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| | | |
| {| | | {| |
− | | {{/mercenary-park}} | + | | {{/mercenary park}} |
| | {{/mossrock}} | | | {{/mossrock}} |
| |} | | |} |
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| | en = [[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. | | | en = [[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}} | + | {{/degroot keep}} |
| | | |
| == [[Payload{{if lang}}|{{common string|Payload}}]] == | | == [[Payload{{if lang}}|{{common string|Payload}}]] == |
Revision as of 21:18, 4 September 2022
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 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:
|
Upward
0
|
9 |
4
|
1 and 2
|
10 |
2
|
3
|
9 |
2
|
|
Borneo
0 and 1
|
8 |
4
|
2
|
4 |
4
|
3
|
8 |
4
|
|
These maps are multi-stage:
Hoodoo
Any
|
11 |
2
|
Any
|
6 |
2
|
Map Start
|
4 |
2
|
Checkpoint 1
|
8 |
1
|
Nearing Final Checkpoint
|
9 |
1
|
|
|
Thunder Mountain
Map Start
|
4 |
2
|
Once bridge rises
|
7 |
2
|
Once cart crosses bridge
|
8 |
1
|
Map Start
|
7 |
2
|
Down the hill
|
8 |
2
|
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
Map Start
|
8 |
4
|
Checkpoint 1
|
8 |
1
|
After final hill
|
10 |
1
|
Map Start
|
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
|
|
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 halved 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 RD 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.
Documentation for Respawn times
This page holds the formatting (and longer lang strings) for Respawn times.
Individual level times are stored in subpages: