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.
King of the Hill
All KOTH maps use the same spawn times (with one partial exception).
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
SnowplowTeam 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 |
---|
| SteelTeam 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 JunctionBlu CPs Owned | Red respawn wave | Blu respawn wave |
---|
0 | 10 | 10 |
---|
1 | 10 | 7 |
---|
2 | 10 | 4 |
---|
| Gorge and Gorge EventBlu CPs Owned | Red respawn wave | Blu respawn wave |
---|
0 | 7 | 2 |
---|
1 | 8 | 3 |
---|
| Dustbowl, Egypt, Mountain Lab, Mann ManorBlu CPs Owned | Red respawn wave | Blu respawn wave |
---|
Any | 10 | 2 |
---|
|
Mercenary ParkBlu CPs Owned | Red respawn wave | Blu respawn wave |
---|
0 | 5 | 2 |
---|
1 | 4 | 6 |
---|
2 | 6 | 1 |
---|
While contesting 3 | 6 | 3 |
---|
| MossrockBlu 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 KeepStatus | 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:
FrontierBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0 | 7 | 0 |
---|
1 | 4 | 2 |
---|
2 | 4 | 4 |
---|
3 | 6 | 2 |
---|
| UpwardBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0 | 9 | 4 |
---|
1 & 2 | 10 | 2 |
---|
3 | 9 | 2 |
---|
| BorneoBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0 & 1 | 8 | 4 |
---|
2 | 4 | 4 |
---|
3 | 8 | 4 |
---|
|
Badwater BasinBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0-2 | 8 | 4 |
---|
3 | 10 | 4 |
---|
| BarnblitzBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0 & 1 | 10 | 3 |
---|
2 & 3 | 10 | 5 |
---|
| HellstoneBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0 | 10 | 2 |
---|
1 | 10 | 1 |
---|
2 | 4 | 8 |
---|
3 | 8 | 2 |
---|
4 | 6 | 4 |
---|
|
SnowycoastBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
All | 9 | 3 |
---|
| SwiftwaterBlu checkpoints passed | Red respawn wave | Blu respawn wave |
---|
0 | 5 | 5 |
---|
1 & 2 | 8 | 4 |
---|
3 | 5 | 4 |
---|
4 | 5 | 5 |
---|
| BrimstoneBlu 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:
HoodooStage | 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 RushStage | Red respawn wave | Blu respawn wave |
---|
Any | 10 | 4 |
---|
|
Thunder MountainStage | 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 CanyonStage | 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 |
---|
|
EnclosureStage | Red respawn wave | Blu respawn wave |
---|
1 | 9 | 3 |
---|
2 | 8 | 3 |
---|
3 | 8 | 5 |
---|
Payload Race
PipelineMap | Red respawn wave | Blu respawn wave |
---|
1 & 2 | 8 | 8 |
---|
3 | 5 | 5 |
---|
| NightfallMap | Red respawn wave | Blu respawn wave |
---|
1 & 2 | 8 | 8 |
---|
3 | 3 | 3 |
---|
| Hightower, Helltower and Banana BayMap | Red respawn wave | Blu respawn wave |
---|
Any | 8 | 8 |
---|
|
Special Delivery
All SD maps have the same spawn times.
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 TimesStatus | Respawn Wave |
---|
Default | 10 |
---|
Capturing Enemy CP | 3 |
---|
| Defense Round Respawn TimesTeam 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.
Tf2 Respawn Command
Player Destruction
WatergateTeam 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 DeathTeam respawn wave | Team Point Differences |
---|
Blu Ahead | Equal | Red Ahead |
---|
Red | 4 | 6 | 8 |
---|
Blu | 8 | 6 | 4 |
---|
Mann vs. MachineMann 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 TownDifficulty | Max Red respawn wave |
---|
Normal | 5 |
---|
Intermediate, Advanced, and Expert | 7 |
---|
| MannworksDifficulty | Max Red respawn wave |
---|
Normal | 5 |
---|
Intermediate and Expert | 7 |
---|
Advanced | 10, 8 |
---|
| Ghost TownDifficulty | Max Red respawn wave |
---|
Nightmare | 3 |
---|
|
BigrockDifficulty | Max Red respawn wave |
---|
All Missions | 2 |
---|
| MannhattanDifficulty | Max Red respawn wave |
---|
All Missions | 8 |
---|
| RottenburgDifficulty | Max Red respawn wave |
---|
All Missions | 6, 7 |
---|
|
MannpowerAll Mannpower maps have the same spawn times. |
|
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.
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 mode | Win/Loss conditions |
---|
Capture the Flag | One 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 Control | One 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. |
Payload | The 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 Race | One team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses. |
Arena | One 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 Hill | One 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 Delivery | One 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 Destruction | One team wins upon getting enough Power Cores from killing robots to fill their Reactor Core. |
PASS Time | One team wins upon scoring the required number of goals. If time runs out, the team with the most goals wins. |
Player Destruction | One 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
Class | Standing | Running | Crouching |
---|
Scout | Hunched over, sucking his thumb | Exaggerated running, leaning backward | Fetal position |
---|
Soldier | Cowering, arms raised defensively | Arms raised in surrender | Defensive crouch, covering head |
---|
Pyro | Tapping foot, disappointed | Jogging mockingly, leaning backward | Genuflecting on one knee |
---|
Demoman | Legs together, hands protecting crotch | Exaggerated jogging, leaning backward | Curled up in a defensive crouch |
---|
Heavy | Cowering, hunched over | Hands raised, as if begging for mercy | Curled up in a ball, as if hiding |
---|
Engineer | Cowering, hands raised in surrender | Hands raised in surrender | On one knee, hands raised in surrender |
---|
Medic | Cowering, arms raised in surrender | Arms raised in surrender | Crouched, arms raised in surrender |
---|
Sniper | Arms raised in surrender | One hand on head protectively | Crouched, arms raised in surrender |
---|
Spy | Facepalming | Hands covering face | On 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.
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
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'