Comprehensive Introduction to TF2 Mapping

Maps, textures, props, sounds, and anything related for Team Fortress 2
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Comprehensive Introduction to TF2 Mapping

#1 Post by random »

This guide will cover TF2 mapping to take you from zero knowledge to being able to create maps on your own. It is a long and comprehensive guide that will attempt to teach you every single fundamental and best practice you will need for creating maps.

If you have any questions specific to this guide, ask them in the replies. I expect parts of this guide will need to be slightly amended as people use it.

This guide is intended to be read in order. Each section will build upon knowledge from previous sections. If you skip sections, you will miss important information.

This guide is hands-on. The intention is to follow along in hammer as you read through. Installing and running hammer is explained in the guide.

Introduction

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Program Installation/Requirements

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Hammer Settings

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Hammer Basics (Your First Map)

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CompilePal

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Hammer++ Tips and Tricks

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Map Optimization

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Out of Bounds and Skyboxes

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Advanced Map Geometry

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Soundscapes

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Misc Entities

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Displacements

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Texturing

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Finishing Touches

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Decompiling and Studying Maps

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Additional resources

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Oh, they never lie. They dissemble, evade, prevaricate, confound, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish and are generally perfectly capable of contriving to give one an utterly unambiguous impression of their future course of action while in fact intending to do exactly the opposite, but they never lie. Perish the thought.
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Re: Comprehensive Introduction to TF2 Mapping

#2 Post by James Rolfe »

Thank you so much for writing this! I was just recently playing around with TF2 mapping and this will be a great resource.
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Re: Comprehensive Introduction to TF2 Mapping

#3 Post by Kvasorob »

Good read.
I myself started mapping all the way back in early 2021, for half a decade now (damn).
And despite, as such, having quite some experience with hammer already, I still found some parts of this tutorial incredibly useful and really game-changing, I really wish I could discover them earlier.
Specifically, most use I found in a proper explanation to vertex tool, shameful to admit, but I basically used clipping tool the entire time I needed diagonal geometry, as such it wasn't that high of a quality one and I always preferred to avoid it, as it often misaligned with grid, so getting this out of the way is a massive improvement. As well as smaller and even more straightforward things that I somehow missed, for example I never understood what "selection type" box did, hiding specific brushes that obstruct the way is also a useful tool - as a mapper you often will have to somehow work with brushes that have absolutely same volume, and I wish I knew earlier there is a button to see what displacement space.
Also directing new mappers to tools that significantly improve process's quality is great, I've only used hammer++ and ABS pack before, but I am really glad you introduced me to BAMF, it's far more superior and up to date, as well as tools++ which I wouldn't know otherwise that they exist.
Hammer++ is such a massive improvement of mapping quality that it's honestly unfathomable to me how most of functionality it adds just wasn't in hammer already, and you definitely cannot use stock hammer after experiencing it anymore.
I looked up to displacement section the most because displacements are my main weakness, I really struggle to get how valve manages to get them such smooth and rather realistic shapes, or any other mappers for that matter, I, a fool, once tried to just spam "subdivide" tool on every displacement I had basically, this was an awful experience lol. But still I learned some useful stuff, I never thought of simply cutting my brushes diagonally so they can share an edge with one another, always ended up just splitting them into smaller square brushes.

I probably can continue on and on about smaller things I took out of this for myself, but instead I'll just say, despite mostly figuring a lot of this stuff on my own or with assistance of VDC articles - I really wish I've had all this knowledge from the get-go, so this guide is an absolute God-sent for everyone who want to get into tf2 mapping today, it may be the best that ever existed so far without exaggeration, so everyone who will use it as their starting material have it really good and I hope many great maps will eventually result from this.
Fun fact, when I made my first maps I didn't even know how to change grid, so I used clip tool to try to make brushes smaller (you may be able to tell how horrible this sounds, lol), also did not know about nodraw or largely and tool textures. For example, I knew there was some sort of special invisible brush used around maps but I forgot how it was called, so I searched in material browser "tools_invisible", and as you may know, that has not quite the same qualities as clip brushes, so yeah.

Thank you a lot and I really want to express appreciation for the effort that you've put into this, this is really solid introductory material.

Though, if I can suggest something, wouldn't it be of use to teach new mappers to use nodraw texture basically exclusively when creating new brushes? I got this as a muscle memory of my own and I try to always apply nodraw textures where I need so as to let myself free of additional effort in future, so yeah, I know brushes that touch void don't have textures either way but nonetheless I feel like this could be useful to add.
Also, aren't there multiple types of soundscape entities? The few times I had to work with soundscapes I always used the methodology of making them have a radius in which they apply as is in accordance to 3kliksceleb's soundscape tutorial, after reading this guide I will likely switch to the one in guide but still, I think it could be worth mentioning other ones and perhaps in them lies workaround to spectator soundscape issue.

