One of the most common questions I receive is how big or small to make a TF2 map. Obviously there is no golden rule, and it really depends on how you want the map to play. Technically, for TF2 it's safer to go a bit bigger, but what size is that?
I will update this thread with common and balanced dimensions as I find them in maps. I will list the type of geometry/room and what is a good, balanced size for it. Remember, this is not a law, only a guide for those who have no clue on proportions.
Hallways:Almost every map should have multiple passages from one area to another. These passageways most commonly take the form of Hallways and outdoor paths. Using a hallway, you almost always use 2 sides, a floor, and a ceiling. But the size of the hallway can either help the map, or break it. Here are some guides:
There is no "correct" size for a hallway. The size should be totally dependant on what types of gameplay you'd like to see through it. However, too small of a hallway will most definitely create a chokepoint. This could be intended, and may be great for it's use, but if all main routes are too cramped, it could create a spam-fest which destroys balance. On the flip side, a hallway too big loses its purpose of routing players from one room to another, and the effect of internal conflict is almost nonexistant. Generally, most hallways can be a happy medium.
Here is what I found in real-game scenarios. Two of the best hallways I have seen in a custom map are from the maps ctf_turbine and ctf_mach4. I refer to the hallways on the bottom leading to the intel and next to the spawn rooms on Turbine... and the hallway on the ground floor leading to the intel on Mach4. If you look at these, there is a range of size between the two which make a great medium sized hallway. The exact dimensions for these hallways are:
ctf_turbine: 256 units tall x 360 units wide.
ctf_mach4: 160 units tall x 170 units wide.
An average of these results in a hallway with the dimensions of 208 units tall x 265 units wide. But I wouldn't just make all your hallways these measurments. Here are some tips for different play styles.
- For most "main" routes, you will want plenty of room for soldiers to be
able to rocket jump and for scouts to side jump and dodge.
- If you want a hallway to have many ambush opportunites for spies and pyros, try controling the overall length and provide plenty of corners.
- Most maps need multiple routes into the same areas. Experiment with varying sizes for each of these hallways to force different classes through different routes.
- Smaller hallways will attract heavies, soldiers, and pyros.
- Larger hallways will attract medic combos, scouts, and demos.
- Shorter hallways will attract spies and pyros.
- Longer hallways will attract demos and snipers.
Well, I hope these tips have helped some of you out. Remember, nothing is an exact science, and in some cases quite the opposite may work out. It's almost always up to the specific map, but these are general tips that work in most cases.
I will be updating this post with more geometry/room specific guides.