Difference between revisions of "Template:Respawn times"
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| en = All KOTH maps use the same spawn times, assuming the scalar value is always 1 (with a few exceptions). | | en = All KOTH maps use the same spawn times, assuming the scalar value is always 1 (with a few exceptions). | ||
| de = Alle KOTH Karten haben die selben Einstiegszeiten. | | de = Alle KOTH Karten haben die selben Einstiegszeiten. | ||
− | | es = Todos los mapas KOTH usan los mismos tiempos de | + | | es = Todos los mapas KOTH usan los mismos tiempos de reaparición. |
| fr = Toutes les cartes KOTH utilisent la même durée de réapparition. | | fr = Toutes les cartes KOTH utilisent la même durée de réapparition. | ||
}} | }} | ||
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{{lang | {{lang | ||
| en = Respawn times for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU. | | en = Respawn times for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU. | ||
+ | | es = Tiempos de reaparición para RED. Estos mapas son simétricos: Si RED tiene estos puntos, estos tiempos serán para el equipo BLU. | ||
}} | }} | ||
{{/control point}} | {{/control point}} | ||
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{{lang | {{lang | ||
| en = 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. | | en = 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. | ||
+ | | es = Degroot Keep tiene un conjunto de tiempos de reaparición único. Al capturar ambos puntos exteriores y desbloquear el portón, si este se vuelve a cerrar, el equipo BLU recibe un incremento del tiempo de reaparición. Si ambos puntos se vuelven a capturar, el tiempo de reaparición de BLU vuelve a ser 0. | ||
}} | }} | ||
{{/degroot keep}} | {{/degroot keep}} | ||
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=== {{lang | === {{lang | ||
| en = Single-stage | | en = Single-stage | ||
+ | | es = Una sola etapa | ||
}} === | }} === | ||
{| | {| | ||
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=== {{lang | === {{lang | ||
| en = Multi-stage | | en = Multi-stage | ||
+ | | es = Varias etapas | ||
}} === | }} === | ||
{| | {| | ||
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{{lang | {{lang | ||
| en = All SD maps have the same spawn times. | | en = All SD maps have the same spawn times. | ||
+ | | es = Todos los mapas de Entrega Especial tiene los mismos tiempos de reaparición. | ||
}} | }} | ||
{{/special delivery}} | {{/special delivery}} | ||
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| en = 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. | | en = 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. | ||
| de = Hydro hat einzigartige Wiedereinstiegszeiten. Für normale Runden werden die Spieler schneller wiedereinsteigen, wenn das Team einen gegnerischen Kontrollpunkt versucht zu erobern. Bei der Verteidigung werden die Wiedereinstiegszeiten sich nicht während der Runde verändern. | | de = Hydro hat einzigartige Wiedereinstiegszeiten. Für normale Runden werden die Spieler schneller wiedereinsteigen, wenn das Team einen gegnerischen Kontrollpunkt versucht zu erobern. Bei der Verteidigung werden die Wiedereinstiegszeiten sich nicht während der Runde verändern. | ||
− | | es = Hydro | + | | es = Hydro tiene un conjunto de tiempos de reaparición único. Para rondas normales, los equipos que estén capturando puntos reaparecerán más rápido. Para las rondas de defensa, los tiempos no cambian. |
| fr = Hydro a un fonctionnement unique quand aux durées de réapparition. Pour les round normaux, les équipes réapparaitront plus vite quand elles capturent un Point de Contrôle ennemi. Pour les rounds en Défense, la durée de réapparition ne change pas de tout le round. | | fr = Hydro a un fonctionnement unique quand aux durées de réapparition. Pour les round normaux, les équipes réapparaitront plus vite quand elles capturent un Point de Contrôle ennemi. Pour les rounds en Défense, la durée de réapparition ne change pas de tout le round. | ||
}} | }} | ||
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{{lang | {{lang | ||
| en = All PASS Time maps have the same spawn times. The spawn timers are at 7.5, unless the jack is close to a team's goal, in which case their spawn timer is halved to 5. | | en = All PASS Time maps have the same spawn times. The spawn timers are at 7.5, unless the jack is close to a team's goal, in which case their spawn timer is halved to 5. | ||
+ | | es = Todos los mapas de PASA-Tiempo tienen los mismos tiempos de reaparición. El temporizador de reaparición es 7,5 y si el balón está cerca de la portería, se reducirá a 5. | ||
}} | }} | ||
{{/pass time}} | {{/pass time}} | ||
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{{lang | {{lang | ||
| en = All RD maps have the same spawn times. | | en = All RD maps have the same spawn times. | ||
+ | | es = Todos los mapas de Robodestrucción tienen los mismos tiempos de reaparición. | ||
}} | }} | ||
{{/robot destruction}} | {{/robot destruction}} | ||
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{{lang | {{lang | ||
| en = Mann vs. Machine has a unique set of spawn times as they are determined by the .pop file rather than the map, and starts at 2 seconds on the first wave, then adding 2 seconds on each consecutive wave up to the max, except for the italicized map names listed below which are already maxed. | | en = Mann vs. Machine has a unique set of spawn times as they are determined by the .pop file rather than the map, and starts at 2 seconds on the first wave, then adding 2 seconds on each consecutive wave up to the max, except for the italicized map names listed below which are already maxed. | ||
+ | | es = Mann vs. Máquinas tiene un conjunto de tiempos de reaparición único, determinado por el tipo de archivo .pop del mapa, y empieza en 2 segundos en la primera oleada, posteriormente se añaden 2 segundos en cada oleada consecutiva hasta el máximo, excepto en los mapas con los nombres en cursiva a continuación, en los cuales siempre estará al máximo. | ||
}} | }} | ||
{| | {| | ||
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{{lang | {{lang | ||
| en = All Mannpower maps have the same spawn times. | | en = All Mannpower maps have the same spawn times. | ||
+ | | es = Todos los mapas de Mannpower tienen los mismos tiempos de reaparición. | ||
}} | }} | ||
{{/mannpower}} | {{/mannpower}} |
Revision as of 10:01, 5 September 2022
Contents
Capture the Flag
All CTF maps have the same spawn times.
