Level Editor/Entities/Brush

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Brush
Made with Any shape tool on the toolbar
What it is A solid piece of level geometry: walls, floors, blocks, stairs. Can also be a clip, a team gate, a zone or a sound volume.
In the game Yes, it is exported with the map

A brush is a piece of geometry you build with the shape tools and reshape with the editing tools. Most of a map's walls and floors are brushes. A brush can also play other roles, set in the inspector: an invisible clip, a team gate, a gamemode zone or an ambient sound volume.

Inspector

Setting Type Default What it does
Collision Type List STATIC STATIC is solid and still (the usual). NONE has no collision: players and shots pass through. KINEMATIC and RIGID export as other kinds of physics body and are rarely wanted.
Collision Layer / Collision Mask Layers 1 Which collision layers it is on and collides with. Leave both on layer 1.
Collision Only Check box Off Make the brush a clip: invisible in the game, but solid. See below. Edit > Toggle Collision Only does the same.
Clip Blocks Hull Check box On Clips only. Players are blocked by the clip.
Clip Blocks Hitscan Check box Off Clips only. Bullets of hitscan weapons stop on the clip.
Clip Blocks Projectiles Check box Off Clips only. Rockets, grenades, flames and pellets stop on it.
Clip Blocks Splash Check box Off Clips only. Explosions, and the sight lines of sentries, dispensers and the boss, stop on it.
Weld On Export Check box On At export, join this brush's visible mesh with the still brushes it touches, so a flush join between them leaves no visible line in the baked lighting. Off keeps it its own mesh. Collision and footstep sounds stay per brush either way. A group can turn it off for everything in it.
Gate Team 0 to 2 0 Make the brush a team gate (a spawn door): solid to everyone except that team, which walks straight through. 0 is an ordinary brush, solid to everybody.
Is Area Check box Off Make the brush a gamemode zone instead of solid geometry. Shows the zone settings. See Zone.
Is Sound Volume Check box Off Make the brush an ambient sound volume instead of solid geometry. Shows the sound settings. See Sound volumes. A brush cannot be both a zone and a sound volume.
Team Differs Per Side Check box On Zones and gates only. A Mirror Node's copy belongs to the other team. Untick it for something both halves share.

The brush's materials are set with the Materials tab and the Material Brush, not in the inspector.

Collision-only brushes (clips)

A clip is a brush you cannot see in the game but that still blocks. Use clips to:

  • smooth out collision over detailed geometry (a ramp over stairs, a flat wall over a bumpy one);
  • keep players out of places they should not reach (a roof edge, the top of a fence);
  • block players but let shots through, or the reverse, with the Clip Blocks boxes.

Clips draw translucent in the editor; their strength is Opacity under Collision Brushes in Settings. View > Show Collision Brushes hides them, and Edit > Click Through Collision Brushes lets you click what is behind them.

Team gates

A gate is usually also collision-only: a spawn door you can see through but only one team can walk through. Set Gate Team to 1 or 2. Bots of that team path through their own gates; the other team's bots treat it as a wall.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use