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− | {{update|Post Pyromania maps, Hoodoo, MVM etc.}}
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| {{Quotation|'''The Sniper'''|Kill ya again soon, mate.|sound=Sniper_domination22.wav}} | | {{Quotation|'''The Sniper'''|Kill ya again soon, mate.|sound=Sniper_domination22.wav}} |
− | The following information on '''Respawn Times''' is taken by information found in decompiled Valve maps. | + | The following information on '''respawn times''' is taken by information found in decompiled Valve maps, or by use of <code>mp_showrespawntimes</code>. |
| | | |
− | == Respawn Waves == | + | == 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. | + | ''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, players 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 [[deathcam]]s. Skipping the deathcam will not allow you to spawn faster.
| + | If {{code|mp_disable_respawn_times}} is set to {{code|1}}, respawn time is fixed to the duration of the [[deathcam]]. |
| | | |
− | == [[King of the Hill]] ==
| + | Below are the respawn wave times set in Valve maps. Around 5 seconds should be added to all respawn times to account for deathcams. Skipping the deathcam does not allow players to spawn faster. |
− | All KOTH maps use the same spawn times.
| |
| | | |
− | {| class="wikitable grid" style="text-align:center" | + | {{Respawn times}} |
− | ! class = "header" | Owner of CP?
| |
− | ! class = "header" | Respawn Wave
| |
− | |-
| |
− | ! Neutral
| |
− | | 6
| |
− | |-
| |
− | ! No
| |
− | | 4
| |
− | |-
| |
− | ! Yes
| |
− | | 8
| |
− | |}
| |
− | | |
− | == [[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="header" width="20%" rowspan="2" | Map
| |
− | ! class="header" width="60%" colspan="5" | Control points owned by BLU
| |
− | |-
| |
− | | class="subheader" style="text-align:center; font-weight:bold" width="25%" | 1
| |
− | | class="subheader" style="text-align:center; font-weight:bold" width="25%" | 2
| |
− | | class="subheader" style="text-align:center; font-weight:bold" width="25%" | Neutral
| |
− | | class="subheader" style="text-align:center; font-weight:bold" width="25%" | 3
| |
− | | class="subheader" style="text-align:center; font-weight:bold" width="25%" | 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]] ==
| |
− | | |
− | {|
| |
− | |
| |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Gravel Pit]] and [[Junction]]
| |
− | ! class = "header" | Blu CPs Owned
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | Blu respawn wave
| |
− | |-
| |
− | ! 0
| |
− | | 10 || 10
| |
− | |-
| |
− | ! 1
| |
− | | 10 || 7
| |
− | |-
| |
− | ! 2
| |
− | | 10 || 4
| |
− | |}
| |
− | |
| |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Gorge]]
| |
− | ! class = "header" | Blu CPs Owned
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | Blu respawn wave
| |
− | |-
| |
− | ! 0
| |
− | | 7 || 2
| |
− | |-
| |
− | ! 1
| |
− | | 8 || 3
| |
− | |}
| |
− | |
| |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Dustbowl]], [[Egypt]], [[Mountain Lab]], [[Mann Manor]]
| |
− | ! class = "header" | Blu CPs Owned
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | 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.
| |
− | | |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ Degroot Keep
| |
− | ! class = "header" | Status
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | Blu respawn wave
| |
− | |-
| |
− | ! Default
| |
− | | 3 || 0
| |
− | |-
| |
− | ! After gate closed
| |
− | | 3 || 4
| |
− | |-
| |
− | ! After gate reopened
| |
− | | 3 || 0
| |
− | |}
| |
− | | |
− | ! 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]] ==
| |
− | | |
− | {|
| |
− | |
| |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Hoodoo]]
| |
− | ! class = "header" | Map
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | Blu respawn wave
| |
− | |-
| |
− | ! 1
| |
− | | 11 || 2
| |
− | |-
| |
− | ! 2
| |
− | | 6 || 2
| |
− | |-
| |
− | ! 3
| |
− | | 4 || 2
| |
− | |}
| |
− | |
| |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Pipeline]]
| |
− | ! class = "header" | Map
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | Blu respawn wave
| |
− | |-
| |
− | ! 1 & 2
| |
− | | 8 || 8
| |
− | |-
| |
− | ! 3
| |
− | | 5 || 5
| |
− | |}
| |
− | |
| |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Gold Rush]]
| |
− | ! class = "header" | Map
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | Blu respawn wave
| |
− | |-
| |
− | ! Any
| |
− | | 10 || 4
| |
− | |}
| |
− | |}
| |
− | | |
− | | |
− | {| class="wikitable grid" style="text-align:center"
| |
− | |+ [[Badwater Basin]]
| |
− | ! class = "header" | Blu checkpoints passed
| |
− | ! class = "header" | Red respawn wave
| |
− | ! class = "header" | 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.
