Difference between revisions of "Respawn times"

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(Added Jungle Inferno Maps)
(Added Scream Fortress, Tough Break, and Meat your Match maps, and updated other spawn times)
Line 27: Line 27:
 
|-
 
|-
 
! Neutral
 
! Neutral
| 6
+
| 6, {{tooltip|10|Moonshine Event}}
 
|-
 
|-
 
! No
 
! No
Line 51: Line 51:
 
|-
 
|-
 
! [[5Gorge]]
 
! [[5Gorge]]
| 5 || 10 || 10 || 10 || 7
+
| 7 || 10 || 10 || 10 || 5
 
|-
 
|-
 
! [[Badlands]]
 
! [[Badlands]]
| 5 || 10 || 10 || 10 || 10
+
| 6 || 10 || 10 || 10 || 10
 
|-
 
|-
 
! [[Coldfront]]
 
! [[Coldfront]]
Line 60: Line 60:
 
|-
 
|-
 
! [[Fastlane]]
 
! [[Fastlane]]
| 7 || 8 || 10 || 12 || 11
+
| 7 || 8 || 10 || 10 || 9
 
|-
 
|-
 
! [[Foundry]]
 
! [[Foundry]]
| 3 || 5 || 5 || 8 || 8
+
| 2 || 5 || 5 || 8 || 8
 
|-
 
|-
 
! [[Freight]]
 
! [[Freight]]
Line 73: Line 73:
 
! [[Gullywash]]
 
! [[Gullywash]]
 
| 8.9 || 8.9 || 8.9 || 8.9 || 8.9
 
| 8.9 || 8.9 || 8.9 || 8.9 || 8.9
 +
|-
 +
! [[Metalworks]]
 +
| 7 || 10 || 10 || 10 || 10
 
|-
 
|-
 
! [[Powerhouse]]
 
! [[Powerhouse]]
| 6 ||  || 6 ||  || 3
+
| 3 ||  || 6 ||  || 6
 
|-
 
|-
 
! [[Process]]
 
! [[Process]]
| 10 || 10 || 10 || 10 || 8
+
| 8 || 10 || 10 || 10 || 10
 
|-
 
|-
 
! [[Snakewater]]
 
! [[Snakewater]]
 +
| 6 || 10 || 10 || 10 || 10
 +
|-
 +
! [[Sunshine]]
 +
| 7 || 10 || 10 || 10 || 10
 +
|-
 +
! [[Sinshine]]
 +
| 7 || 10 || 10 || 10 || 10
 +
|-
 +
! [[Vanguard]]
 
| 10 || 10 || 10 || 10 || 7
 
| 10 || 10 || 10 || 10 || 7
 
|-
 
|-
Line 143: Line 155:
 
|
 
|
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
|+ [[Gorge]]
+
|+ [[Gorge]] and [[Gorge Event]]
 
! class = "header" | Blu CPs Owned
 
! class = "header" | Blu CPs Owned
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
Line 222: Line 234:
 
{|
 
{|
 
|
 
|
 
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
 
|+ [[Frontier]]
 
|+ [[Frontier]]
Line 229: Line 240:
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! 1
+
! 0
 
| 7 || 0
 
| 7 || 0
 
|-
 
|-
! 2
+
! 1
 
| 4 || 2
 
| 4 || 2
 
|-
 
|-
! 3
+
! 2
 
| 4 || 4
 
| 4 || 4
 
|-
 
|-
! 4
+
! 3
 
| 6 || 2
 
| 6 || 2
 
|}
 
|}
Line 248: Line 259:
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! 1
+
! 0
 
| 9 || 4
 
| 9 || 4
 
|-
 
|-
! 2 & 3
+
! 1 & 2
 
| 10 || 2
 
| 10 || 2
 
|-
 
|-
! 4
+
! 3
 
| 9 || 2
 
| 9 || 2
 
|}
 
|}
Line 264: Line 275:
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! 1 & 2
+
! 0 & 1
 
| 8 || 4
 
| 8 || 4
 
|-
 
|-
! 3
+
! 2
 
| 4 || 4
 
| 4 || 4
 
|-
 
|-
! 4
+
! 3
 
| 8 || 4
 
| 8 || 4
 
|}
 
|}
Line 283: Line 294:
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! 0-3
+
! 0-2
 
| 8 || 4
 
| 8 || 4
 
|-
 
|-
! 4
+
! 3
 
| 10 || 4
 
| 10 || 4
 
|}
 
|}
Line 296: Line 307:
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
! 1 & 2
+
! 0 & 1
 
| 10 || 3
 
| 10 || 3
 
|-
 
|-
! 3 & 4
+
! 2 & 3
 
| 10 || 5
 
| 10 || 5
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Hellstone]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 0
 +
| 10 || 2
 +
|-
 +
! 1
 +
| 10 || 1
 +
|-
 +
! 2
 +
| 4 || 8
 +
|-
 +
! 3
 +
| 8 || 2
 +
|-
 +
! 4
 +
| 6 || 4
 +
|}
 +
|}
 +
 +
{|
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Snowycoast]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! All
 +
| 9 || 3
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Swiftwater]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 0
 +
| 5 || 5
 +
|-
 +
! 1 & 2
 +
| 8 || 4
 +
|-
 +
! 3
 +
| 5 || 4
 +
|-
 +
! 4
 +
| 5 || 5
 +
|}
 +
|
 +
{| class="wikitable grid" style="text-align:center"
 +
|+ [[Brimstone]]
 +
! class = "header" | Blu checkpoints passed
 +
! class = "header" | Red respawn wave
 +
! class = "header" | Blu respawn wave
 +
|-
 +
! 0 & 1
 +
| 10 || 2
 +
|-
 +
! 2
 +
| 8 || 4
 +
|-
 +
! 3
 +
| 2 || 4
 +
|-
 +
! 4
 +
| 8 || 2
 
|}
 
|}
 
|}
 
|}
Line 310: Line 394:
 
|+ [[Hoodoo]]
 
|+ [[Hoodoo]]
 
