Difference between revisions of "Respawn times"

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{{update|MvM, Pass time, PL, PLR, RD, SD}}
+
{{update|MvM, Pass time, RD, SD}}
 
{{Quotation|'''The Sniper'''|Kill ya again soon, mate.|sound=Sniper_domination22.wav}}
 
{{Quotation|'''The Sniper'''|Kill ya again soon, mate.|sound=Sniper_domination22.wav}}
 
The following information on Respawn Times is taken by information found in decompiled Valve maps, or by use of <code>mp_showrespawntimes</code>.
 
The following information on Respawn Times is taken by information found in decompiled Valve maps, or by use of <code>mp_showrespawntimes</code>.
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== [[Payload]] ==
 
== [[Payload]] ==
  
 +
These maps are all single-stage:
 +
{|
 +
|
 +
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Frontier]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 1
 +
| 7 || 0
 +
|-
 +
! 2
 +
| 4 || 2
 +
|-
 +
! 3
 +
| 4 || 4
 +
|-
 +
! 4
 +
| 6 || 2
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Upward]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 1
 +
| 9 || 4
 +
|-
 +
! 2 & 3
 +
| 10 || 2
 +
|-
 +
! 4
 +
| 9 || 2
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Borneo]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 1 & 2
 +
| 8 || 4
 +
|-
 +
! 3
 +
| 4 || 4
 +
|-
 +
! 4
 +
| 8 || 4
 +
|}
 +
|}
 +
 +
{|
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Badwater Basin]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 0-3
 +
| 8 || 4
 +
|-
 +
! 4
 +
| 10 || 4
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Barnblitz]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 1 & 2
 +
| 10 || 3
 +
|-
 +
! 3 & 4
 +
| 10 || 5
 +
|}
 +
|}
 +
 +
These maps are multi-stage:
 
{|
 
{|
 
|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Hoodoo]]
 
|+ [[Hoodoo]]
! class = "header" | Map
+
! class = "header" | Stage
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
Line 194: Line 280:
 
| 4 || 2
 
| 4 || 2
 
|}
 
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Gold Rush]]
 +
! class = "header" | Stage
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! Any
 +
| 10 || 4
 +
|}
 +
|}
 +
 +
{|
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Thunder Mountain]]
 +
! class = "header" | Stage
 +
! class = "header" | Checkpoint
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! rowspan="3" | 1
 +
! Map start
 +
| 4 || 2
 +
|-
 +
! Once bridge rises
 +
| 7 || 2
 +
|-
 +
! Once cart crosses bridge
 +
| 8 || 1
 +
|-
 +
! rowspan="3" | 2
 +
! Map start
 +
| 7 || 2
 +
|-
 +
! Checkpoint 1
 +
| 7 || 2
 +
|-
 +
! Down the hill
 +
| 8 || 2
 +
|-
 +
! rowspan="5" | 3
 +
! Map start
 +
| 4 || 4
 +
|-
 +
! Through first tunnel
 +
| 6 || 4
 +
|-
 +
! Checkpoint 2
 +
| 4 || 4
 +
|-
 +
! On bridge
 +
| 6 || 4
 +
|-
 +
! After bridge
 +
| 2 || 4
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Cactus Canyon]]
 +
! class = "header" | Stage
 +
! class = "header" | Checkpoint
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! rowspan="3" | 1
 +
! Map start
 +
| 8 || 4
 +
|-
 +
! Checkpoint 1
 +
| 8 || 1
 +
|-
 +
! After final hill
 +
| 10 || 1
 +
|-
 +
! rowspan="3" | 2
 +
! Map start
 +
| 8 || 7
 +
|-
 +
! Checkpoint 1
 +
| 8 || 7
 +
|-
 +
! Checkpoint 2
 +
| 6 || 9
 +
|}
 +
|}
 +
 +
== [[Payload Race]] ==
 +
{|
 
|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
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|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
|+ [[Gold Rush]]
+
|+ [[Nightfall]]
 
! class = "header" | Map
 
! class = "header" | Map
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! Any
+
! 1 & 2
| 10 || 4
+
| 8 || 8
 +
|-
 +
! 3
 +
| 3 || 3
 
|}
 
|}
|}
+
|
 
 
 
 
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
|+ [[Badwater Basin]]
+
|+ [[Hightower]] and [[Helltower]]
! class = "header" | Blu checkpoints passed
+
! class = "header" | Map
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! 0-3
+
! Any
| 8 || 4
+
| 8 || 8
|-
+
|}
! 4
 
| 10 || 4
 
 
|}
 
|}
  

Revision as of 21:14, 5 October 2015

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.

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

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