- Mar 2, 2009
- 986
- 605
Most of you know me as the Soldier who jumps on all your props and roofs and causes havoc where I shouldn't even be. It's all for you and your map, though. After testing so many maps, I've found many maps have similarities with where I jump on. I thought I'd make a small little guide for some of the most common problems.
Any questions, ask me. Any suggestions, go ahead. Any better pictures for these things, knock my socks off.
Lights. As a general rule, all light props should be made nonsolid. Some of the larger ones, like that one giant pole, should not be nonsolid, but instead be playerclipped at the top. Floor lights should be nonsolid.
Fences. The collision for security fences is a rectangle that is as wide as the poles in the fence. Make the fence nonsolid, and have a playerclip go all along it or Add the playerclip to the top, and make sure it goes over the collision mesh, thus it fully covers the poles.
Displacement walls. Do make sure you playerclip displacement walls that surround your map! It will require more than a single rectangular playerclip, but that's okay.
Corrugated Metal. As a general rule, make it nonsolid, especially if it's being used as detail on a building (Like on Furnace's C Tower).
Windows. Window props have odd origins and can be tough to place. Take the time to make sure they are on the wall first, and then make them nonsolid.
Some detail rooms. Any detail room that uses the 2Fort glass door, or has holes in it's viewing window/door should be playerclipped. Engineers can build if there is a hole in the viewing area, but a playerclip stops that.
Wall supports. Any wood beams along walls, or any brush on a wall used for details are great...but add a playerclip along that entire wall so people don't get stuck on them when running along them, or if there are non-vertical ones, so people can't jump on them.
Speakers. Make them nonsolid or put a triangular playerclip above them so that when I jump up there, I simply slide down it.
Vents. Clip the top of them.
Signs. Cap point signs, be it the pretty spytech ones that say Intelligence and such, or be it the wooden A, B, C ones, they should be clipped at the top or made nonsolid.
Roofs. Many people start their alphas with flat roofs, and when they detail, they don't fix their playerclips to cover the end of the roof slant.
Door frames. If a doorframe is wider than the wall, playerclip it so people can't jump onto it or run into it when sidling the wall.


Fences. The collision for security fences is a rectangle that is as wide as the poles in the fence. Make the fence nonsolid, and have a playerclip go all along it or Add the playerclip to the top, and make sure it goes over the collision mesh, thus it fully covers the poles.


Displacement walls. Do make sure you playerclip displacement walls that surround your map! It will require more than a single rectangular playerclip, but that's okay.

Corrugated Metal. As a general rule, make it nonsolid, especially if it's being used as detail on a building (Like on Furnace's C Tower).

Windows. Window props have odd origins and can be tough to place. Take the time to make sure they are on the wall first, and then make them nonsolid.


Some detail rooms. Any detail room that uses the 2Fort glass door, or has holes in it's viewing window/door should be playerclipped. Engineers can build if there is a hole in the viewing area, but a playerclip stops that.

Wall supports. Any wood beams along walls, or any brush on a wall used for details are great...but add a playerclip along that entire wall so people don't get stuck on them when running along them, or if there are non-vertical ones, so people can't jump on them.

Speakers. Make them nonsolid or put a triangular playerclip above them so that when I jump up there, I simply slide down it.

Vents. Clip the top of them.

Signs. Cap point signs, be it the pretty spytech ones that say Intelligence and such, or be it the wooden A, B, C ones, they should be clipped at the top or made nonsolid.


Roofs. Many people start their alphas with flat roofs, and when they detail, they don't fix their playerclips to cover the end of the roof slant.

Door frames. If a doorframe is wider than the wall, playerclip it so people can't jump onto it or run into it when sidling the wall.
Instead of clipping, a trigger_push might do the job in some cases: http://forums.tf2maps.net/showthread.php?t=8756
Any questions, ask me. Any suggestions, go ahead. Any better pictures for these things, knock my socks off.
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