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{{update|MvM, RD, SD}}
 
 
{{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, or by use of <code>mp_showrespawntimes</code>.
+
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="50%" colspan="5" | Control points owned by BLU
 
|-
 
| class="subheader" style="text-align:center; font-weight:bold" width="10%" | 1
 
| class="subheader" style="text-align:center; font-weight:bold" width="10%" | 2
 
| class="subheader" style="text-align:center; font-weight:bold" width="10%" | Neutral
 
| class="subheader" style="text-align:center; font-weight:bold" width="10%" | 3
 
| class="subheader" style="text-align:center; font-weight:bold" width="10%" | 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]] ==
 
 
 
{| width="100%"
 
| width="50%" |
 
{| class="wikitable grid" style="text-align:center" width="100%"
 
|+ [[Snowplow]]
 
! class="header" rowspan="2" width="30%" | Team respawn wave
 
! class = "header" colspan="6" width="70%" | Blu CPs Owned
 
|-
 
! 0 || 1 || 2 || 3 || 4 || 5
 
|-
 
! Red
 
| 4 || 5 || 6 || 4 || 2 || 7
 
|-
 
! Blu
 
| 2 || 1 || 2 || 2 || 4 || 1
 
|}
 
| width="50%" |
 
{| class="wikitable grid" style="text-align:center" width="100%"
 
|+ [[Steel]]
 
! class="header" rowspan="2" width="30%" | Team respawn wave
 
! class = "header" colspan="5" width="70%" | Blu CPs Owned
 
|-
 
! 0 || 1 || 2 || 3 || 4
 
|-
 
! Red
 
| 10 || 10 || 11 || 12 || 9
 
|-
 
! Blu
 
| 4 || 4 || 2 || 0 || 0
 
|}
 
|}
 
 
 
{|
 
|
 
{| 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
 
|}
 
 
 
== [[Payload]] ==
 
 
 
These maps are all single-stage:
 
{|
 
|
 
 
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Frontier]]
 
! class = "header" | Blu checkpoints passed
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! 1
 
| 7 || 0
 
|-
 
! 2
 
| 4 || 2
 
|-
 
! 3
 
| 4 || 4
 
|-
 
! 4
 
| 6 || 2
 
|}
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Upward]]
 
! class = "header" | Blu checkpoints passed
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! 1
 
| 9 || 4
 
|-
 
! 2 & 3
 
| 10 || 2
 
|-
 
! 4
 
| 9 || 2
 
|}
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Borneo]]
 
! class = "header" | Blu checkpoints passed
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! 1 & 2
 
| 8 || 4
 
|-
 
! 3
 
| 4 || 4
 
|-
 
! 4
 
| 8 || 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
 
|}
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Barnblitz]]
 
! class = "header" | Blu checkpoints passed
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! 1 & 2
 
| 10 || 3
 
|-
 
! 3 & 4
 
| 10 || 5
 
|}
 
|}
 
 
 
These maps are multi-stage:
 
{|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Hoodoo]]
 
! class = "header" | Stage
 
! 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"
 
|+ [[Gold Rush]]
 
! class = "header" | Stage
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! Any
 
| 10 || 4
 
|}
 
|}
 
 
 
{|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Thunder Mountain]]
 
! class = "header" | Stage
 
! class = "header" | Checkpoint
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! rowspan="3" | 1
 
! Map start
 
| 4 || 2
 
|-
 
! Once bridge rises
 
| 7 || 2
 
|-
 
! Once cart crosses bridge
 
| 8 || 1
 
|-
 
! rowspan="3" | 2
 
! Map start
 
| 7 || 2
 
|-
 
! Checkpoint 1
 
| 7 || 2
 
|-
 
! Down the hill
 
| 8 || 2
 
|-
 
! rowspan="5" | 3
 
! Map start
 
| 4 || 4
 
|-
 
! Through first tunnel
 
| 6 || 4
 
|-
 
! Checkpoint 2
 
| 4 || 4
 
|-
 
! On bridge
 
| 6 || 4
 
|-
 
! After bridge
 
| 2 || 4
 
|}
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Cactus Canyon]]
 
! class = "header" | Stage
 
! class = "header" | Checkpoint
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! rowspan="3" | 1
 
! Map start
 
| 8 || 4
 
|-
 
! Checkpoint 1
 
| 8 || 1
 
|-
 
! After final hill
 
| 10 || 1
 
|-
 
! rowspan="3" | 2
 
! Map start
 
| 8 || 7
 
|-
 
! Checkpoint 1
 
| 8 || 7
 
|-
 
! Checkpoint 2
 
| 6 || 9
 
|}
 
|}
 
 
 
== [[Payload Race]] ==
 
{|
 
|
 
{| 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"
 
|+ [[Nightfall]]
 
! class = "header" | Map
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! 1 & 2
 
| 8 || 8
 
|-
 
! 3
 
| 3 || 3
 
|}
 
|
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Hightower]] and [[Helltower]]
 
! class = "header" | Map
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! Any
 
| 8 || 8
 
|}
 
|}
 
 
 
== [[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
 
|}
 
|}
 
 
 
== [[PASS Time]] ==
 
[[Warehouse]] has a unique set of spawns. The spawn timers are at 10, unless the jack is close to a team's goal, in which case their spawn timer is halved to 5.
 
