How to Make TF2 Maps - func_detail Basics - Chapter 2 Appendix @UEAKCrash
How to Make TF2 Maps - func_detail Basics - Chapter 2 Appendix  @UEAKCrash
Uploaded November 2015 | Updated September 2026, 1 week ago
Chapter 2 Appendix of How to Make TF2 Maps!

This chapter will teach you the logic basics for your Team Fortress 2 map. This is basically the underlying programming or scripting of your map. By the end of this chapter, you will know how to create a fully functioning spawn room, be able to create the logic for a KOTH and Arena map, and ultimately some shortcuts to speed up this whole process after you learn how it all works.

This episode covers the basics of func_details and how the affect the visleaf/ visibility calculating system. This is just designed to be an introduction to the concept to help get your compile times down as you start making a more complex map. I'll cover optimization more thoroughly in a future chapter.

Optimization Bible:
nodraw.net/2009/12/optimization-in-source-a-practical-demonstration

Valve Developer Wiki - func_detail:
developer.valvesoftware.com/wiki/Func_detail

Presented by:
tf2maps.net
http://essentials.tf

Intro Screen, Thumbnails, Logo:
iiboharz.com
sfm.iiboharz.com

"RetroFuture Clean" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
creativecommons.org/licenses/by/3.0

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How to Make TF2 Maps - func_detail Basics - Chapter 2 Appendix

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