Difference between revisions of "Respawn"

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[[Image:Heavyrespawns.png|right|300px|Wha-?]]
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{{needimage|resupply lockers from Embargo and [[Snakewater]].}}
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[[File:Heavyrespawns.png|275px|right]]
  
{{Quotation|'''The Spy'''|I'm back, you subnormal halfwit!|sound=Spy_Revenge02.wav}}
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{{Quotation|'''The Spy''' on coming back to life|I'm back, you subnormal halfwit!|sound=Spy_Revenge02.wav}}
  
'''Respawn''' may be used to refer either to the act of respawning, or to the place in which it occurs. For information about "respawn" as a location or place, please consult the [[respawn area]] or [[resupply area]] pages.
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The term '''respawn''' may be used to refer to either the act or event of respawning, the place in which it occurs, or the reappearance of map [[pickups]] after they have been used, such as [[Ammo]] and [[Health]] packs. The game respawns players in waves in order for them to appear together with other players who died at a similar time, thus forcing them to work together. Ammo and Health kits take around 10-20 seconds to respawn.
  
In [[Arena]] mode, players that die will not respawn until the next round has begun. However, some custom maps override this even if they are Arena.
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The initial entry in which you first join a map, as well as the creation of new entities (such as the appearance of [[Skeletons]]), simply goes by the term '''spawn'''.
  
When used as an event or action, the term "respawn" refers to the act of automatically rejoining the game-world after having been killed. The initial entry when you first join a map is simply called a '''spawn'''.  
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In [[Arena]] Mode, or when matches turn to [[Sudden Death]] Mode, players that die will not respawn until the next round has begun.
  
The term "respawn" may also refer to the reappearance of map [[pickups]] after they have been used, such as ammunition or health powerups.
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== Respawn times ==
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:''For exact timing measurements on all [[List of maps|official maps]], see [[Respawn times]].''
  
Respawns occur in 'waves', for the following reasons:
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The time it takes for the respawn wave to occur after being killed, or '''respawn time''', is variable, and a countdown is shown at the top of your [[HUD]] when your character has died. Respawn waves occur at regular intervals and are based on the map settings. Most official maps use a 10-second respawn wave time. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most [[capture points]]. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. Therefore, if the respawn wave time is currently 10 seconds for your team, you will respawn somewhere between 10 and 20 seconds after your death. Your individual performance does not affect the respawn wave time in any way.
  
*They provide a reward for the team that's doing well, in that if they wipe out a significant amount of the enemy team they're rewarded with a short grace period in which they can achieve objectives. Without them, we found teams felt like they'd been penalized when they cleared the enemy off the last capture point, only to have them all return immediately.  
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Respawn wave time on a [[server]] can be altered by changing the {{code|mp_respawnwavetime}} variable.
  
*They group respawning players together into squads, increasing the chances of strangers working together, or at the very least, moving to the frontline while maintaining some proximity to one another. Strangers aren't pushed together into groups when everyone respawns instantly, and we've seen that proximity to team mates is a fundamental requirement for impromptu teamwork.  
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=== Instant respawn times ===
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Some servers feature '''instant respawn times''' where the waiting period for players to respawn is drastically reduced or even eliminated for all players. Servers can use either third-party custom plugins to enable this feature or the in-built command {{code|mp_disable_respawn_times}}. The amount of time between death and actual respawn can vary if the server forces the [[Deathcam]] to be displayed.
  
*They provide some ebb & flow in the pacing of the battle. Without some cooldown inbetween the moments of intense combat at the frontline, many players felt fatigued much more quickly. In particular, some attack/defense maps feel almost completely static without respawn waves. That lack of progress, in either direction, was a big factor in players finding the gameplay monotonous.  
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== Areas ==
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=== Respawn ===
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The '''respawn''' area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on [[Game modes#Capture the Flag|Capture the Flag]] maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during [[Match outcomes#Humiliation|Humiliation]].  
  
*The spectator camera seen while waiting to respawn gives players some time to observe their team mates. This provides a minor help to teamwork, allowing players to see what other members of their team are up to. More importantly, we've seen that new players learn a lot of advanced techniques by spectating better players. This is one of the reasons why the spectator camera tries to find a team mate who's playing the same class as you.  
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You may change your class within the respawn area without committing [[suicide]]. On most maps, it is also safe to change class within the [[#Resupply|resupply area]], even if they are separate rooms. The point where you respawn is randomly chosen, but on [[Control Point (Game Mode)|Control Point]] maps, it is often determined by which control points your team has control over. Note that changing classes may at times instantly place you in a different respawn area if more than one is present.
  
=== Respawn times ===
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In the VPK files of ''[[Team Fortress 2]]'', and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to ''[[Team Fortress Classic]]''.
  
