Tf2 Remove Respawn Time



Tf2 Remove Respawn Time

The default respawn wave is 10 seconds. This would mean that players are spawned every 10 seconds. However, unless the server population is low, you will most likely have to wait for the wave after. In this case, the maximum respawn time any individual would have is 20 seconds. Source: TF2 Wiki - Respawn Times page.

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

Removing respawn time in match made games would remove the punishment of dying or killing yourself while also removing the advantages of learning where enemies are rushing next through a allies pov and to gain your bearing to plan. Doesnt remove like health pack collected or sentry gun rght? Or does it:) all it removes are background map noises. Footsteps, gunshots, pickups etc are not background noises. It is just removing atmospheric sounds, nothing useful. My suggestion is if the respawn time would exceed the length of your last life, then you only wait the duration of your last life. Most of the time it would make no difference. The only time it would come into effect is when you get killed basically immediately upon leaving spawn, because when that happens it sucks having to wait to spawn again.

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.

Time
Respawn Wave
Always10

King of the Hill

All KOTH maps use the same spawn times (with one partial exception).

Owner of CP?Respawn Wave
Neutral6, 10
No4
Yes8

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.

MapControl points owned by BLU
12Neutral34
5Gorge71010105
Badlands610101010
Coldfront68101010
Fastlane7810109
Foundry25588
Freight57101010
Granary710101010
Gullywash8.98.98.98.98.9
Metalworks710101010
Powerhouse366
Process810101010
Snakewater610101010
Sunshine710101010
Sinshine710101010
Vanguard101010107
Well47101010
Yukon78101010

Attack/Defend

Snowplow
Team respawn waveBlu CPs Owned
012345
Red456427
Blu212241
Steel
Team respawn waveBlu CPs Owned
01234
Red101011129
Blu44200
Gravel Pit and Junction
Blu CPs OwnedRed respawn waveBlu respawn wave
01010
1107
2104
Gorge and Gorge Event
Blu CPs OwnedRed respawn waveBlu respawn wave
072
183
Dustbowl, Egypt, Mountain Lab, Mann Manor
Blu CPs OwnedRed respawn waveBlu respawn wave
Any102
Mercenary Park
Blu CPs OwnedRed respawn waveBlu respawn wave
052
146
261
While contesting 363
Mossrock
Blu CPs OwnedRed respawn waveBlu respawn wave
Any62

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
StatusRed respawn waveBlu respawn wave
Default30
After gate closed34
After gate reopened30

Payload

These maps are all single-stage:

Frontier
Blu checkpoints passedRed respawn waveBlu respawn wave
070
142
244
362
Upward
Blu checkpoints passedRed respawn waveBlu respawn wave
094
1 & 2102
392
Borneo
Blu checkpoints passedRed respawn waveBlu respawn wave
0 & 184
244
384
Badwater Basin
Blu checkpoints passedRed respawn waveBlu respawn wave
0-284
3104
Barnblitz
Blu checkpoints passedRed respawn waveBlu respawn wave
0 & 1103
2 & 3105
Hellstone
Blu checkpoints passedRed respawn waveBlu respawn wave
0102
1101
248
382
464
Snowycoast
Blu checkpoints passedRed respawn waveBlu respawn wave
All93
Swiftwater
Blu checkpoints passedRed respawn waveBlu respawn wave
055
1 & 284
354
455
Brimstone
Blu checkpoints passedRed respawn waveBlu respawn wave
0 & 1102
284
324
482

These maps are multi-stage:

Hoodoo
StageStatusRed respawn waveBlu respawn wave
1Any112
2Any62
3Map Start42
Checkpoint 181
Nearing Final Checkpoint91
Gold Rush
StageRed respawn waveBlu respawn wave
Any104
Thunder Mountain
StageStatusRed respawn waveBlu respawn wave
1Map start42
Once bridge rises72
Once cart crosses bridge81
2Map start72
Down the hill82
3Map start44
Through first tunnel64
Through second tunnel44
On Checkpoint 2 bridge64
Through forth tunnel24
Cactus Canyon
StageStatusRed respawn waveBlu respawn wave
1Map start84
Checkpoint 181
After final hill101
2Map start87
Checkpoint 269
Enclosure
StageRed respawn waveBlu respawn wave
193
283
385

Payload Race

Pipeline
MapRed respawn waveBlu respawn wave
1 & 288
355
Nightfall
MapRed respawn waveBlu respawn wave
1 & 288
333
Hightower, Helltower and Banana Bay
MapRed respawn waveBlu respawn wave
Any88

Special Delivery

All SD maps have the same spawn times.

