Difference between revisions of "Template:Respawn times"

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   | en = All KOTH maps use the same spawn times, assuming the scalar value is always 1 (with a few exceptions).
 
   | en = All KOTH maps use the same spawn times, assuming the scalar value is always 1 (with a few exceptions).
 
   | de = Alle KOTH Karten haben die selben Einstiegszeiten.
 
   | de = Alle KOTH Karten haben die selben Einstiegszeiten.
   | es = Todos los mapas KOTH usan los mismos tiempos de respawn.
+
   | es = Todos los mapas KOTH usan los mismos tiempos de reaparición.
 
   | fr = Toutes les cartes KOTH utilisent la même durée de réapparition.
 
   | fr = Toutes les cartes KOTH utilisent la même durée de réapparition.
 
}}
 
}}
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{{lang
 
{{lang
 
   | en = Respawn times for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU.
 
   | en = Respawn times for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU.
 +
  | es = Tiempos de reaparición para RED. Estos mapas son simétricos: Si RED tiene estos puntos, estos tiempos serán para el equipo BLU.
 
}}
 
}}
 
{{/control point}}
 
{{/control point}}
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{{lang
 
{{lang
 
   | 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.
 +
  | es = Degroot Keep tiene un conjunto de tiempos de reaparición único. Al capturar ambos puntos exteriores y desbloquear el portón, si este se vuelve a cerrar, el equipo BLU recibe un incremento del tiempo de reaparición. Si ambos puntos se vuelven a capturar, el tiempo de reaparición de BLU vuelve a ser 0.
 
}}
 
}}
 
{{/degroot keep}}
 
{{/degroot keep}}
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=== {{lang
 
=== {{lang
 
   | en = Single-stage
 
   | en = Single-stage
 +
  | es = Una sola etapa
 
}} ===
 
}} ===
 
{|
 
{|
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=== {{lang
 
=== {{lang
 
   | en = Multi-stage
 
   | en = Multi-stage
 +
  | es = Varias etapas
 
}} ===
 
}} ===
 
{|
 
{|
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{{lang
 
{{lang
 
   | en = All SD maps have the same spawn times.
 
   | en = All SD maps have the same spawn times.
 +
  | es = Todos los mapas de Entrega Especial tiene los mismos tiempos de reaparición.
 
}}
 
}}
 
{{/special delivery}}
 
{{/special delivery}}
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   | en = 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.
 
   | en = 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.
 
   | de = Hydro hat einzigartige Wiedereinstiegszeiten. Für normale Runden werden die Spieler schneller wiedereinsteigen, wenn das Team einen gegnerischen Kontrollpunkt versucht zu erobern. Bei der Verteidigung werden die Wiedereinstiegszeiten sich nicht während der Runde verändern.
 
   | de = Hydro hat einzigartige Wiedereinstiegszeiten. Für normale Runden werden die Spieler schneller wiedereinsteigen, wenn das Team einen gegnerischen Kontrollpunkt versucht zu erobern. Bei der Verteidigung werden die Wiedereinstiegszeiten sich nicht während der Runde verändern.
   | es = Hydro es el unico con un set de tiempos. Para rondas normales, los equipos que esten capturando puntos re regeneran más rapidamente. Para las rondas de defensa, los tiempos no cambiaran.
+
   | es = Hydro tiene un conjunto de tiempos de reaparición único. Para rondas normales, los equipos que estén capturando puntos reaparecerán más rápido. Para las rondas de defensa, los tiempos no cambian.
 
   | fr = Hydro a un fonctionnement unique quand aux durées de réapparition. Pour les round normaux, les équipes réapparaitront plus vite quand elles capturent un Point de Contrôle ennemi. Pour les rounds en Défense, la durée de réapparition ne change pas de tout le round.
 
   | fr = Hydro a un fonctionnement unique quand aux durées de réapparition. Pour les round normaux, les équipes réapparaitront plus vite quand elles capturent un Point de Contrôle ennemi. Pour les rounds en Défense, la durée de réapparition ne change pas de tout le round.
 
}}
 
}}
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{{lang
 
{{lang
 
   | en = 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.
 
   | en = 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.
 +
  | es = Todos los mapas de PASA-Tiempo tienen los mismos tiempos de reaparición. El temporizador de reaparición es 7,5 y si el balón está cerca de la portería, se reducirá a 5.
 
}}
 
}}
 
{{/pass time}}
 
{{/pass time}}
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{{lang
 
{{lang
 
   | en = All RD maps have the same spawn times.
 
   | en = All RD maps have the same spawn times.
 +
  | es = Todos los mapas de Robodestrucción tienen los mismos tiempos de reaparición.
 
}}
 
}}
 
{{/robot destruction}}
 
{{/robot destruction}}
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{{lang
 
{{lang
 
   | en = 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.
 
   | en = 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.
 +
  | es = Mann vs. Máquinas tiene un conjunto de tiempos de reaparición único, determinado por el tipo de archivo .pop del mapa, y empieza en 2 segundos en la primera oleada, posteriormente se añaden 2 segundos en cada oleada consecutiva hasta el máximo, excepto en los mapas con los nombres en cursiva a continuación, en los cuales siempre estará al máximo.
 
}}
 
}}
 
{|
 
{|
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{{lang
 
{{lang
 
   | en = All Mannpower maps have the same spawn times.
 
   | en = All Mannpower maps have the same spawn times.
 +
  | es = Todos los mapas de Mannpower tienen los mismos tiempos de reaparición.
 
}}
 
}}
 
{{/mannpower}}
 
{{/mannpower}}

Revision as of 10:01, 5 September 2022

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 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

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 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

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.

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 RD 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

Documentation for Respawn times

This page holds the formatting (and longer lang strings) for Respawn times.

Any reusable strings are saved in Template:Dictionary/common strings. Map-specific strings are saved in the specific subpages (as well as the map times).