Difference between revisions of "Respawn times"

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== [[Mann Vs. Machine]] ==
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== [[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 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.
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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 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

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, 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.

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.

Owner of CP? Respawn Wave
Neutral 6
No 4
Yes 8

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 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

Snowplow
Team respawn wave Blu CPs Owned
0 1 2 3 4 5
Red 4 5 6 4 2 7
Blu 2 1 2 2 4 1
Steel
Team respawn wave Blu CPs Owned
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
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

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
Status Red respawn wave Blu respawn wave
Default 3 0
After gate closed 3 4
After gate reopened 3 0

Payload

These maps are all single-stage:

Frontier
Blu checkpoints passed Red respawn wave Blu respawn wave
1 7 0
2 4 2
3 4 4
4 6 2
Upward
Blu checkpoints passed Red respawn wave Blu respawn wave
1 9 4
2 & 3 10 2
4 9 2
Borneo
Blu checkpoints passed Red respawn wave Blu respawn wave
1 & 2 8 4
3 4 4
4 8 4
Badwater Basin
Blu checkpoints passed Red respawn wave Blu respawn wave
0-3 8 4
4 10 4
Barnblitz
Blu checkpoints passed Red respawn wave Blu respawn wave
1 & 2 10 3
3 & 4 10 5

These maps are multi-stage:

Hoodoo
Stage Red respawn wave Blu respawn wave
1 11 2
2 6 2
3 4 2
Gold Rush
Stage Red respawn wave Blu respawn wave
Any 10 4
Thunder Mountain
Stage Checkpoint 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
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
Stage Checkpoint 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 1 8 7
Checkpoint 2 6 9

Payload Race

Pipeline
Map Red respawn wave Blu respawn wave
1 & 2 8 8
3 5 5
Nightfall
Map Red respawn wave Blu respawn wave
1 & 2 8 8
3 3 3
Hightower and Helltower
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 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
Status Respawn Wave
Default 10
Capturing Enemy CP 3
Defense Round Respawn Times
Team Role Respawn Wave
Defenders 10
Attackers 0

PASS Time

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
Status Red respawn wave Blu respawn wave
Default 10 10
Jack is past BLU team's warehouse 10 5
Jack is past RED team's warehouse 5 10

Robot Destruction

All RD maps have the same spawn times.

Respawn Wave
Always 5

Player Destruction

All PD maps have the same spawn times.

Respawn Wave
Always 6

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, 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
All Missions 2
Mannhattan
Difficulty Max Red respawn wave
All Missions 8
Rottenburg
Difficulty Max Red respawn wave
All Missions 6, 7