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Wednesday, December 30, 2015

Color Identification

As requested by MaccyF of TFMaps

In TF2, color identification is probably the single most important thing to do. The first thing you notice about any class is their color. If they're your color, then they're a friend, if they're the other color, then they're the disgusting scum of society that should be purged.


So, if color identification is important for players, why does it matter for my maps?

First off, world orientation. Players should have a rough idea of where they are at on your map at all times. Seeing an enemy color paint the walls means you are probably not near your respawn. Seeing friendly colors means you are probably in a mostly safe area.




There are 3 main color palettes used in TF2, and they all have their own meaning associated with them.

Friendly Colors (Your team)

These are the colors of your current team. Seeing a lot of them generally means you are safe from most enemy threats, and there will often be a teammate not far from you.

Neutral Colors

These colors generally mean anything can happen. You are as likely to find friends as you are enemies. They are used to denote the middle areas of maps, though some maps throw them out entirely. We'll talk more about them in the next section.

Enemy Colors

If you're seeing these, it either means you are close to the finale of the round, or you have over-extended. This is where you'll find all your enemies, often at full health with a resupply locker nearby. Generally most players without team support will turn back from areas in the colors of their enemies.

Material Identification

Sometimes colors aren't the only thing used to identify teams. Both teams have certain themes with how their buildings are constructed, and what materials are used. RED uses lots of Wood and Corrugated Metal to give their bases a rustic look. RED also use lots of angled roofs to give their bases an angular, old look. RED also more rarely uses Brick and Concrete when they make more modern bases (e.g. Gorge)

BLU uses Concrete, and Metal to give their bases a more modern look. Their bases often come with flat roofs and boxy structures. Sometimes BLU will use Wood and Corrugated Metal as well (e.g. Badlands)

Overall, while the teams have distinct styles, they aren't required to be followed, which is a mistake a lot of custom maps make.

That's great, but how does this apply to my maps, not my players?

Alright, let's dig into the meat of this article. This is how maps use colors to tell players where they are, and the dangers they'll face.


Process is a 5-CP map. From looking at the screenshots, you can see how it uses team colors. Process was built based of competitive feedback, and it shows. You can see as soon as one team's base ends, the other begins. The Neutral area at Mid is almost non-existent. For some gamemodes, removing the Neutral areas is perfectly fine.

Next is 2Fort, a CTF map. 2Fort has a bigger Neutral area than Process, but it is still rather small. Despite the bridge at Mid being made out of wood and corrugated metal, which suggest RED ownership, it still stays Neutral for both teams for players.

Maps that use mostly team colors:
Granary
Foundry
Doublecross
Turbine
Nucleus

Custom Maps that use mostly team colors:
Convoy
Glassworks
Sunshine

I'll be writing an article on Color Progression soon, or how team colors increase as you go deeper into the heart of their base.

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