Difference between revisions of "Respawn"

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The term '''respawn''' may be used to refer to either the act or event of respawning, the place in which it occurs, or the reappearance of map [[pickups]] after they have been used, such as [[Ammo]] and [[Health]] packs. The game respawns players in waves in order for them to appear together with other players who died at a similar time, thus forcing them to work together. Ammo and Health kits take around 10-20 seconds to respawn.
 
The term '''respawn''' may be used to refer to either the act or event of respawning, the place in which it occurs, or the reappearance of map [[pickups]] after they have been used, such as [[Ammo]] and [[Health]] packs. The game respawns players in waves in order for them to appear together with other players who died at a similar time, thus forcing them to work together. Ammo and Health kits take around 10-20 seconds to respawn.
  
The initial entry in which you first join a map, as well as the creation of new entities (such as the appearance of [[Skeletons]]), simply goes by the term '''spawn'''.
+
The initial entry in which a player first joins a map, as well as the creation of new entities (such as the appearance of [[Skeletons]]), simply goes by the term '''spawn'''.
  
In [[Arena]] Mode, or when matches turn to [[Sudden Death]] Mode, players that die will not respawn until the next round has begun.
+
In [[Arena]] Mode, or when matches turn to [[Sudden Death]] Mode, players that die do not respawn until the next round has begun.
  
 
== Respawn times ==
 
== Respawn times ==
:''For exact timing measurements on all [[List of maps|official maps]], see [[Respawn times]].''
+
{{Hatnote|For exact timing measurements on all [[List of maps|official maps]], see [[Respawn times]].}}
  
The time it takes for the respawn wave to occur after being killed, or '''respawn time''', is variable, and a countdown is shown at the top of your [[HUD]] when your character has died. Respawn waves occur at regular intervals and are based on the map settings. Most official maps use a 10-second respawn wave time. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most [[capture points]]. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. Therefore, if the respawn wave time is currently 10 seconds for your team, you will respawn somewhere between 10 and 20 seconds after your death. Your individual performance does not affect the respawn wave time in any way.
+
The time it takes for the respawn wave to occur after being killed, or '''respawn time''', is variable, and a countdown is shown at the top of the player's [[Heads-up display|HUD]] when their character has died. Respawn waves occur at regular intervals and are based on the map settings. Most official maps use a 10-second respawn wave time. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most [[Control point (objective)|control points]]. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. When a player dies, they are assigned to the respawn wave after the next one. Therefore, if the respawn wave time is currently 10 seconds for the player's team, they respawn somewhere between 10 and 20 seconds after their death. A player's individual performance does not affect their respawn wave time in any way.
  
Respawn wave time on a [[server]] can be altered by changing the {{code|mp_respawnwavetime}} variable.
+
Respawn wave time on a [[Servers|server]] can be altered by changing the {{code|mp_respawnwavetime}} variable.
  
 
=== Instant respawn times ===
 
=== Instant respawn times ===
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== Areas ==
 
== Areas ==
 
=== Respawn ===
 
=== Respawn ===
The '''respawn''' area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on [[Game modes#Capture the Flag|Capture the Flag]] maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during [[Match outcomes#Humiliation|Humiliation]].  
+
The '''respawn''' area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on [[Capture the Flag]] maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during [[Match outcomes#Humiliation|Humiliation]].
  
You may change your class within the respawn area without committing [[suicide]]. On most maps, it is also safe to change class within the [[#Resupply|resupply area]], even if they are separate rooms. The point where you respawn is randomly chosen, but on [[Control Point (Game Mode)|Control Point]] maps, it is often determined by which control points your team has control over. Note that changing classes may at times instantly place you in a different respawn area if more than one is present.
+
Players may change class within the respawn area without committing [[suicide]]. On most maps, it is also safe to change class within the [[#Resupply|resupply area]], even if they are separate rooms. The point where a player respawns is randomly chosen, but on [[Control Point (game mode)|Control Point]] maps, it is often determined by which control points their team has control over. It should be noted that changing classes may at times instantly put the player in a different respawn area if more than one is present.
 
 
In the VPK files of ''[[Team Fortress 2]]'', and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to ''[[Team Fortress Classic]]''.
 
