Map Formatting
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 interchangably, so use whichever you prefer when building your map!
Get the TC2 Map Plugin!
Expedite the map making process greatly with special cusom-made features!
Deploy copies of the test maps and gameplay kits, automate lengthy processes, and validate your map before publishing for a smooth implementation in-game!
The resources on this page reference this plugin and assume you have immediate access to it.
Tips
Keep a copy of the test map for your map's gamemode at all times in your workspace! Once you've finished the geometry (or ignore, doors, etc.) for you map, simply replace the test map geometry (or ignore, doors, etc.) with your own!
Play around on the test maps in-game and see for yourself what you can and can't shoot through, what opens and closes, what you can and can't walk on, and whatever else interesting you might find!
Follow along with the test maps and prop pack when reading this guide!
USE THE TEST MAPS!!!
3cp_yellowvalley with and without Geometry.
Geometry
The Geometry folder contains most of the physical environment that players see and interact with.
Without it, players wouldn't have a map to even play on!
All parts in the Geometry folder will block hitscan (bullets and melee).
Disabling CanCollide allows for projectiles (rockets, grenades, mad milk, etc.) and players to pass through the part.
Disabling CanTouch allows for stickies to bounce off the part rather than stick to it if CanCollide is enabled.
The only parts of maps that are not included in Geometry are player interactables (doors, health/ammo kits, kill bricks, etc.) and parts that do not block hitscan.
3cp_yellowvalley with and without Ignore.
Ignore
The Ignore folder contains important gameplay features: CameraSpots, KillBricks, NoBuilds, and Water.
Parts in Ignore are completely ignored by hitscan and projectiles, excluding Annihilator's projectiles, which behave just as they do in Geometry.
CameraSpots contain all of the spectator camera positions for each team. There are 3 folders inside CameraSpots: General, GRN, and RED.
General allows for both teams to use the camera, while GRN and RED only allow for their respective teams to use the camera.
Cameras are created by simply placing a part inside the General, GRN, or RED folders inside the CameraSpots folder.
A NumberValue called "FOV" can be inserted in the part to modify the field of view of the camera in-game.
KillBricks are parts that will kill the player instantly upon contact.
NoBuilds are parts that prevent players from placing a building within its bounds.
Water simply turns all of the parts in the folder into Roblox terrain water.
3cp_yellowvalley without Doors.
Doors
The Doors folder contains all of the doors that open and close depending on player interaction and which points have been captured.
Door models have 3 modifiable attributes: Move and MoveTime.
Move indicates how many studs in each direction the door will move when it is opened.
MoveTime indicates how long it will take in seconds to move to the position indicated by the Move attribute.
Door parts behave the same as parts in Geometry (collisions, projectiles, etc.)
PrimaryPart example. Prop pack doors already set this up.
Each door model in the Doors folder contain their respective PrimaryPart, Trigger, ForceCloseDuring, ForceOpenDuring, and the other door parts.
Each door model must have a set PrimaryPart (under Pivot in properties of model), which moves when the door is opened or closed. It does not need to be visible, but must be anchored. See photos on the left for more details.
Trigger is a part that detects player input in order to open. Doors can have multiple Rriggers with different Properties, or have no Triggers and only open and close depending on the stage. It contains a Configuration called "Properties" that allows to modify several attirbutes of the door:
ActivationType determines how the trigger detects player input. There are 4 available values, numbered 1 to 4.
ActivationType 1 is touch (player walking into Trigger). This automatically disables CanCollide and the Trigger behaves as any other part in Ignore.
ActivationType 2 is melee. This automatically enables CanCollide and the Trigger behaves as any other part in Geometry.
ActivationType 3 is melee, bullets, and projectiles. This automatically enables CanCollide and the Trigger behaves as any other part in Geometry.
Duration is the amount of time the door stays in the open position, MoveTime not included.
PressMax is the amount of times a Trigger can be used to open a door per round. A value of -1 indicates no limit.
Team specifies which team is able to use the Trigger. Available values are "GRN", "RED", or it can be left empty to indicate both teams.
Enabling WaitForFinish will force players to wait for the door to close before the Trigger can be used to open the door again.
The ForceCloseDuring Configuration indicates which stages the door is unable to be opened by players.
Setup is for AD only, and is at the start of the match when RED sets up their defenses before GRN attacks.
Stage 1 is when no teams have captured any objectives.
In AD, Stage 2 is when GRN has captured the first objective. In KOTH and 3CP, Stage 2 is when RED has captured the hill or middle objective.
Stage 3 is when GRN has captured the hill or middle objective.
The ForceOpenDuring Configuration indicates which stages the door is held permanently open and unable to be closed.
ForceOpenDuring stages follow the same pattern for ForceCloseDuring.
You cannot have both ForceOpenDuring and ForceCloseDuring set for the same stage.
3cp_yellowvelley with clips made visible.
Clips
The Clips folder contains all of the invisible walls that block players from accessing certain areas.
All parts in the clips folder are completely ignored by all weapon types, but only block players.
CanCollide must be enabled, other part properties are obsolete.
Kits as seen on the test maps.
