Difference between revisions of "Respawn times"

From Team Fortress Wiki
Jump to: navigation, search
m (getting there. Sorry for leaving my notes lying around, need to not lose them.)
Line 131: Line 131:
 
|}
 
|}
  
Degroot keep:
+
[[Degroot Keep]] has a unique set of spawns. After capturing both outer control points, and unlocking the gate, if the gate closes again, the Blue team gets an increased spawn timer. If both points are captured again, the Blue team's spawns are returned to 0.
Default is R=3 B=0
 
On Door open (both A/B capped) B=0
 
On Door close B=4
 
 
 
== Payload ==
 
 
 
Hoodoo:
 
11/2 map 1
 
6/2 map 2
 
4/2 map 3
 
 
 
 
 
=== [[Goldrush|Gold Rush]] ===
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
|+ RED Respawn Times
+
|+ Degroot Keep
! class = "header" | CPs Owned
+
! class = "header" | Status
! class = "header" | Respawn Wave
+
! class = "header" | Red respawn wave
! class = "header" | Maximum Time
+
! class = "header" | Blu respawn wave
 
|-
 
|-
! align = "center" | Always
+
! Default
| align = "center" | 10
+
| 3 || 0
| align = "center" | 20
+
|-
 +
! After gate closed
 +
| 3 || 4
 +
|-
 +
! After gate reopened
 +
| 3 || 0
 
|}
 
|}
  
 +
== Payload ==
  
{| class="wikitable grid"
+
{|
|+ BLU Respawn Times
+
|
! class = "header" | CPs Owned
+
{| class="wikitable grid" style="text-align:center"
! class = "header" | Respawn Wave
+
|+ [[Hoodoo]]
! class = "header" | Maximum Time
+
! class = "header" | Map
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 1
 +
| 11 || 2
 +
|-
 +
! 2
 +
| 6 || 2
 
|-
 
|-
! align = "center" | Always
+
! 3
| align = "center" | 4
+
| 4 || 2
| align = "center" | 8
 
 
|}
 
|}
 
+
|
 
+
{| class="wikitable grid" style="text-align:center"
=== [[Badwater Basin]] ===
+
|+ [[Pipeline]]
 
+
! class = "header" | Map
{| class="wikitable grid"
+
! class = "header" | Red respawn wave
|+ RED Respawn Times
+
! class = "header" | Blu respawn wave
! class = "header" | CPs Owned
 
! class = "header" | Respawn Wave
 
! class = "header" | Maximum Time
 
 
|-
 
|-
! align = "center" | 2-4
+
! 1 & 2
| align = "center" | 8
+
| 8 || 8
| align = "center" | 16
 
 
|-
 
|-
! align = "center" | 1
+
! 3
| align = "center" | 10
+
| 5 || 5
| align = "center" | 20
 
 
|}
 
|}
 
+
|
 
+
{| class="wikitable grid" style="text-align:center"
{| class="wikitable grid"
+
|+ [[Gold Rush]]
|+ BLU Respawn Times
+
! class = "header" | Map
! class = "header" | CPs Owned
+
! class = "header" | Red respawn wave
! class = "header" | Respawn Wave
+
! class = "header" | Blu respawn wave
! class = "header" | Maximum Time
 
 
|-
 
|-
! align = "center" | Always
+
! Any
| align = "center" | 4
+
| 10 || 4
| align = "center" | 8
 
 
|}
 
|}
 
=== [[Hoodoo]] ===
 
 
{| class="wikitable grid"
 
|+ RED Respawn Times
 
! class = "header" | CPs Owned
 
! class = "header" | Respawn Wave
 
! class = "header" | Maximum Time
 
|-
 
! align = "center" |
 
| align = "center" |
 
| align = "center" |
 
|-
 
! align = "center" |
 
| align = "center" |
 
| align = "center" |
 
 
|}
 
|}
  
  
=== [[Pipeline]] ===
+
{| class="wikitable grid" style="text-align:center"
Both teams share the same respawn times
+
|+ [[Badwater Basin]]
 
+
! class = "header" | Blu checkpoints passed
{| class="wikitable grid"
+
! class = "header" | Red respawn wave
! class = "header" |  
+
! class = "header" | Blu respawn wave
! class = "header" | Respawn Wave
 
! class = "header" | Maximum Time
 
 
|-
 
|-
! align = "center" | Rounds 1 & 2
+
! 0-3
| align = "center" | 8
+
| 8 || 4
| align = "center" | 16
 
 
|-
 
|-
! align = "center" | Round 3
+
! 4
| align = "center" | 5
+
| 10 || 4
| align = "center" | 10
 
 
|}
 
|}
  
 
== [[Territorial Control]] ==
 
== [[Territorial Control]] ==
  
=== [[Hydro]] ===
+
[[Hydro]] has a unique set of respawn times. For normal rounds, teams will spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round.
Hydro has a unique set of respawn times. For normal rounds, teams will spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round.
 
  
 
{|
 
{|

Revision as of 00:23, 4 October 2015

Kill ya again soon, mate.
The Sniper

The following information on Respawn Times is taken by information found in decompiled Valve maps.

Respawn Waves

Team Fortress 2 manages its respawn times in waves. The default respawn wave is 10 seconds. This would mean that players are spawned every 10 seconds. However, when server population is high, you may have to wait for the wave after. In this case, the maximum respawn time any individual would have is 20 seconds.

Below are the respawn wave times set in Valve maps. ~5 seconds should be added to all respawn times to account for deathcams. Skipping the deathcam will not allow you to spawn faster.

King of the Hill

All KOTH maps use the same spawn times.

Owner of CP? Respawn Wave
Neutral 6
No 4
Yes 8

Control Point

Respawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/row
Map Team Control points owned by BLU
0 1 2 3 4
Well

Respawn times/row

Granary

Respawn times/row

Badlands

Respawn times/row

Fastlane

Respawn times/row

Yukon

Respawn times/row

Freight

Respawn times/row

Coldfront

Respawn times/row

5Gorge

Respawn times/row

Steel

Respawn times/row

Attack/Defend

Gravel Pit and Junction
Blu CPs Owned Red respawn wave Blu respawn wave
0 10 10
1 10 7
2 10 4
Gorge
Blu CPs Owned Red respawn wave Blu respawn wave
0 7 2
1 8 3
Egypt and Dustbowl
Blu CPs Owned Red respawn wave Blu respawn wave
Any 10 2

Degroot Keep has a unique set of spawns. After capturing both outer control points, and unlocking the gate, if the gate closes again, the Blue team gets an increased spawn timer. If both points are captured again, the Blue team's spawns are returned to 0.

Degroot Keep
Status Red respawn wave Blu respawn wave
Default 3 0
After gate closed 3 4
After gate reopened 3 0

Payload

Hoodoo
Map Red respawn wave Blu respawn wave
1 11 2
2 6 2
3 4 2
Pipeline
Map Red respawn wave Blu respawn wave
1 & 2 8 8
3 5 5
Gold Rush
Map Red respawn wave Blu respawn wave
Any 10 4


Badwater Basin
Blu checkpoints passed Red respawn wave Blu respawn wave
0-3 8 4
4 10 4

Territorial Control

Hydro has a unique set of respawn times. For normal rounds, teams will spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round.

Normal Round Respawn Times
Status Respawn Wave
Default 10
Capturing Enemy CP 3
Defense Round Respawn Times
Team Role Respawn Wave
Defenders 10
Attackers 0