changing his classname.	 	myCustomInflictor <- SpawnEntityFromTable("info_target", { classname = "bumper_kart" }); //Replace "bumper_kart" with the kill icon you want to use
OnScriptHook_OnTakeDamage = function(params)
{
 if (/* insert your condition */)
 params.inflictor = myCustomInflictor;
}
Team Fortress 2 Classic

__NOTOC__
==Overview==
 is a free mod that re-imagines the 2008/2009 era (and the Console version) of the original , with features ranging from old scrapped mechanics to entirely new content, such as new weapons and game modes like VIP, Domination, and Four-Team. Initially, the project was meant to be purely an attempt at reintroducing and balancing scrapped pre-release weapons and concepts to fit in with the launch version of . As the team changed over time, so did the goals of the project. The original concept of the mod would not be forgotten though, as would be created to take on that concept.
As of 2.2.0, Team Fortress 2 Classic uses 7.3 as its mod base. All changes and additions should equally apply.
==See also==
* 
* 
* 
* 
* 
==External links==
* Official site
* Official wiki
* Wikipedia article
* Team Fortress 2 Wiki article
	 
Category:Mapbase Mods
Team Fortress 2 Classic Level Creation

This article focuses on Level Design. For general mapping tutorials, see :Category:Level Design.
__NOTOC__
== Getting started ==
* Installing Team Fortress 2 Classic
* Configuring Hammer for Team Fortress 2 Classic
== Constructing Elements ==
=== Basic Elements ===
* Design Theory
=== Goal Systems ===
* Arena
* Control Points
* Domination
* Flags
* King of the Hill
* Multiple Round Linear Goal Systems
* Payload Goal System
* Territorial Control
* VIP
== References ==
* List of Console Variables
* List of Entities
* List of Fog Settings
* List of Maps
* List of Particles
* List of Skies
* List of Soundscapes
== External Links ==
* Official Website
* Official Wiki
* Gamebanana
* Team Fortress 2 Classic Wikipedia Article
== See also ==
* 
* Team Fortress 2 Level Creation
Category:Team Fortress 2 Classic
Team Fortress 2 Materials

This is a page to document what materials are used in various parts of official Team Fortress 2 maps, to assist mappers in producing a map in the same style.
== 2fort ==
Blu Spawn Room:
Floor: floor_tile_007a
Wall: concretewall008b
Ceiling: computerwall004
Red Spawn Room:
Wall: concretewall008
Floor: floor_tile_007a
Ceiling: concretewall001b
Blu Inner Base:
Wall: metal/wall016b
Floor: concretefloor003
Ceiling: nature/ground_04
Red Inner Base:
Floor: wood_floor001
Wall: wall015b
Ceiling: wood_beam02
Blu Hallways:
Wall: metalwall003a and concretewall002d
Sewers:
Wall: wall022 and computerwall011
Floor: concretefloor003
Ceiling: computerwall007 (identical in both bases)
Red Intel Area:
Wall: computerwall003a and Rock Walls
Floor (Intel Room): floor_tile_004a (inner) and floor_tile_004c (border)
Floor (Outer Intel Area): floor_tile_001a
Ceiling: computerwall003a
Blu Intel Area:
Wall: computerwall005c and Rock Walls
Floor (Intel Room): floor_tile_005a (inner) and floor_tile_005c (border)
Floor (Outer Intel Area): floor_tile_002a
Ceiling: computerwall005a
Team Fortress 2 Sky List

Category:Team Fortress 2 Category:Skybox
These skyboxes are available to and mods utilizing its content. Some of these skies are HDR capable.
==Custom Skyboxes==
The following skyboxes are not included with the game and need to be downloaded separately.
==Pyroland Skyboxes==
The following skyboxes are only visible when wearing Pyrovision related items on maps that support it.
==See also==
*Sky List
Team Fortress 2 engine branch

