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− | == [[Mann Vs. Machine]] == | + | == [[Mann vs. Machine]] == |
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− | Mann Vs. Machine has a unique set of spawn times as they are determined by the .pop file rather than the map and goes from 2 seconds on the first wave and adds 2 each consecutive wave up to the max, except the ones that are italicized which are already maxed. | + | 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. |
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Revision as of 15:42, 12 November 2017
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, 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.
All CTF maps have the same spawn times.
All KOTH maps use the same spawn times.
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 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
Default
|
3 |
0
|
After gate closed
|
3 |
4
|
After gate reopened
|
3 |
0
|
These maps are all single-stage:
These maps are multi-stage:
Thunder Mountain
1
|
Map start
|
4 |
2
|
Once bridge rises
|
7 |
2
|
Once cart crosses bridge
|
8 |
1
|
2
|
Map start
|
7 |
2
|
Checkpoint 1
|
7 |
2
|
Down the hill
|
8 |
2
|
3
|
Map start
|
4 |
4
|
Through first tunnel
|
6 |
4
|
Checkpoint 2
|
4 |
4
|
On bridge
|
6 |
4
|
After bridge
|
2 |
4
|
|
Cactus Canyon
1
|
Map start
|
8 |
4
|
Checkpoint 1
|
8 |
1
|
After final hill
|
10 |
1
|
2
|
Map start
|
8 |
7
|
Checkpoint 1
|
8 |
7
|
Checkpoint 2
|
6 |
9
|
|
All SD maps have the same spawn times.
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
Default
|
10
|
Capturing Enemy CP
|
3
|
|
Defense Round Respawn Times
Defenders
|
10
|
Attackers
|
0
|
|
Brickyard 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.
Brickyard
Default
|
10 |
10
|
Jack is past BLU team's warehouse
|
10 |
5
|
Jack is past RED team's warehouse
|
5 |
10
|
All RD maps have the same spawn times.
All PD maps have the same spawn times.
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
|
|
|