Respawn Wave
Always6

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
StatusRespawn Wave
Default10
Capturing Enemy CP3
Defense Round Respawn Times
Team RoleRespawn Wave
Defenders10
Attackers0

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.

StatusRed respawn waveBlu respawn wave
Default7.57.5
Jack is near BLU team's base7.55
Jack is near RED team's base57.5

Robot Destruction

All RD maps have the same spawn times.

Respawn Wave
Always5

Tf2 Respawn Command

Player Destruction

Watergate
Team respawn waveTeam Point Differences
Blu Ahead >50%Blu Ahead <50%EqualRed Ahead <50%Red Ahead >50%
Red046812
Blu128640
Pit of Death
Team respawn waveTeam Point Differences
Blu AheadEqualRed Ahead
Red468
Blu864

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
DifficultyMax Red respawn wave
Normal5
Intermediate, Advanced, and Expert7
Mannworks
DifficultyMax Red respawn wave
Normal5
Intermediate and Expert7
Advanced10, 8
Ghost Town
DifficultyMax Red respawn wave
Nightmare3
Bigrock
DifficultyMax Red respawn wave
All Missions2
Mannhattan
DifficultyMax Red respawn wave
All Missions8
Rottenburg
DifficultyMax Red respawn wave
All Missions6, 7

Mannpower

All Mannpower maps have the same spawn times.

Respawn Wave
Always0
Remove respawn timer tf2
Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Respawn_times&oldid=2475434'
See Control point timing for a detailed list of exact capture timings for Control Point maps.
Tf2 Remove Respawn Time

There are a number of different possible match outcomes in Team Fortress 2, and the conditions will vary depending on the game mode being played.

  • 1Victory/Defeat
  • 2Humiliation
  • 6Related achievements

Victory/Defeat

The two most common match outcomes are victory and defeat, which occur when the team succeeds or fails respectively in their objective:

Game modeWin/Loss conditions
Capture the FlagOne team wins upon capturing the intelligence the required number of times. The team that fails to do so first loses.
Control Point (Traditional)One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses.
Control Point (Attack/Defend)The attacking team wins upon capturing every control point on the map. The defending team wins by preventing the attacking team from capturing every control point until the timer runs down.
Territorial ControlOne team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. The team that ultimately captures all territories is the overall victor.
PayloadThe attacking team wins upon pushing the cart to the final terminus of the map. The defending team wins by preventing the attacking team from moving the cart to the final terminus until the timer runs down.
Payload RaceOne team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses.
ArenaOne team wins upon killing all members of the opposing team or by capturing the center control point once the timer runs down. The team that is wiped out or concedes the central point loses.
King of the HillOne team wins upon capturing the central control point and keeping it for a total of 3 minutes, or possibly longer depending on the map.
Special DeliveryOne team wins upon placing the captured Australium/tickets inside the rocket/Strongmann machine while on the loading platform (the exact objective depends on the map).
Robot DestructionOne team wins upon getting enough Power Cores from killing robots to fill their Reactor Core.
PASS TimeOne team wins upon scoring the required number of goals. If time runs out, the team with the most goals wins.
Player DestructionOne team wins upon scoring enough points by depositing beer, souls, or gibs (the exact objective depends on the map).

Mini-game

A handful of maps, usually maps tied into a Scream Fortress event (such as Carnival of Carnage and Gravestone), do not immediately end the round when one team accomplishes its objective on the main map, and the round instead transitions into a mini-game, with the team that accomplished its objective being given some sort of advantage (such as a head-start if the mini-game is a race). The team that accomplishes the objective of the mini-game first is considered to win the overall round.

Humiliation

Can you feel ze Schadenfreude?
The Medic

Humiliation occurs following a victory. During Humiliation, all players on the victorious side receive 10% speed boost and all weapons gain a crit boost. Players on either side are also able to enter enemy respawn areas to kill anyone inside, but only the victorious team will be able to use enemy resupply lockers. Humiliation typically lasts for 15 seconds; however, this can be altered by server owners with the command mp_bonusroundtime.

During humiliation, the losing side is unable to attack and moves 10% slower. Losing players also take on a third-person perspective, which allows them to see their characters fleeing, cowering, or being thoroughly disappointed. During Humiliation, the losing team's Sentry Guns are deactivated, Spies drop their Cloak (but retain their disguises if worn already or by using the last disguise command), and players cannot commit suicide by using console commands (kill or explode). However, players still can die by environment hazards.