  
 
=== Resupply ===
 
=== Resupply ===
The '''resupply''' area is a room which is generally safe from opponents and provides you with Resupply lockers to replenish your health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all of your weapons' magazines) upon opening, while also playing [[Media:Regenerate.wav|a unique sound]]. They also are able to remove the effects of [[Jarate]] and [[Mad Milk]], stop [[bleeding]], and extinguish [[Fire#Afterburn|afterburn]]. Using a Resupply locker also allows players to switch between [[hats]] and/or [[weapons]] if they have already respawned, therefore eliminating the need to switch between [[classes]] in order to update your weapon [[Main menu#Character info and setup|loadout]] (unless you have the option 'Automatically respawning when you change your loadout' checked). As an honorbound [[Demoman]] or [[Soldier]] with the [[Half-Zatoichi]] out, touching a Resupply locker will allow you to switch weapons without losing health. Finally, using a Resupply locker will recharge the explosive in the [[Ullapool Caber]], and give another [[Razorback]] to a Sniper who has been backstabbed while wearing one. To open a Resupply locker, the player must simply walk near it. Note that Resupply lockers cannot be opened during [[Sudden Death]] or by the losing team during [[Match outcomes#Humiliation|Humiliation]].
+
The '''resupply''' area is a room which is generally safe from opponents and provides players with Resupply lockers to replenish health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all the magazines of the player's weapons) upon opening, while also playing [[Media:Regenerate.wav|a unique sound]]. They also are able to remove the effects of [[Jarate]] and [[Mad Milk]], stop [[bleeding]], and extinguish [[Fire#Afterburn|afterburn]]. Using a Resupply locker also allows players to switch between [[cosmetic items]] and/or [[weapons]] if they have already respawned, therefore eliminating the need to switch between [[classes]] in order to update their weapon [[loadout]] (unless the option 'Automatically respawning when you change your loadout' is checked). Honorbound [[Demoman|Demomen]] or [[Soldier]]s with the [[Half-Zatoichi]] out can touch a Resupply locker to switch weapons without losing health. Finally, using a Resupply locker recharges the explosive in the [[Ullapool Caber]] and gives another [[Razorback]] to a [[Sniper]] who has been backstabbed while wearing one. To open a Resupply locker, the player must simply walk near it. It should be noted that Resupply lockers cannot be opened during [[Sudden Death]] or by the losing team during [[Match outcomes#Humiliation|Humiliation]].
  
Other purely decorative objects within the resupply area may include lockers in which the various [[classes]] keep their personal belongings, free weights, and targets for practice.
+
Other purely decorative objects within the resupply area may include lockers in which the various classes keep their personal belongings, free weights, and targets for practice.
  
 
=== Gallery ===
 
=== Gallery ===
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File:Resupply locker open.png|An open Resupply locker.
 
File:Resupply locker open.png|An open Resupply locker.
 
File:Pyroland Supply Closed.png|Resupply Locker, as seen in [[Pyroland]].
 
File:Pyroland Supply Closed.png|Resupply Locker, as seen in [[Pyroland]].
File:Pyroland Supply Open.png|An open Resupply Locker, as seen in [[Pyroland]]
+
File:Pyroland Supply Open.png|An open Resupply Locker, as seen in Pyroland.
File:Medieval resupply locker closed.png|The Medieval Mode Resupply locker used on [[Degroot Keep]].
+
File:Medieval resupply locker closed.png|The Medieval Mode Resupply locker used on [[Degroot Keep]], [[Burghausen]], [[Sandcastle]], and [[Embargo]].
 
File:Medieval resupply locker open.png|An open Medieval Mode Resupply locker.
 
File:Medieval resupply locker open.png|An open Medieval Mode Resupply locker.
 
File:Suijin Supply 1.png|The resupply locker used on [[Suijin]].
 
File:Suijin Supply 1.png|The resupply locker used on [[Suijin]].
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File:Mannsylvania resupply locker closed.png|The resupply locker used on [[Mannsylvania]].
 
File:Mannsylvania resupply locker closed.png|The resupply locker used on [[Mannsylvania]].
 
File:Mannsylvania resupply locker open.png|An open resupply locker from Mannsylvania.
 
