Difference between revisions of "Respawn times"
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| 10 || 2 | | 10 || 2 | ||
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+ | |} | ||
+ | |} | ||
+ | |||
+ | {| | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Mercenary Park_(map)|Mercenary Park]] | ||
+ | ! class = "header" | Blu CPs Owned | ||
+ | ! class = "header" | Red respawn wave | ||
+ | ! class = "header" | Blu respawn wave | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 5 || 2 | ||
+ | |- | ||
+ | ! 1 | ||
+ | | 4 || 6 | ||
+ | |- | ||
+ | ! 2 | ||
+ | | 6 || 1 | ||
+ | |- | ||
+ | ! While contesting 3 | ||
+ | | 6 || 3 | ||
+ | |} | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Mossrock]] | ||
+ | ! class = "header" | Blu CPs Owned | ||
+ | ! class = "header" | Red respawn wave | ||
+ | ! class = "header" | Blu respawn wave | ||
+ | |- | ||
+ | ! Any | ||
+ | | 6 || 2 | ||
|} | |} | ||
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+ | |} | ||
+ | |||
+ | {| | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Enclosure]] | ||
+ | ! class = "header" | Stage | ||
+ | ! class = "header" | Red respawn wave | ||
+ | ! class = "header" | Blu respawn wave | ||
+ | |- | ||
+ | ! rowspan="1" | 1 | ||
+ | | 9 || 3 | ||
+ | |- | ||
+ | ! rowspan="1" | 2 | ||
+ | | 8 || 3 | ||
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+ | ! rowspan="1" | 3 | ||
+ | | 8 || 5 | ||
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{| class="wikitable grid" style="text-align:center" | {| class="wikitable grid" style="text-align:center" | ||
− | |+ [[Hightower]] and [[ | + | |+ [[Hightower]], [[Helltower]] and [[Banana Bay]] |
! class = "header" | Map | ! class = "header" | Map | ||
! class = "header" | Red respawn wave | ! class = "header" | Red respawn wave |
Revision as of 15:56, 8 January 2018
“ | Kill ya again soon, mate.
Click to listen
— The Sniper
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The following information on Respawn Times is taken by information found in decompiled Valve maps, or by use of mp_showrespawntimes
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Contents
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
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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.
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:
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These maps are multi-stage:
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Stage | Red respawn wave | Blu respawn wave |
---|---|---|
1 | 9 | 3 |
2 | 8 | 3 |
3 | 8 | 5 |
Payload Race
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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.
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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.
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
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