 
 
{| class="wikitable grid" style="text-align:center"
 
|+ Degroot Keep
 
! class = "header" | Status
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
! Default
 
| 10 || 10
 
|-
 
! Jack is past BLU team's warehouse
 
| 10 || 5
 
|-
 
! Jack is past RED team's warehouse
 
| 5 || 10
 
|}
 
 
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 

Latest revision as of 17:04, 28 September 2024

Kill ya again soon, mate.
The Sniper

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.

Capture the Flag

All CTF maps have the same spawn times.

Respawn Wave
Always 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

Snowplow
Team respawn wave Control points owned by BLU
0 1 2 3 4 5
RED 4 5 6 4 2 7
BLU 2 1 2 2 4 1
Steel
Team respawn wave Control points owned by BLU
0 1 2 3 4
RED 10 10 11 12 9
BLU 4 4 2 0 0
Gravel Pit and Junction
BLU CPs owned RED respawn wave BLU respawn wave
0 10 10
1 10 7
2 10 4
Gorge and Gorge Event
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
Mercenary Park
BLU CPs owned RED respawn wave BLU respawn wave
0 5 2
1 4 6
2 6 1
While contesting 3 6 3
Mossrock
BLU CPs owned RED respawn wave BLU respawn wave
Any 6 2

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
Status RED respawn wave BLU respawn wave
Default 3 0
After gate closed 3 4
After gate reopened 3 0

Payload

Single-stage

Frontier
BLU checkpoints passed RED respawn wave BLU respawn wave
0 7 0
1 4 2
2 4 4
3 6 2
Upward
BLU checkpoints passed RED respawn wave BLU respawn wave
0 9 4
1 and 2 10 2
3 9 2
Borneo
BLU checkpoints passed RED respawn wave BLU respawn wave
0 and 1 8 4
2 4 4
3 8 4
Badwater Basin
BLU checkpoints passed RED respawn wave BLU respawn wave
0-2 8 4
3 10 4
Barnblitz
BLU checkpoints passed RED respawn wave BLU respawn wave
0 and 1 10 3
2 and 3 10 5
Hellstone
BLU checkpoints passed RED respawn wave BLU respawn wave
0 10 2
1 10 1
2 4 8
3 8 2
4 6 4
Snowycoast
BLU checkpoints passed RED respawn wave BLU respawn wave
Any 9 3
Swiftwater
BLU checkpoints passed RED respawn wave BLU respawn wave
0 5 5
1 and 2 8 4
3 5 4
4 5 5
Brimstone
BLU checkpoints passed RED respawn wave BLU respawn wave
0 and 1 10 2
2 8 4
3 2 4
4 8 2

Multi-stage

Hoodoo
Stage Status RED respawn wave BLU respawn wave
1 Any 11 2
2 Any 6 2
3 Map Start 4 2
Checkpoint 1 8 1
Nearing Final Checkpoint 9 1
Gold Rush
Stage RED respawn wave BLU respawn wave
Any 10 4
Thunder Mountain
Stage Status RED respawn wave BLU respawn wave
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
Stage Status RED respawn wave BLU respawn wave
1 Map Start 8 4
Checkpoint 1 8 1
After final hill 10 1
2 Map Start 8 7
Checkpoint 2 6 9
Enclosure
Stage RED respawn wave BLU respawn wave
1 9 3
2 8 3
3 8 5

Payload Race

Pipeline
Stage RED respawn wave BLU respawn wave
1 and 2 8 8
3 5 5
Nightfall
Stage RED respawn wave BLU respawn wave
1 and 2 8 8
3 3 3
Hightower, Helltower, Banana Bay
Map RED respawn wave BLU respawn wave
Any 8 8

Special Delivery

All SD maps have the same spawn times.

Respawn Wave
Always 6

Territorial Control

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

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 reduced 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 Robot Destruction maps have the same spawn times.

Respawn Wave
Always 5

Player Destruction

Watergate
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
Pit of Death
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.

Decoy and Coal Town
Difficulty Max RED respawn wave
Normal 5
Intermediate, Advanced and Expert 7
Mannworks
Difficulty Max RED respawn wave
Normal 5
Intermediate and Expert 7
Advanced 10, 8
Ghost Town
Difficulty Max RED respawn wave
Nightmare 3
Bigrock
Difficulty Max RED respawn wave
Any 2
Mannhattan
Difficulty Max RED respawn wave
Any 8
Rottenburg
Difficulty Max RED respawn wave
Any 6, 7

Mannpower

All Mannpower maps have the same spawn times.

Respawn Wave
Always 0