Team Fortress 2/Mapper's Reference

A quick reference for the numbers and statistics that any Team Fortress 2 level designer should know. Most importantly, use these numbers to help make a map feel in proportion, as TF2 maps are slightly larger than maps for other, more realistic mods.
== 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) 	63 	49
Sentry gun (level 3)	87 	49
Dispenser 	83 	49
Teleporter 	95 	57
Minimum 	95 	57
These are the viewheights of each class. This is how far the player's first person camera is from their feet. Being that these are all taller than 's viewheight of 64, it is a good idea to keep these taller viewheights in mind when considering your map's dimensions.
Class 	Viewheight
Scout 	65
Soldier 	68
Pyro 	68
Demoman 	68
Heavy 	75
Engineer	68
Medic 	75
Sniper 	75
Spy 	75
== 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 get onto a ledge that is as tall as his Vertical clearance.
 
 Class 
 Jump Type 
 Horizontal 
 Vertical 
 
 
 Scout
 Normal 
 330.84 
 72 
 
 
 Double 
 608~640 
 116 
 
 Double (Jump followed by Force-A-Nature) 
 ? 
 148 
 
 Triple 
 ~1108 
 296 
 
 
 Soldier
 * = wall climb
 Normal 
 217.71 
 72
 
 
 
 1 rocket 
 992 (1024 max) 
 448 (576~691 max)
 
 
 
 2 Rocket * 
 N \ A 
 928~992 
 
 
 3 Rocket * 
 N \ A 
 1184~1248 
 
 
 4 Rocket * 
 N \ A 
 1312~1376 
 
 
 Pyro 
 Normal 
 260.13 
 72 
 
 
 Demoman
 * = Medic necessary
 
 Normal 
 245.99 
 72 
 
 
 1 sticky 
 2112~2144 
 728 (928-960 max) 
 
 
 2 stickies 
 over 6000 
 3072~3104 
 
 
 3 stickies * 
  ? 
 over 6323 
 
 
 4 stickies * 
  ? 
 over 7769 
 
 
 Heavy 
 Normal 
 210.63 
 72 
 
 
 Engineer
 * = used as platform
 Normal 
 260.13 
 72 
 
 
 Teleporter * 
  ? 
 84 
 
 
 Dispenser * 
 288~320 
 127 
 
 
 Sentry * 
 ~315 
 138 
 
 
 Medic 
 Normal 
 274.27 
 72
 
 
 
 Sniper 
 Normal 
 260.13 
 72 
 
 
 Spy 
 Normal 
 274.27 
 72
 
 
 
 Maximum 
  ? 
  ? 
 over 1952 
 
== Class Speeds ==
The speeds below are measured in Hammer units per second. 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.
For a frequently updated and much more detailed list, visit the Official Team Fortress 2 Wiki.
 