! class = "header" | Stage
 
! class = "header" | Stage
 +
! class = "header" | Status
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
 
|-
 
|-
 
! 1
 
! 1
 +
! Any
 
| 11 || 2
 
| 11 || 2
 
|-
 
|-
 
! 2
 
! 2
 +
! Any
 
| 6 || 2
 
| 6 || 2
 
|-
 
|-
! 3
+
! rowspan="3" | 3
 +
! Map Start
 
| 4 || 2
 
| 4 || 2
 +
|-
 +
! Checkpoint 1
 +
| 8 || 1
 +
|-
 +
! Nearing Final Checkpoint
 +
| 9 || 1
 
|}
 
|}
 
|
 
|
Line 339: Line 433:
 
|+ [[Thunder Mountain]]
 
|+ [[Thunder Mountain]]
 
! class = "header" | Stage
 
! class = "header" | Stage
! class = "header" | Checkpoint
+
! class = "header" | Status
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
Line 353: Line 447:
 
| 8 || 1
 
| 8 || 1
 
|-
 
|-
! rowspan="3" | 2
+
! rowspan="2" | 2
 
! Map start
 
! Map start
| 7 || 2
 
|-
 
! Checkpoint 1
 
 
| 7 || 2
 
| 7 || 2
 
|-
 
|-
Line 370: Line 461:
 
| 6 || 4
 
| 6 || 4
 
|-
 
|-
! Checkpoint 2
+
! Through second tunnel
 
| 4 || 4
 
| 4 || 4
 
|-
 
|-
! On bridge
+
! On Checkpoint 2 bridge
 
| 6 || 4
 
| 6 || 4
 
|-
 
|-
! After bridge
+
! Through forth tunnel
 
| 2 || 4
 
| 2 || 4
 
|}
 
|}
Line 383: Line 474:
 
|+ [[Cactus Canyon]]
 
|+ [[Cactus Canyon]]
 
! class = "header" | Stage
 
! class = "header" | Stage
! class = "header" | Checkpoint
+
! class = "header" | Status
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
 
! class = "header" | Blu respawn wave
 
! class = "header" | Blu respawn wave
Line 397: Line 488:
 
| 10 || 1
 
| 10 || 1
 
|-
 
|-
! rowspan="3" | 2
+
! rowspan="2" | 2
 
! Map start
 
! Map start
| 8 || 7
 
|-
 
! Checkpoint 1
 
 
| 8 || 7
 
| 8 || 7
 
|-
 
|-
Line 510: Line 598:
  
 
== [[PASS Time]] ==
 
== [[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.
+
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.
  
 
{| class="wikitable grid" style="text-align:center"
 
{| class="wikitable grid" style="text-align:center"
|+ Brickyard
 
 
! class = "header" | Status
 
! class = "header" | Status
 
! class = "header" | Red respawn wave
 
! class = "header" | Red respawn wave
Line 519: Line 606:
 
|-
 
|-
 
! Default
 
! Default
| 10 || 10
+
| 7.5 || 7.5
 
|-
 
|-
! Jack is past BLU team's warehouse
+
! Jack is near BLU team's base
| 10 || 5
+
| 7.5 || 5
 
|-
 
|-
! Jack is past RED team's warehouse
+
! Jack is near RED team's base
| 5 || 10
+
| 5 || 7.5
 
|}
 
|}
  
Line 644: Line 731:
 
| {{tooltip|6|Village Vanguard and Bavarian Botbash}}, {{tooltip|7|Hamlet Hostility}}
 
| {{tooltip|6|Village Vanguard and Bavarian Botbash}}, {{tooltip|7|Hamlet Hostility}}
 
|}
 
|}
 +
|}
 +
 +
== [[Mannpower]] ==
 +
All Mannpower maps have the same spawn times.
 +
 +
{| class="wikitable grid"
 +
! class = "header" |
 +
! class = "header" | Respawn Wave
 +
|-
 +
! align = "center" | Always
 +
| align = "center" | 0
 
|}
 
|}
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 23:12, 8 January 2018

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, 10
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 7 10 10 10 5
Badlands 6 10 10 10 10
Coldfront 6 8 10 10 10
Fastlane 7 8 10 10 9
Foundry 2 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
Metalworks 7 10 10 10 10
Powerhouse 3 6 6
Process 8 10 10 10 10
Snakewater 6 10 10 10 10
Sunshine 7 10 10 10 10
Sinshine 7 10 10 10 10
Vanguard 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 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

These maps are all 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 & 2 10 2
3 9 2
Borneo
Blu checkpoints passed Red respawn wave Blu respawn wave
0 & 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 & 1 10 3
2 & 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
All 9 3
Swiftwater
Blu checkpoints passed Red respawn wave Blu respawn wave
0 5 5
1 & 2 8 4
3 5 4
4 5 5
Brimstone
Blu checkpoints passed Red respawn wave Blu respawn wave
0 & 1 10 2
2 8 4
3 2 4
4 8 2

These maps are 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
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, Helltower and 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 team's base 7.5 5
Jack is near RED team'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, 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

Mannpower

All Mannpower maps have the same spawn times.

Respawn Wave
Always 0