Map Formatting

Folder structure for maps

General

  • Maps follow a strict format in order for them to be properly loaded in the game.
  • You will NOT be able to load your map if this format is not PERFECTLY followed.
  • Some folders are not absolutely necessary for your map to load, however it is highly recommended to include every folder in your map, whether it is being used or not.
  • Folders and models can be used interchangeably—use whichever you prefer!

Get the TC2 Map Plugin!

Download TC2 Build Suite

Tips

3cp_yellowvalley with Geometry
3cp_yellowvalley without Geometry

Geometry

  • The Geometry folder contains most of the physical environment that players see and interact with.
  • Disabling CanCollide allows projectiles & players to pass through.
  • Disabling CanTouch makes stickies bounce instead of sticking.
  • Exclude interactables (Doors, kits, KillBricks) & non-blocking parts.
3cp_yellowvalley with Ignore
3cp_yellowvalley without Ignore

Ignore

  • Contains CameraSpots, KillBricks, NoBuilds, Water.
  • Ignored by hitscan & projectiles (excl. Annihilator’s).
  • CameraSpots: subfolders General, GRN, RED; add NumberValue “FOV”.
  • KillBricks instantly kill on touch.
  • NoBuilds prevent building in bounds.
  • Water → terrain water.
3cp_yellowvalley without Doors
PrimaryPart example & Trigger configuration

Doors

  • Doors open/close by player input and capture stages.
  • Attributes: Move (studs), MoveTime (seconds).
  • Must contain:
    • PrimaryPart under Pivot—moves when opened; anchored.
    • Trigger with “Properties”:
      • ActivationType (1=touch, 2=melee, 3=projectiles, 4=other).
      • Duration (seconds open).
      • PressMax (-1 for unlimited).
      • Team (“GRN”, “RED”, or blank).
      • WaitForFinish (wait until closed).
    • ForceCloseDuring: stages door locked.
    • ForceOpenDuring: stages door open; no overlap with ForceCloseDuring.
3cp_yellowvalley with Clips

Clips

  • Invisible walls that block players.
  • Ignored by weapons—only blocks players; CanCollide enabled.
Kits as seen on test maps

Items

  • Resupply cabinets & health/ammo kits.
  • Models match in-game sizes—use them!
  • Parts named “Resupply” for cabinets; “SizeType” for kits (“MediumAmmo”, “SmallHP”).
Control point in studio & in-game
Control point model & CaptureZone

ControlPoints

  • Maps KOTH, AD, 3CP, Arena.
  • KOTH/Arena: folder “ControlPoint” with hill.
  • AD: ControlPoint1, then ControlPoint2.
  • 3CP: CP1=Red start, CP2=neutral, CP3=Green start.
  • Contains PlayerCaptureTime, PointLocation, CaptureZone.
Green briefcase (CTF)
Red briefcase (CTF)

Briefcases

  • CTF objectives: “Green” & “Red”.
  • Any part named accordingly.
  • GreenTrigger/RedTrigger fire on opposing carrier touch.
Barriers & SpawnZones

TeamSpecific

  • Folders: GRN & RED with Spawns, Checkpoints, SpawnZones, Barriers.
  • Spawns: respawn points per stage.
  • Checkpoints: optional respawns.
  • SpawnZones: class zones; opposing kills.
  • Barriers: block only opposite team.
Settings folder format

Settings

  • Lighting, Terrain, and General settings.
  • Use the TC2 Map Plugin to automate Lighting & Terrain.
  • General toggles (AllowUnanchoredParts, Climbing) off unless needed.
GameMode format for AD (IntValues)

GameMode

  • GameMode sets: "KOTH","AD","3CP","CTF","Arena","None".
  • KOTH: adds ActivateIn IntValue.
  • AD: adds GameTimer, FirstCap, SetupTimer.
  • 3CP: no extra values.
  • CTF: adds CritsOnCap, MaxTime, PlayTo, TimeOnCap.
  • Arena: adds ActivateIn, PrepTime.
  • None: adds PrepTime (infinite timer; end via VIP).