File:Mannsylvania resupply locker open.png|An open resupply locker from Mannsylvania.
 +
File:Hoodoo resupply locker closed.png|The resupply locker on the first stage of [[Hoodoo]].
 +
File:Hoodoo resupply locker open.png|An open resupply locker on the first stage of Hoodoo.
 +
File:Embargo red resupply locker.png|The resupply locker on RED team used on Embargo.
 +
File:Embargo red resupply locker open.png|A RED team opened resupply locker from Embargo.
 +
File:Embargo blu resupply locker.png|The resupply locker on BLU team used on Embargo.
 +
File:Embargo blu resupply locker open.png|A BLU team opened resupply locker from Embargo.
 
</gallery>
 
</gallery>
  
 
== Related achievements ==
 
== Related achievements ==
==={{class link|Spy}}===
+
=== {{class link|Spy}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Spy|Slash and Burn}}
 
| 1 = {{Show achievement|Spy|Slash and Burn}}
Line 90: Line 94:
 
* Fixed supply closets regenerating players while they are taunting.
 
* Fixed supply closets regenerating players while they are taunting.
  
'''{{patch name|12|23|2014}}'''
+
'''{{Patch name|12|23|2014}}'''
* Fixed the [[grappling Hook|grapple]] still being connected to players after they die and respawn.
+
* Fixed the [[Grappling Hook|grapple]] still being connected to players after they die and respawn.
  
 
'''{{Patch name|3|12|2015}}'''
 
'''{{Patch name|3|12|2015}}'''
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* Fixed an exploit where players could teleport back to their own spawn by changing loadout/class while touching the other team's No Entry gate.
 
* Fixed an exploit where players could teleport back to their own spawn by changing loadout/class while touching the other team's No Entry gate.
 
}}
 
}}
 +
 +
== Unused content ==
 +
* In the VPK files of ''[[Team Fortress 2]]'', and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to ''[[Team Fortress Classic]]''.
  
 
== Bugs ==
 
== Bugs ==
* Rarely, the player will be stuck in the respawn wave after dying. The time will reset whenever it reaches "Prepare to respawn". This can sometimes be fixed by re-selecting one's class.
+
* Rarely, the player becomes stuck in the respawn wave after dying. The time resets whenever it reaches "Prepare to respawn". This can sometimes be fixed by re-selecting one's class.
* When joining a game, if the player selected a team, the player can be kicked out of the class selection. When going back to the class selection and choosing a class, the player will not respawn. Leaving the game and rejoin the server can fix this issue.
+
* When joining a game, if the player selected a team, the player can be kicked out of the class selection. When going back to the class selection and choosing a class, the player does not respawn. Leaving the game and rejoining the server can fix this issue.
 
* It is possible to circumvent the disabled respawn after the round ends on the winning team by changing class after the respawn timer would have expired.
 
* It is possible to circumvent the disabled respawn after the round ends on the winning team by changing class after the respawn timer would have expired.
* In the [[PlayStation 3]] version of ''Team Fortress 2'', the spawnroom gates appear to go underground.
+
* In the [[PlayStation 3]] version of ''Team Fortress 2'', the spawn room gates appear to go underground.
  
 
== See also ==
 
== See also ==
Line 110: Line 117:
  
 
== External links ==
 
== External links ==
* [http://www.teamfortress.com/post.php?id=1872 TF2 Official Website, October 8, 2008 blog post] – Explains the reasoning behind the respawn "waves" system.
+
* [https://www.teamfortress.com/post.php?id=1872 TF2 Official Website, October 8, 2008 blog post] – Explains the reasoning behind the respawn "waves" system.
 +
 
 +
{{Mechanics Nav}}
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 01:55, 7 October 2024

Heavyrespawns.png
I'm back, you subnormal halfwit!
The Spy on coming back to life

The term respawn may be used to refer to either the act or event of respawning, the place in which it occurs, or the reappearance of map pickups after they have been used, such as Ammo and Health packs. The game respawns players in waves in order for them to appear together with other players who died at a similar time, thus forcing them to work together. Ammo and Health kits take around 10-20 seconds to respawn.

The initial entry in which a player first joins a map, as well as the creation of new entities (such as the appearance of Skeletons), simply goes by the term spawn.

In Arena Mode, or when matches turn to Sudden Death Mode, players that die do not respawn until the next round has begun.

Respawn times

For exact timing measurements on all official maps, see Respawn times.