The is a newer version of , developed from updates to . was also upgraded to this branch after 20th anniversary update. Valve is currently working on upgrading all remaining games (, , and SDK) to this branch.
The branches have incompatible s, i.e. mods/tools compiled for will not work under without updating interfaces.
== Features ==
New since the branch is:
; Swaying trees 
: Introduced in Jungle Inferno update. A material parameter that gives the effect of trees swaying in the wind.
; 
: Allows the game to access more than 4GB RAM and have slightly better performance. Additionally, tools such as , map compilers (, , ), etc... also have 64-bit binaries.
: 
; VScript 
: A powerful new scripting system primarily using . Third-party games may have different VScript implementation. 
; WebM video playback 
: Used for game intros or cutscenes in some games. Replaces Bink video. WebM allows smaller file sizes without significant degradation in video quality.
; Vulkan renderer 
: A low-overhead, cross-platform graphics API, successor to OpenGL.
: First introduced in 2022 with the release of Steam Deck update for and , and later added to during the 64-bit update. also uses Vulkan as part of the RTX Remix runtime. Using DXVK, a library used to translate Direct3D calls to Vulkan. This is disabled by default, but can be enabled in supported games by passing into the game's launch options.
; VGUI High support 
: VGUI elements are now properly scalable on higher resolutions such as 4K (3840x2160).
; Texture streaming 
: Reduce system RAM and graphics card VRAM usage by streaming textures as needed instead of loading them all when loading the map.
; Removal of Miles Sound System middleware
: Uses open-source for MP3 playback instead.
; Numerous security fixes
: See GitHub post.
== Availability ==
Game code for this branch is not available.
Category:Official Engine Branches
Team Fortress Classic

(1999) is an online multiplayer game created by Valve Software in the engine, and is based on the mod . It became one of the most popular online action games of all time, featuring 10 character classes: Scout, Pyromaniac, Soldier, Engineer, Demoman, HWGuy, Medic, Sniper, Spy and Civilian - enlisted in a unique style of online team warfare. Each character class possesses unique weapons, items, and abilities, as teams compete online in a variety of game play modes. The game is rated M for Mature.
== Bots ==
No bots are included with Team Fortress Classic; however 3rd party bot plugins are available. The following section lists the most popular bots available with a list of strengths and weaknesses, and a list of commands. 
The following represent popular bots:
* Foxbot
*Oddbot
*HPBbot
*ABot
Category:Remasters and Remakes
Team control point

thumb|right|The secondteam_control_pointfrom first stage ofcp_dustbowl.
 It marks the location of where a capture point should be at, and comes with various specific configurations that determine how it should look in the world, look in the hud, what points a team must own before it's available, etc.
By itself, it is not capable of influencing the game, and requires a trigger_capture_area alongside it to allow it be captured. A single of either team_control_point_master or team_control_point_round must also exist in the map.
== Keyvalues ==
:* 0 : Neither
:* 2 : Red
:* 3 : Blue
:* 0 : Normal Announcements
:* 1 : Final Capture Point Warning
:* 2 : No Announcements
==Flags==
==Inputs==
==Outputs==
== See also ==
* trigger_capture_area
* team_control_point_round
* team_control_point_master
* Creating a Capture Point
=== MvM ===
* trigger_timer_door
Team control point master

==Entity description==
This entity controls all the control points in a map. It is responsible for the layout of the hud icons as well as some round specific settings. team_control_point_round entities will override settings if they are used.
==Keyvalues==
:* 0 : Neither
:* 1 : Both
:* 2 : Red
:* 3 : Blue
:* 0 : Add team score for each round won
:* 1 : Add team score for each captured point
:* 0 : Changelevel normally
:* 1 : Only changelevel after all mini-rounds have been played to completion
==Inputs==
==Outputs==
== See also ==
* team_control_point
* team_control_point_round
* Setting the cap point layout
Team control point round

==Entity description==
This entity tells the game how to split your map into rounds, with each entity describing a single round. You may have as many of these in the map as you would like. This entity is required on multi-stage maps like Dustbowl and Goldrush. 
==Keyvalues==
:* 0 : Neither
:* 1 : Both
:* 2 : Red
:* 3 : Blue
==Inputs==
==Outputs==
== See also ==
* team_control_point
* team_control_point_master
* TF2/Creating a Linear Gameplay Map
Team train watcher

==Entity description==
Entity that tracks the train progress through train escort maps. Adding this entity to a map makes Team Fortress 2 classify the map as a train escort (Payload) map.
For a Payload Race map, you also need a tf_logic_multiple_escort entity.
==Keyvalues==
==Inputs==
==Outputs==
==See also==
Creating a payload map for Team Fortress 2
Teamnumber

It defines the team of a player.
== Various teamnumber values in Counter-Strike titles ==
Decimal	Description 	Player Model
1 	Spectator 	Invisible
2 	Terrorist 	Terrorist map default, or choosen agent
3 	Counter-Terrorist	Counter-Terrorist map default, or choosen agent
Other 	Undefined 	Terrorist map default
== Various teamnumber values in Team Fortress 2 ==
Decimal	Description	Player Model and Texture
0 	Unassigned 	Invisible or RED style if a class was selected then teamnumber changed through addoutput
1 	Spectators 	Invisible or RED style without cosmetics if a class was selected then teamnumber changed through addoutput
2 	RED 	RED style
3 	BLU 	BLU style