| |
− | | |
− | {|
| |
− | |
| |
− | {| class="wikitable grid"
| |
− | |+ Normal Round Respawn Times
| |
− | ! class = "header" | Status
| |
− | ! class = "header" | Respawn Wave
| |
− | |-
| |
− | ! align = "center" | Default
| |
− | | align = "center" | 10
| |
− | |-
| |
− | ! align = "center" | Capturing Enemy CP
| |
− | | align = "center" | 3
| |
− | |}
| |
− | |
| |
− | {| class="wikitable grid"
| |
− | |+ Defense Round Respawn Times
| |
− | ! class = "header" | Team Role
| |
− | ! class = "header" | Respawn Wave
| |
− | |-
| |
− | ! align = "center" | Defenders
| |
− | | align = "center" | 10
| |
− | |-
| |
− | ! align = "center" | Attackers
| |
− | | align = "center" | 0
| |
− | |}
| |
− | |}
| |
− | | |
− | [[Category:Gameplay]]
| |
− | [[Category:Strategy]]
| |
The following information on respawn times is taken by information found in decompiled Valve maps, or by use of mp_showrespawntimes
.
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, players may have to wait for the wave after. In this case, the maximum respawn time any individual would have is 20 seconds.
If mp_disable_respawn_times
is set to 1
, respawn time is fixed to the duration of the deathcam.
Below are the respawn wave times set in Valve maps. Around 5 seconds should be added to all respawn times to account for deathcams. Skipping the deathcam does not allow players to spawn faster.
All CTF maps have the same spawn times.
All KOTH maps use the same spawn times, assuming the scalar value is always 1 (with a few exceptions).
Neutral
|
6, 10
|
No
|
4, 2
|
Yes
|
8, 9
|
Respawn times for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU.
Snowplow
0 |
1 |
2 |
3 |
4 |
5
|
RED
|
4 |
5 |
6 |
4 |
2 |
7
|
BLU
|
2 |
1 |
2 |
2 |
4 |
1
|
|
Steel
0 |
1 |
2 |
3 |
4
|
RED
|
10 |
10 |
11 |
12 |
9
|
BLU
|
4 |
4 |
2 |
0 |
0
|
|
Degroot Keep has a unique set of spawn times. After capturing both outer control points, and unlocking the gate, if the gate closes again, BLU gets an increased spawn timer. If both points are captured again, BLU's spawns are returned to 0.
DeGroot Keep
Default
|
3 |
0
|
After gate closed
|
3 |
4
|
After gate reopened
|
3 |
0
|
Single-stage
|
Upward
0
|
9 |
4
|
1 and 2
|
10 |
2
|
3
|
9 |
2
|
|
Borneo
0 and 1
|
8 |
4
|
2
|
4 |
4
|
3
|
8 |
4
|
|
Multi-stage
Hoodoo
1
|
Any
|
11 |
2
|
2
|
Any
|
6 |
2
|
3
|
Map Start
|
4 |
2
|
Checkpoint 1
|
8 |
1
|
Nearing Final Checkpoint
|
9 |
1
|
|
|
Thunder Mountain
1
|
Map Start
|
4 |
2
|
Once bridge rises
|
7 |
2
|
Once cart crosses bridge
|
8 |
1
|
2
|
Map Start
|
7 |
2
|
Down the hill
|
8 |
2
|
3
|
Map Start
|
4 |
4
|
Through first tunnel
|
6 |
4
|
Through second tunnel
|
4 |
4
|
On Checkpoint 2 bridge
|
6 |
4
|
Through forth tunnel
|
2 |
4
|
|
Cactus Canyon
1
|
Map Start
|
8 |
4
|
Checkpoint 1
|
8 |
1
|
After final hill
|
10 |
1
|
2
|
Map Start
|
8 |
7
|
Checkpoint 2
|
6 |
9
|
|
All SD maps have the same spawn times.
Hydro has a unique set of spawn times. For normal rounds, teams spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round.
Normal Round Respawn Times
Default
|
10
|
Capturing Enemy CP
|
3
|
|
Defense Round Respawn Times
Defenders
|
10
|
Attackers
|
0
|
|
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 reduced to 5.
Default
|
7.5 |
7.5
|
Jack is near BLU's base
|
7.5 |
5
|
Jack is near RED's base
|
5 |
7.5
|
All Robot Destruction maps have the same spawn times.
Watergate
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
|
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.
|
Mannworks
Normal
|
5
|
Intermediate and Expert
|
7
|
Advanced
|
10, 8
|
|
|
All Mannpower maps have the same spawn times.