Items
The Items folder contains all of the resupply cabinets and health and ammo kits for players to use.
The given in-game items model uses parts with the same sizing as the kits and cabinet in-game. Be sure to use them!
Resupply cabinets are placed in-game where any parts within Items are named "Resupply".
Kits can be three sizes: "Large", "Medium", and "Small". They can also be of type: "HP" or "Ammo".
When specifying the kit you want, simply name the part of the kit you want in its place. The naming format is "SizeType".
For example: a part named "MediumAmmo" in Items will place a medium sized ammo kit, while "SmallHP" would place a small sized health kit.
Control point in studio and in-game. The grey cylinder is PointLocation, and orange box is CaptureZone.
ControlPoints
The ControlPoints folder contains all of the control points for maps with GameModes: KOTH, AD, 3CP, and Arena.
If the map's game mode is KOTH or Arena, then the folder is named ControlPoint (no "s" at the end) and only contains the hill control point.
In Attack/Defend, ControlPoint1 is the first control point that is capturable by Green. ControlPoint2 is the last control point that is unlocked after ControlPoint1 is captured by Green.
In 3CP, ControlPoint1 is owned by Red at the start of the match. ControlPoint2 is the middle control point that is neutral when the game starts. ControlPoint3 is owned by Green at the start of the match.
ControlPoint folders contain 3 objects: PlayerCaptureTime, PointLocation, and CaptureZone.
PlayerCaptureTime is a NumberValue which is simply the amount of time it takes in seconds for one player to capture the control point (x1 capture rate).
Capture rate is automatically reduced in-game for multiple players.
PointLocation is a part which is simply replaced with the control point model in-game.
CaptureZone is the bounding area which allows for players to capture control points.
Briefcases as seen on the CTF test map.
Briefcases
The Briefcases folder contains the objectives for the CTF GameMode only.
"Green" is the objective that GRN will be defending and RED will be trying to capture. Vice versa for "Red".
The objective can be anything as long as it is a part!
"GreenTrigger" will trigger a capture if it is touched by a player on GRN carrying RED's objective. Vice versa for "RedTrigger".
Barriers and SpawnZones as seen on the test maps.
TeamSpecific
The TeamSpecific folder contains all team-related gameplay features: Spawns, Checkpoints, SpawnZones, and Barriers.
Each subfolder of TeamSpecific contains one folder per team, denoted "GRN" and "RED".
Spawns indicate where players will respawn when killed or when the match starts. Each spawn contains a Configuration called ActiveDuring which specifies at which stages players are able to spawn from it.
Stage 1 is when no teams have captured any objectives.
In AD, stage 2 is when GRN has captured the first objective. In KOTH and 3CP, stage 2 is when RED has captured the hill or middle objective.
Stage 3 is when GRN has captured the hill or middle objective.
Checkpoints are simply spawns that are used by any player on any team once they touch them.
Players always spawn at the last checkpoint they have touched.
Checkpoints are not a obligatory feature to include in maps!
SpawnZones is the bounding area which allows for players to change class or loadout instantly without dying. If a player touches the opposing team's SpawnZone, they are killed instantly.
Barriers are parts that are only collidable with players from the opposite team specified.
For example, if a part inside GRN in Barriers will only block players on the Red team.
Settings folder format.
Settings
The Settings folder contains special features for a map: Lighting, Terrain, and General settings.
The Lighting folder contains the lighting properties for a map. It is highly recomended to use the TC2 Map Plugin to automate this for you.
The Terrain folder contains all of the relevant water terrain properties to be used for a map. It is highly recomended to use the TC2 Map Plugin to automate this for you.
The General folder contains special gameplay settings that can be toggled: AllowUnanchoredParts, and Climbing.
It is highly recomended to turn off these settings unless your map specifically calls for it.
GameMode format for AD. Other GameModes do not accept these additional values.
GameMode
The Gamemode StringValue simply lets the game know what gamemode to set a map to. The available values are: "KOTH", "AD", "3CP", "CTF", "Arena", and "None".
KOTH contains an additional IntValue called "ActivateIn" which determines how many seconds after a round starts until the hill can be captured.
AD contains three additional values: GameTimer, FirstCap, and SetupTimer.
The GameTimer IntValue is a child of GameMode and determines how many seconds (not including setup) the round timer starts at for Green to capture the first control point.
The FirstCap IntValue is a child of GameTimer and determines how many seconds are added to the timer when Green captures the first control point.
The SetupTimer IntValue is a child of GameMode and determines how many seconds Red has to set up their defenses before Green is able to leave their spawn.
3CP contains no values other than the GameMode value itself.
CTF contains a BoolValue called "CritsOnCap", and three IntValues: "MaxTime", "PlayTo", and "TimeOnCap".
Arena contains two IntValues: "ActivateIn", and "PrepTime".
ActivateIn behaves just like it does in KOTH: it determines how many seconds after a round starts until the control point can be captured.
PrepTime is the amount of seconds players are unable to move until the match officially starts.
None contains the IntValue "PrepTime" which behaves similarly as in Arena.
The None GameMode contains no objective and an infinite timer. The round is only able to end via VIP server command.