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Re: Comprehensive Introduction to TF2 Mapping

#4 Post by random »

Kvasorob wrote: Sun Feb 15, 2026 9:36 am Though, if I can suggest something, wouldn't it be of use to teach new mappers to use nodraw texture basically exclusively when creating new brushes? I got this as a muscle memory of my own and I try to always apply nodraw textures where I need so as to let myself free of additional effort in future, so yeah, I know brushes that touch void don't have textures either way but nonetheless I feel like this could be useful to add.
While technically it would be good to start everything off as nodraw then only texture faces as you go, when you are prototyping geometry and layout this is an annoying burden to go through. In my personal preference, starting off with dev textures, then mass replacing with nodraw and retexturing later once you're happier with your layout makes more sense. Dev textures allow you to actually load into your map and test it out, you should be doing this somewhat frequently and not just loading in once it's "finished." Part of knowing when a map is too big or small is actually running around in it in-game because it can be hard to appreciate your map's size when you are in hammer with no frame of reference. If everything is nodraw you can't actually test your map until you texture it, and texturing is something I think is best worried about later on when you have a more finalized layout.

But it is true that after the texturing phase, that is a point when everything should be created with nodraw. I'll find a place to make a note about that
Kvasorob wrote: Sun Feb 15, 2026 9:36 am Also, aren't there multiple types of soundscape entities? The few times I had to work with soundscapes I always used the methodology of making them have a radius in which they apply as is in accordance to 3kliksceleb's soundscape tutorial, after reading this guide I will likely switch to the one in guide but still, I think it could be worth mentioning other ones and perhaps in them lies workaround to spectator soundscape issue.
There's also trigger_soundscape but I have found it not very useful. It works by, if no other soundscape is closer, setting your soundscape to a specific one when you step in a trigger. But it ends up being far too much work to cover the entire map with triggers and keep track of it. Also, while this might be outdated knowledge, I don't think these work for spectators.

This is the kind of thing where I think my example is a good starting point but there's room for more you can do. For example maybe you'd want to put a soundscape with a radius near a waterfall so it sounds like it, but in that case probably ambient generic is going to be more what you're looking for. I really hate working with soundscapes to be honest and this seems like the most pain free way of going about it
Oh, they never lie. They dissemble, evade, prevaricate, confound, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish and are generally perfectly capable of contriving to give one an utterly unambiguous impression of their future course of action while in fact intending to do exactly the opposite, but they never lie. Perish the thought.
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Re: Comprehensive Introduction to TF2 Mapping

#5 Post by Beans »

Oh this is pure gold. Can't wait to actually get into mapping, gonna have to bust out the second monitor for this

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Re: Comprehensive Introduction to TF2 Mapping

#6 Post by Beans »

got a question about the requirements, what files from tools++ do i need? is it just vbsp++ that i need, or are there more files that i need to download?

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Re: Comprehensive Introduction to TF2 Mapping

#7 Post by Kvasorob »

Beans wrote: Sat Feb 21, 2026 7:10 am

got a question about the requirements, what files from tools++ do i need? is it just vbsp++ that i need, or are there more files that i need to download?

When you click on any download of "bsp++", "vvis++" or "vrad++" you download a zip file containing all of them, so yeah, you only need to click one of them, but you need all of them (everything that comes in "tools_plusplus" zip file)

All the rest of tools on hammer++'s page are optional and you probably shouldn't bother with them when starting, but later I'd suggest you get tga2skybox and cubemap2hdr, sounds like these will simplify adding custom skybox (thought it wasn't hard before either, but rather time consuming). And basically everything else is for custom models/texture/etc, so you probably shouldn't bother with these without knowing basics of hammer

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Re: Comprehensive Introduction to TF2 Mapping

#8 Post by random »

Beans wrote: Sat Feb 21, 2026 7:10 am

got a question about the requirements, what files from tools++ do i need? is it just vbsp++ that i need, or are there more files that i need to download?

ficool made the download have all of them. You want VBSP++, VVIS++, VRAD++, and BSPZIP++. None of the other tools are necessary, and one download should give you all at once. Added a note clarifying this to the req section

He said he's working on a Pack++ (or in the future will be) and once that comes out, Compilepal will no longer be needed as the packing is the only unique feature it has right now

Oh, they never lie. They dissemble, evade, prevaricate, confound, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish and are generally perfectly capable of contriving to give one an utterly unambiguous impression of their future course of action while in fact intending to do exactly the opposite, but they never lie. Perish the thought.
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Re: Comprehensive Introduction to TF2 Mapping

#9 Post by Wivernik »

I just realized you can see the in-game 3d skybox within hammer++ by using tools > create instance from selection > instance/hub_skybox

like holy fucking shit dude, can we have this included somewhere in the guide and/or any more instance/etc magic in the guide?

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