The time it takes for the respawn wave to occur after being killed is variable, and a countdown is shown at the top of your HUD when your character has died. Respawn waves occur on regular intervals, based on the map settings. Most [[official maps]] use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way.
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=== Resupply ===
Respawn Wave Time on a server can be altered by changing the "mp_respawnwavetime" variable.
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The '''resupply''' area is a room which is generally safe from opponents and provides you with Resupply lockers to replenish your health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all of your weapons' magazines) upon opening, while also playing [[Media:Regenerate.wav|a unique sound]]. They also are able to remove the effects of [[Jarate]] and [[Mad Milk]], stop [[bleeding]], and extinguish [[Fire#Afterburn|afterburn]]. Using a Resupply locker also allows players to switch between [[hats]] and/or [[weapons]] if they have already respawned, therefore eliminating the need to switch between [[classes]] in order to update your weapon [[Main menu#Character info and setup|loadout]] (unless you have the option 'Automatically respawning when you change your loadout' checked). As an honorbound [[Demoman]] or [[Soldier]] with the [[Half-Zatoichi]] out, touching a Resupply locker will allow you to switch weapons without losing health. Finally, using a Resupply locker will recharge the explosive in the [[Ullapool Caber]], and give another [[Razorback]] to a Sniper who has been backstabbed while wearing one. To open a Resupply locker, the player must simply walk near it. Note that Resupply lockers cannot be opened during [[Sudden Death]] or by the losing team during [[Match outcomes#Humiliation|Humiliation]].
  
The respawn time may also be modified by specific maps and server settings. Some servers feature 'Instant respawn' in which the waiting time for players to respawn is drastically reduced or eliminated for all players. It should be noted that during [[sudden death]], no player is able to respawn upon being killed.
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Other purely decorative objects within the resupply area may include lockers in which the various [[classes]] keep their personal belongings, free weights, and targets for practice.
  
==See also==
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=== Gallery ===
*[[Resupply area]]
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<gallery>
*[[Respawn area]]
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File:Resupplylocker.png|Resupply lockers, found in resupply areas, return players to full health and ammunition when used.
*[[Respawn Times]]
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File:Resupply locker open.png|An open Resupply locker.
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File:Pyroland Supply Closed.png|Resupply Locker, as seen in [[Pyroland]].
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File:Pyroland Supply Open.png|An open Resupply Locker, as seen in [[Pyroland]]
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File:Medieval resupply locker closed.png|The Medieval Mode Resupply locker used on [[Degroot Keep]], [[Burghausen]], [[Sandcastle]], and [[Embargo]].
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File:Medieval resupply locker open.png|An open Medieval Mode Resupply locker.
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File:Suijin Supply 1.png|The resupply locker used on [[Suijin]].
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File:Suijin Supply 2.png|An open resupply locker from Suijin.
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File:Breadspace red resupply locker.png |The resupply locker on [[RED]] team used on [[Bread Space]].
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File:Breadspace red resupply locker open.png |A RED team opened resupply locker from Bread Space.
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File:Breadspace blu resupply locker.png |The resupply locker on [[BLU]] team used on Bread Space.
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File:Breadspace blu resupply locker open.png |A BLU team opened resupply locker from Bread Space.
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File:Sinthetic resupply locker closed.png|The resupply locker used on [[Sinthetic]].
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File:Sinthetic resupply locker open.png|An open resupply locker from Sinthetic.
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File:Mannsylvania resupply locker closed.png|The resupply locker used on [[Mannsylvania]].
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File:Mannsylvania resupply locker open.png|An open resupply locker from Mannsylvania.
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</gallery>
  
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== Related achievements ==
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==={{class link|Spy}}===
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{{Achievement table
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| 1 = {{Show achievement|Spy|Slash and Burn}}
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}}
  
==External Links==
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== Update history ==
 +
{{Update history|
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'''{{Patch name|10|5|2007}}'''
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* Fixed teleporter/spawn doorway exploit.
  
*[http://www.teamfortress.com/post.php?id=1872 TF2 Official Blog- Git along there, little doggies]
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'''{{Patch name|11|15|2007}}'''
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* Fixed exploit where spectators could spawn into the world without actually joining a team.
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'''{{Patch name|12|31|2007}}'''
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* Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.
 +
 
 +
'''{{Patch name|6|25|2009}}'''
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* Fixed Bonk! ammo count exploit after using a regeneration locker.
 +
 
 +
'''{{Patch name|7|14|2009}}'''
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* Fixed being able to respawn during the chat time before a level change.
 +
 
 +
'''{{Patch name|9|30|2010}}'''
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* {{Undocumented}} Players will automatically be respawned with their loadouts if they switch weapons while in a spawn area.
 +
 
 +
'''{{Patch name|3|11|2011}}'''
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* Fixed players not being able to fire their weapons right after spawning.
 +
 
