Difference between revisions of "Respawn times"

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(MvM and the other A/D to follow.)
Line 27: Line 27:
  
 
== [[Control Point (game mode)|Control Point]] ==
 
== [[Control Point (game mode)|Control Point]] ==
 +
 +
Respawn times for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU.
  
 
{| class="wikitable grid" width="50%" style="text-align:center"
 
{| class="wikitable grid" width="50%" style="text-align:center"
 
! class="header" width="20%" rowspan="2" | Map
 
! class="header" width="20%" rowspan="2" | Map
! class="header" width="10%" rowspan="2" | Team
 
 
! class="header" width="60%" colspan="5" | Control points owned by BLU
 
! class="header" width="60%" colspan="5" | Control points owned by BLU
 
|-
 
|-
| class="subheader" style="text-align:center; font-weight:bold" | 0
+
| class="subheader" style="text-align:center; font-weight:bold" width="25%" | 1
| class="subheader" style="text-align:center; font-weight:bold" | 1
+
| class="subheader" style="text-align:center; font-weight:bold" width="25%" | 2
| class="subheader" style="text-align:center; font-weight:bold" | 2
+
| class="subheader" style="text-align:center; font-weight:bold" width="25%" | Neutral
| class="subheader" style="text-align:center; font-weight:bold" | 3
+
| class="subheader" style="text-align:center; font-weight:bold" width="25%" | 3
| class="subheader" style="text-align:center; font-weight:bold" | 4
+
| class="subheader" style="text-align:center; font-weight:bold" width="25%" | 4
 
|-
 
|-
! rowspan="2" | [[Well]]
+
! [[5Gorge]]
{{/row|color=red||4|7|10|10}}
+
| 5 || 10 || 10 || 10 || 7
 
|-
 
|-
{{/row|color=blu||10|10|7|4}}
+
! [[Badlands]]
 +
| 5 || 10 || 10 || 10 || 10
 
|-
 
|-
! rowspan="2" | [[Granary]]
+
! [[Coldfront]]
{{/row|color=red||7|10|10|10}}
+
| 6 || 8 || 10 || 10 || 10
 
|-
 
|-
{{/row|color=blu||10|10|10|7}}
+
! [[Fastlane]]
 +
| 7 || 8 || 10 || 12 || 11
 
|-
 
|-
! rowspan="2" | [[Badlands]]
+
! [[Foundry]]
{{/row|color=red||5|10|10|10}}
+
| 3 || 5 || 5 || 8 || 8
 
|-
 
|-
{{/row|color=blu||10|10|10|5}}
+
! [[Freight]]
 +
| 5 || 7 || 10 || 10 || 10
 
|-
 
|-
! rowspan="2" | [[Fastlane]]
+
! [[Granary]]
{{/row|color=red||7|8|12|11}}
+
| 7 || 10 || 10 || 10 || 10
 
|-
 
|-
{{/row|color=blu||11|12|8|7}}
+
! [[Gullywash]]
 +
| 8.9 || 8.9 || 8.9 || 8.9 || 8.9
 
|-
 
|-
! rowspan="2" | [[Yukon]]
+
! [[Powerhouse]]
{{/row|color=red||7|8|10|10}}
+
| 6 ||  || 6 || || 3
 
|-
 
|-
{{/row|color=blu||10|10|8|7}}
+
! [[Process]]
 +
| 10 || 10 || 10 || 10 || 8
 
|-
 
|-
! rowspan="2" | [[Freight]]
+
! [[Snakewater]]
{{/row|color=red||5|7|10|10}}
+
| 10 || 10 || 10 || 10 || 7
 
|-
 
|-
{{/row|color=blu||10|10|7|5}}
+
! [[Well]]
 +
| 4 || 7 || 10 || 10 || 10
 
|-
 
|-
! rowspan="2" | [[Coldfront]]
+
! [[Yukon]]
{{/row|color=red||6|8|10|10}}
+
| 7 || 8 || 10 || 10 || 10
|-
 
{{/row|color=blu||10|10|8|6}}
 
|-
 
! rowspan="2" | [[5Gorge]]
 
{{/row|color=red||5|10|10|7}}
 
|-
 
{{/row|color=blu||7|10|10|5}}
 
|-
 
! rowspan="2" | [[Steel]]
 
{{/row|color=red|10|10|11|12|9}}
 
|-
 
{{/row|color=blu|4|4|2|0|0}}
 
 
|-
 
|-
 
|}
 
|}
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|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
|+ [[Egypt]] and [[Dustbowl]]
+
|+ [[Dustbowl]], [[Egypt]], [[Mountain Lab]], [[Mann Manor]]
 
! class = "header" | Blu CPs Owned
 
! class = "header" | Blu CPs Owned
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
Line 133: Line 128:
 
[[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]] 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.
  
{| class="wikitable grid"
+
{| class="wikitable grid" style="text-align:center"
 
|+ Degroot Keep
 
|+ Degroot Keep
 
! class = "header" | Status
 
! class = "header" | Status
Line 149: Line 144:
 
|}
 
|}
  
== Payload ==
+
! rowspan="2" | [[Snowplow]]
 +
{{/row|color=red|4|5|6|4|2|7}}
 +
|-
 +
{{/row|color=blu|2|1|2|2|4|1}}
 +
Standin
 +
|-
 +
! rowspan="2" | [[Steel]]
 +
{{/row|color=red|10|10|11|12|9}}
 +
|-
 +
{{/row|color=blu|4|4|2|0|0}}
 +
 
 +
 
 +
== [[Payload]] ==
  
 
{|
 
{|

Revision as of 01:59, 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 for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU.

Map Control points owned by BLU
1 2 Neutral 3 4
5Gorge 5 10 10 10 7
Badlands 5 10 10 10 10
Coldfront 6 8 10 10 10
Fastlane 7 8 10 12 11
Foundry 3 5 5 8 8
Freight 5 7 10 10 10
Granary 7 10 10 10 10
Gullywash 8.9 8.9 8.9 8.9 8.9
Powerhouse 6 6 3
Process 10 10 10 10 8
Snakewater 10 10 10 10 7
Well 4 7 10 10 10
Yukon 7 8 10 10 10

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
Dustbowl, Egypt, Mountain Lab, Mann Manor
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

! rowspan="2" | Snowplow Respawn times/row |- Respawn times/row Standin |- ! rowspan="2" | Steel Respawn times/row |- Respawn times/row


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