Respawn Wave |
---|
10 |
King of the Hill
All KOTH maps use the same spawn times, assuming the scalar value is always 1 (with a few exceptions).
Owner of CP? | Respawn Wave |
---|---|
Neutral | 6, 10 |
No | 4, 2 |
Yes | 8, 9 |
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 | 7 | 10 | 10 | 10 | 5 |
Badlands (Control Point) | 6 | 10 | 10 | 10 | 10 |
Coldfront | 6 | 8 | 10 | 10 | 10 |
Fastlane | 7 | 8 | 10 | 10 | 9 |
Foundry (Control Point) | 2 | 5 | 5 | 8 | 8 |
Freight | 5 | 7 | 10 | 10 | 10 |
Granary (Control Point) | 7 | 10 | 10 | 10 | 10 |
Gullywash | 8.9 | 8.9 | 8.9 | 8.9 | 8.9 |
Metalworks | 7 | 10 | 10 | 10 | 10 |
Powerhouse | 3 | 6 | 6 | ||
Process | 8 | 10 | 10 | 10 | 10 |
Snakewater | 8 | 10 | 10 | 10 | 10 |
Sunshine | 7 | 10 | 10 | 10 | 10 |
Sinshine | 7 | 10 | 10 | 10 | 10 |
Vanguard | 10 | 10 | 10 | 10 | 7 |
Well (Control Point) | 4 | 7 | 10 | 10 | 10 |
Yukon | 7 | 8 | 10 | 10 | 10 |
Attack/Defend
|
|
|
|
|
|
|
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.
Status | RED respawn wave | BLU respawn wave |
---|---|---|
Default | 3 | 0 |
After gate closed | 3 | 4 |
After gate reopened | 3 | 0 |
Payload
Single-stage
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|
|
|
|
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|
|
|
Multi-stage
|
|
|
|
Stage | RED respawn wave | BLU respawn wave |
---|---|---|
1 | 9 | 3 |
2 | 8 | 3 |
3 | 8 | 5 |
Payload Race
|
|
|
Special Delivery
All SD maps have the same spawn times.
Respawn Wave |
---|
6 |
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.
|
|
PASS Time
All PASS Time maps have the same spawn times. The spawn timers are at 7.5, unless the jack is close to a team's goal, in which case their spawn timer is halved to 5.
Status | RED respawn wave | BLU respawn wave |
---|---|---|
Default | 7.5 | 7.5 |
Jack is near BLU's base | 7.5 | 5 |
Jack is near RED's base | 5 | 7.5 |
Robot Destruction
All RD maps have the same spawn times.
Respawn Wave |
---|
5 |
Player Destruction
Team respawn wave | Team point differences | |||||
---|---|---|---|---|---|---|
BLU ahead >50% | BLU ahead <50% | Equal | RED ahead <50% | RED ahead >50% | ||
RED | 0 | 4 | 6 | 8 | 12 | |
BLU | 12 | 8 | 6 | 4 | 0 |
Team respawn wave | Team point differences | ||
---|---|---|---|
BLU ahead | Equal | RED ahead | |
RED | 4 | 6 | 8 |
BLU | 8 | 6 | 4 |
Mann vs. Machine
Mann vs. Machine has a unique set of spawn times as they are determined by the .pop file rather than the map, and starts at 2 seconds on the first wave, then adding 2 seconds on each consecutive wave up to the max, except for the italicized map names listed below which are already maxed.
|
|
|
|
|
|
Mannpower
All Mannpower maps have the same spawn times.
Respawn Wave |
---|
0 |
Documentation for Respawn times
This page holds the formatting (and longer lang strings) for Respawn times.
Any reusable strings are saved in Template:Dictionary/common strings. Map-specific strings are saved in the specific subpages (as well as the map times).