The time it takes for the respawn wave to occur after being killed, or respawn time, is variable, and a countdown is shown at the top of the player's HUD when their character has died. Respawn waves occur at regular intervals and are based on the map settings. Most official maps use a 10-second respawn wave time. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most control points. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. When a player dies, they are assigned to the respawn wave after the next one. Therefore, if the respawn wave time is currently 10 seconds for the player's team, they respawn somewhere between 10 and 20 seconds after their death. A player's individual performance does not affect their respawn wave time in any way.

Respawn wave time on a server can be altered by changing the mp_respawnwavetime variable.

Instant respawn times

Some servers feature instant respawn times where the waiting period for players to respawn is drastically reduced or even eliminated for all players. Servers can use either third-party custom plugins to enable this feature or the in-built command mp_disable_respawn_times. The amount of time between death and actual respawn can vary if the server forces the Deathcam to be displayed.

Areas

Respawn

The respawn area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on Capture the Flag maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during Humiliation.

Players may change class within the respawn area without committing suicide. On most maps, it is also safe to change class within the resupply area, even if they are separate rooms. The point where a player respawns is randomly chosen, but on Control Point maps, it is often determined by which control points their team has control over. It should be noted that changing classes may at times instantly put the player in a different respawn area if more than one is present.

Resupply

The resupply area is a room which is generally safe from opponents and provides players with Resupply lockers to replenish health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all the magazines of the player's weapons) upon opening, while also playing a unique sound. They also are able to remove the effects of Jarate and Mad Milk, stop bleeding, and extinguish afterburn. Using a Resupply locker also allows players to switch between cosmetic items and/or weapons if they have already respawned, therefore eliminating the need to switch between classes in order to update their weapon loadout (unless the option 'Automatically respawning when you change your loadout' is checked). Honorbound Demomen or Soldiers with the Half-Zatoichi out can touch a Resupply locker to switch weapons without losing health. Finally, using a Resupply locker recharges the explosive in the Ullapool Caber and gives another Razorback to a Sniper who has been backstabbed while wearing one. To open a Resupply locker, the player must simply walk near it. It should be noted that Resupply lockers cannot be opened during Sudden Death or by the losing team during Humiliation.

Other purely decorative objects within the resupply area may include lockers in which the various classes keep their personal belongings, free weights, and targets for practice.

Gallery

Related achievements

Leaderboard class spy.png Spy

Slash and Burn
Slash and Burn
Backstab an enemy, who then switches to Pyro before they respawn.

Update history

October 5, 2007 Patch
  • Fixed teleporter/spawn doorway exploit.

November 15, 2007 Patch

  • Fixed exploit where spectators could spawn into the world without actually joining a team.

December 31, 2007 Patch

  • Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.

June 25, 2009 Patch

  • Fixed Bonk! ammo count exploit after using a regeneration locker.

July 14, 2009 Patch

  • Fixed being able to respawn during the chat time before a level change.

September 30, 2010 Patch

  • [Undocumented] Players will automatically be respawned with their loadouts if they switch weapons while in a spawn area.

March 11, 2011 Patch

  • Fixed players not being able to fire their weapons right after spawning.

March 21, 2011 Patch

  • Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet.

April 14, 2011 Patch (Hatless Update)

  • Items in the action slot no longer swap before returning to a supply cabinet.

August 23, 2011 Patch

  • Fixed supply closets regenerating players while they are taunting.

December 23, 2014 Patch

  • Fixed the grapple still being connected to players after they die and respawn.

March 12, 2015 Patch

  • Fixed an exploit related to Highlander mode and changing teams with instant respawn.

June 21, 2022 Patch

  • Fixed an exploit where players could teleport back to their own spawn by changing loadout/class while touching the other team's No Entry gate.

Unused content

  • In the VPK files of Team Fortress 2, and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to Team Fortress Classic.

Bugs

  • Rarely, the player becomes stuck in the respawn wave after dying. The time resets whenever it reaches "Prepare to respawn". This can sometimes be fixed by re-selecting one's class.
  • When joining a game, if the player selected a team, the player can be kicked out of the class selection. When going back to the class selection and choosing a class, the player does not respawn. Leaving the game and rejoining the server can fix this issue.
  • It is possible to circumvent the disabled respawn after the round ends on the winning team by changing class after the respawn timer would have expired.
  • In the PlayStation 3 version of Team Fortress 2, the spawn room gates appear to go underground.

See also

External links