guide

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
  1. ALIEN31

    [GUIDE][Blender] Displacement Sculpting alternative

    This is an easy way, for people (like me) that don't like or can't sculpt/use 3dsmax (with wallworm), and just want to fix things fast!!! You will need SourceOps, Lassi Vmf Importer (Optional) and Blender 2.8+ in order to use this. 1. Add a plane, and add the Multires modifier. 2. Go to...
  2. Katsu! :3

    A Quick Guide To: Capture the Flag Gamemodes v1

    Welcome to my first-ever 72hour project! I decided to make a guide about how the different CTF gamemodes worked :) I hope you like it!
  3. Asd417

    [GUIDE] Health Pack, Ammo, and Layout

    For summer 2022 72hr jam, I want to talk about recommended placement of pickups because the old thread has broken image links and I want to expand on it as well. I intend that this guide be for beginners however I also introduce an advanced use of pickup. Small Pickups In most cases these will...
  4. SpookyToad

    [GUIDE] Mixing Gamemode Logics Initial Release

    Recommended for Advanced mappers ----------Introduction---------- Hello there! Have you ever tried to switch between different gamemodes at one map? Well, now you can! Check videos below to see what i'm talking about. I'm changing logic from arena's one in order to make cool hud for minigames...
  5. Tiftid

    [GUIDE] Navigating the Secret Dynamics of Single-Stage Payload

    So, you want to make a Payload map. And if you're anything like me when I was making my first maps, you also want to follow the classic "RED and BLU get one set of spawns to attack/defend A and B, then when B is captured they get new spawns to attack/defend C and D" formula. I find this formula...
  6. SpookyToad

    [GUIDE] generic_actor (NPC) entity guide Initial Release

    ----------Introduction---------- Heyo there! Did you ever wanted to make custom NPC's in your map? then this guide is for you! With such a guide you can make stuff like this! ----------Basics---------- Let's start from basics - what generic_actor on it's own? It's a "puppet" npc entity. It...
  7. Tiftid

    [GUIDE] How to make a good Attack/Defense map

    Attack/Defense - and, by extension, Payload - have always been my favourite gamemodes in TF2. They probably always will be. I couldn't really explain why, it's kinda like they just nail TF2's gameplay so well. You select one of a few routes to go down in order to attack the enemy team, and you...
  8. Tiftid

    [GUIDE] What makes a good KOTH map?

    All gamemodes in TF2 benefit from having some back-and-forth gameplay. In Attack/Defense, points which just involve one hold spot are severely flawed, because they either let BLU take the point after only one successful push, or RED respawns so fast that they're able to come back to the point...
  9. Amicdict

    Another generic nav mesh guide that is up to date.

    Seeing as a lot of the popular TF2 nav mesh guides are quite outdated, I decided to work on a nav mesh guide that uses updated information gained from the Source Code leak and my very primitive reverse engineering skills. I have never mapped in my life, so I know it's probably not much use...
  10. nesman

    [GUIDE] Uploading your Map, Using TF2Maps Bot, and Finding Feedback.

    TF2Maps offers playtesting sessions called “Map Tests”. These sessions are invaluable for getting feedback on your map, so you can use it to improve your maps. This guide will walk you through preparing your map for a playtest session, using “Mecha Engineer” to queue it for a Map Test, and how...
  11. Tiftid

    [GUIDE] Class Balance through Geometry

    Have you ever wondered why you (probably) have more fun playing Upward than Goldrush? It's because TF2 is a class-based team shooter, which offers nine classes with different playstyles, letting you switch off your class to another, equally fun one when you stop having fun with the class you...
  12. pont

    [GUIDE] Various Level Design Notes For TF2/OF

    [LINK TO GUIDE] I've slowly been building up a quick-reference guide of useful tips and notes for level design in Team Fortress 2 and Open Fortress. It includes notes on concepts like visibility and lighting cues, notes on entity quirks and useful console commands, explanations of engine things...
  13. KaydemonLP

    How to make your custom soundscapes work on the workshop

    So I've seen a lot of workshop maps have somethign akin to "THIS MAP HAS CUSTOM SOUNDSCAPES, WHICH DO NOT WORK WITH MAPS FROM THE WORKSHOP! FOR WORKING SOUNDSCAPES DOWNLOAD HERE: X" So I investigated and figured out a way to fix this problem. This guide will assume you already know how to pack...
  14. Tango

    [GUIDE + PREFAB] Direct Variable re-spawns

    Spawn Rooms? Who needs those? These prefabs easily allows you implement a multitude of unique ways to directly spawn into you map. What's inside? Five direct spawning prefabs Readme entities giving an explanation on each of the presets Handy user visgroups for easy manipulation How does...
  15. Suna

    Scream Fortress and you: A guide to all things spooky

    Introduction It's that time of year again, where people are struggling to come up with a good gimmick for their halloween maps. Well don't worry; i'm here to make your job just a little easier. In this guide i'll go over the many, MANY entities which are useful for scream fortress maps, as well...
  16. Emil_Rusboi

    [GUIDE] Making Source Beautiful Again

    Introducing So, I was inspired by 3kliksphilips video and decided to create my own guide... to how make your map more... beautiful. Disclaimer I am not professional mapper, all of these just my thoughts, advices and knowledge. Lighting Lighting is the one of the most parts of the map. One of...
  17. Emil_Rusboi

    [GUIDE] New mappers Fast Boot Camp

    Hello new mapper! Today I am going to teach you how to map, how to use our discord and give you some advices! Starting Part 1. Helpful things Before you start making your first map,here are a few tools that can make your mapping experience more simplistic: A Boojum Snark's Ultimate Mapping...
  18. Yoshark

    How to setup a propper gernerated model for light mapping.

    Models generated by propper from brush work don't support light mapping via prop statics by default. Here is how to use blender (2.79) to fix that. I won't bother covering creating props using propper as that has already been covered. All I care about is that you have a smd created by propper...
  19. DrSquishy

    [GUIDE] Getting Propper working nowdays

    ------Updated tutorial that does not require the source SDK multiplayer base, utilising ficool2's tf2-compatible propper setup----- Required: *Propper FGD, updated propper.exe Installing Propper: Simply drag and drop propper.exe and propper.fgd into /Team Fortress 2/bin/. You can find the...
  20. RetroNuva10

    [GUIDE] Color Theory in your map

    My first guide here, so hopefully it'll be helpful to some people! Colors are important in all forms of art and media, so it won't surprise you that they're also very important in video games, whether used to make a game look pretty, thematic, immersive, or act as visual cues. If you're at all...