 Class 
 Forwards 
 Backwards 
 Underwater 
 
 
 Scout 
 400 
 360 
 320 
 
 
 Soldier 
 240 
 216 
 192 
 
 
 Pyro 
 300 
 270 
 240 
 
 
 Demoman 
 280 
 252 
 224 
 
 
 Heavy 
 230 
 207 
 184 
 
 
 (spun up) 
 110 
 99 
 64 
 
 
 Engineer 
 300 
 270 
 240 
 
 
 Medic 
 320 
 288 
 256 
 
 
 Sniper
 300 
 270 
 240 
 
 
 (while scoped)
 80 
 80 
 64 
 
 
 Spy 
 320 
 288 
 256 
 
== Damage Amounts ==
 
 Class 
 Weapon Type 
 Damage Dealt 
 
 
 Scout 
 Scattergun 
 60~70 
 
 
 Pistol
 10~20
 
 
 Bat 
 35 
 
 
 Soldier 
 Rocket Launcher 
 90~100 
 
 
 Shotgun 
 60~70 
 
 
 Shovel 
 65 
 
 
 Pyro 
 Flamethrower 
 10~15 
 
 
 Shotgun
 60~70
 
 
 Axe
 65
 
 
 Demoman 
 Pipe bomb
 70~100 
 
 
 Sticky Bomb
 110~120
 
 
 Bottle 
 65 
 
 
 Heavy 
 Minigun 
 30~40 
 
 
 Shotgun 
 60~70 
 
 
 Fists 
 65 
 
 
 Engineer 
 Shotgun 
 60~70 
 
 
 Pistol
 10~20
 
 
 Wrench 
 65 
 
 
 Medic 
 Syringegun 
 10~20 
 
 
 Bone saw 
 65
 
 
 Sniper 
 Sniper Rifle (0%) 
 50 
 
 
 Sniper Rifle (100%)
 150
 
 
 
 Submachine gun
 1~10
 
 
 Kukri (knife) 
 65 
 
 
 Spy
 Revolver 
 40~50 
 
 
 Knife
 40
 
== Pickup Properties ==
=== Health Pickups ===
* = 20.5% Health
* = 50% Health
* = 100% Health (Except Mannpower)
=== Ammo pickups ===
* = 20.5% Ammo
* = 50% Ammo
* = 100% Ammo
== 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
Inner Sewer water (puts out fire if crouched)	- 	- 	42
== Map prefixes ==
See Map prefixes
== Other Info ==
Some other useful reference info for mappers that didn't fit into the categories above:
*Maximum "walkable" height of a single stair step: 18
*Minimum width required to "walk" from one stair step to the another: 0.04
*Maximum walkable slope: ~45.57°, or about 51/50
*Maximum height to fall from before taking damage: 269
*Maximum distance a spy can travel while cloaked and using...
**default weapons: 3200
**the L'Etranger: 4480
*Maximum distance a medic can travel while ubercharged: 3200
*Maximum distance a demoman can launch a sticky grenade: 1600
*Maximum surface height an engineer can build on by jumping from the top of a sentry: 188
*Maximum slope an engineer can build on: 17/32 (rise/run)
*Maximum detection range of a sentry gun: 1100
*Minimum ceiling height required for an engineer to build a...
**dispenser: 64
**sentry: 68
**teleporter: 95
*Maximum distance a demoman can charge using the Chargin' Targe: 1152
*Minimum depth water must be to get extinguished by crouching: 44
*Minimum depth water must be to go underwater by crouching (automatically forces standing): 46
*Minimum depth water must be to swim in: 54
*Maximum height each class can jump out of water to a ledge:
**Scout: 19
**Soldier: 22
**Pyro: 22
**Engineer: 22
**Heavy: 29
**Demoman: 22
**Medic: 29
**Sniper: 29
**Spy: 29
*Rocket/Pipe/Stickybomb explosion radius: 146
*Minimum space required for a partner taunt: 111
==References==
* The Source of many numbers on this page come from the mapping reference "Tutorial Heights" by Amakiir.
* http://www.mediafire.com/?sharekey=173a35f492430f57e5c3dee5769931ece04e75f6e8ebb871
* August 15, 2009
* Description: "I have color coded the map. Orange means all classes. Red means scout. White means double jump where one is a normal jump and one is a Force-A-Nature jump. Blue means engineer. Starting clockwise from where you spawn: The maximum height of a fall without taking damage. [269]; The maximum height of a crouch jump. [72]; The maximum height of a normal double jump. [116]; The maximum height of a single jump followed by a Force-A-Nature shot aimed straight down. [148]; The maximum height of a triple jump. [192]; The minimum size of a hallway (height and width). [83 x 49 (height x width)]; The minimum size of a hallway in order to build a teleporter. [95 x57 (height x width)]; The maximum slope for constructing buildings upon. [85/160 (Rise/run)]; The maximum height an engineer can build (standing on a sentry gun). [188]
*Tumby, who tested for class jump heights out of water.
* Made by Amakiir
Category:Level Design
Category:Team Fortress 2