All players in Humiliation, both losers and winners, retain the ability to taunt and use Attack taunts, although taunt achievements will not be unlocked.

Animations

ClassStandingRunningCrouching
ScoutHunched over, sucking his thumbExaggerated running, leaning backwardFetal position
SoldierCowering, arms raised defensivelyArms raised in surrenderDefensive crouch, covering head
PyroTapping foot, disappointedJogging mockingly, leaning backwardGenuflecting on one knee
DemomanLegs together, hands protecting crotchExaggerated jogging, leaning backwardCurled up in a defensive crouch
HeavyCowering, hunched overHands raised, as if begging for mercyCurled up in a ball, as if hiding
EngineerCowering, hands raised in surrenderHands raised in surrenderOn one knee, hands raised in surrender
MedicCowering, arms raised in surrenderArms raised in surrenderCrouched, arms raised in surrender
SniperArms raised in surrenderOne hand on head protectivelyCrouched, arms raised in surrender
SpyFacepalmingHands covering faceOn one knee, one hand on face

Humiliation poses have a few other uses, including the animation when a player is stunned and its use by the Pyro for the Easter egg in the BLU spawn area on Thunder Mountain.

Gallery

Sudden Death

Sudden Death mode is activated if neither team scores enough points to win the map and the timer runs out. Sudden Death is a server-side CVAR (control variable) and by default is disabled on the PC version.

Stalemate

We lose, but they do not win?
The Heavy

When a round goes into Sudden Death, and neither team manages to kill the other or complete the objectives within the final time limit, the game is a Stalemate and neither team receives a point. This also produces an effect similar to Humiliation, except that both teams lose their weapons and can only run around and taunt until the round ends a few seconds later. It is possible to kill opposing members with taunt attacks, but they do not count toward achievements. Switching weapons in stalemate is not allowed; however, quick switching is still allowed. Therefore, you are only able to taunt with the weapon you had out when Stalemate began, or the weapon that you are able to quick switch to.

Tf2 Remove Respawn Time

Although they can be perceived as 'neutral' outcomes, Valve had intended Stalemates to be a case as if both teams had directly lost. This is why all losing player characters enter a Humiliation pose and elicit a negative voice response upon a Stalemate announcement despite the hostile enemy team doing the same.

Gallery

  • Stalemate screenshot

Related achievements

Soldier

Geneva Contravention
Kill 3 defenseless players after a single match has ended.


Update history

August 13, 2009 Patch (Classless Update)

  • Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

Bugs

  • If the Medic has any secondary weapon out, his right arm will appear twisted and bent, occasionally clipping into his head while moving.
  • A surrendering Soldier with a Beggar's Bazooka loaded right before the round ended could potentially kill winning team members due to how it misfires when 3 or more rockets are loaded into it.
    • Additionally, the same thing happens when a Demoman starts to charge right before the round ends, potentially killing someone, as the charge does not stop and still delivers damage.
  • If a Soldier was reloading his Rocket Launcher right before Humiliation, his animation will still show him reloading, even though he is not reloading anything.

Trivia

Tf2 Instant Respawn

  • The military term for what usually happens in Humiliation is known as a no quarter, where a surrendering team is eliminated. This practice is forbidden under the 1907 Hague Conventions.
    • Killing the losing team during Humiliation could also be seen as the war crime perfidy, if such actions are performed in real life.
  • During humiliation, dead players can respawn if they are on the winning team by switching classes after the 'victory' sound is done.
Game modes
Maps
Offblast·Sawmill (CTF)·Sawmill (KOTH)·Nucleus (KOTH)·Viaduct·Yukon
Cosmetics
Baseball Bill's Sports Shine·Bonk Helm·Ye Olde Baker Boy·Gentle Manne's Service Medal·Stainless Pot·Tyrant's Helm·Brigade Helm·Respectless Rubber Glove·Glengarry Bonnet·Scotsman's Stove Pipe·Officer's Ushanka·Tough Guy's Toque·Engineer's Cap·Texas Slim's Dome Shine·Texas Ten Gallon·Otolaryngologist's Mirror·Vintage Tyrolean·Master's Yellow Belt·Professional's Panama·Ritzy Rick's Hair Fixative·Backbiter's Billycock·Camera Beard
Other

Tf2 Remove Respawn Time Machine

Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Match_outcomes&oldid=2908881'