 +
'''{{Patch name|3|21|2011}}'''
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* Updated [[Half-Zatoichi|honor-bound weapons]] so they can be holstered within a second of touching a supply cabinet.
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'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])
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* Items in the action slot no longer swap before returning to a supply cabinet.
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'''{{Patch name|8|23|2011}}'''
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* Fixed supply closets regenerating players while they are taunting.
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'''{{patch name|12|23|2014}}'''
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* Fixed the [[grappling Hook|grapple]] still being connected to players after they die and respawn.
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'''{{Patch name|3|12|2015}}'''
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* Fixed an exploit related to [[List of game modes#Highlander|Highlander]] mode and changing teams with instant respawn.
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'''{{Patch name|6|21|2022}}'''
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* Fixed an exploit where players could teleport back to their own spawn by changing loadout/class while touching the other team's No Entry gate.
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}}
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== Bugs ==
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* Rarely, the player will be stuck in the respawn wave after dying. The time will reset whenever it reaches "Prepare to respawn". This can sometimes be fixed by re-selecting one's class.
 +
* When joining a game, if the player selected a team, the player can be kicked out of the class selection. When going back to the class selection and choosing a class, the player will not respawn. Leaving the game and rejoin the server can fix this issue.
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* It is possible to circumvent the disabled respawn after the round ends on the winning team by changing class after the respawn timer would have expired.
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* In the [[PlayStation 3]] version of ''Team Fortress 2'', the spawnroom gates appear to go underground.
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== See also ==
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* [[Death]]
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== External links ==
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* [http://www.teamfortress.com/post.php?id=1872 TF2 Official Website, October 8, 2008 blog post] – Explains the reasoning behind the respawn "waves" system.
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{{Mechanics Nav}}
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Every page]]
 

Latest revision as of 15:11, 11 August 2024

Heavyrespawns.png
I'm back, you subnormal halfwit!
The Spy on coming back to life

The term respawn may be used to refer to either the act or event of respawning, the place in which it occurs, or the reappearance of map pickups after they have been used, such as Ammo and Health packs. The game respawns players in waves in order for them to appear together with other players who died at a similar time, thus forcing them to work together. Ammo and Health kits take around 10-20 seconds to respawn.

The initial entry in which you first join a map, as well as the creation of new entities (such as the appearance of Skeletons), simply goes by the term spawn.

In Arena Mode, or when matches turn to Sudden Death Mode, players that die will not respawn until the next round has begun.

Respawn times

For exact timing measurements on all official maps, see Respawn times.

The time it takes for the respawn wave to occur after being killed, or respawn time, is variable, and a countdown is shown at the top of your HUD when your character has died. Respawn waves occur at regular intervals and are based on the map settings. Most official maps use a 10-second respawn wave time. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. Therefore, if the respawn wave time is currently 10 seconds for your team, you will respawn somewhere between 10 and 20 seconds after your death. Your individual performance does not affect the respawn wave time in any way.

Respawn wave time on a server can be altered by changing the mp_respawnwavetime variable.

Instant respawn times

Some servers feature instant respawn times where the waiting period for players to respawn is drastically reduced or even eliminated for all players. Servers can use either third-party custom plugins to enable this feature or the in-built command mp_disable_respawn_times. The amount of time between death and actual respawn can vary if the server forces the Deathcam to be displayed.

Areas

Respawn

The respawn area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on Capture the Flag maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during Humiliation.

You may change your class within the respawn area without committing suicide. On most maps, it is also safe to change class within the resupply area, even if they are separate rooms. The point where you respawn is randomly chosen, but on Control Point maps, it is often determined by which control points your team has control over. Note that changing classes may at times instantly place you in a different respawn area if more than one is present.

In the VPK files of Team Fortress 2, and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to Team Fortress Classic.

Resupply

The resupply area is a room which is generally safe from opponents and provides you with Resupply lockers to replenish your health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all of your weapons' magazines) upon opening, while also playing a unique sound. They also are able to remove the effects of Jarate and Mad Milk, stop bleeding, and extinguish afterburn. Using a Resupply locker also allows players to switch between hats and/or weapons if they have already respawned, therefore eliminating the need to switch between classes in order to update your weapon loadout (unless you have the option 'Automatically respawning when you change your loadout' checked). As an honorbound Demoman or Soldier with the Half-Zatoichi out, touching a Resupply locker will allow you to switch weapons without losing health. Finally, using a Resupply locker will recharge the explosive in the Ullapool Caber, and give another Razorback to a Sniper who has been backstabbed while wearing one. To open a Resupply locker, the player must simply walk near it. Note that Resupply lockers cannot be opened during Sudden Death or by the losing team during Humiliation.

Other purely decorative objects within the resupply area may include lockers in which the various classes keep their personal belongings, free weights, and targets for practice.

Gallery

Related achievements

Leaderboard class spy.png Spy

Slash and Burn
Slash and Burn
Backstab an enemy, who then switches to Pyro before they respawn.

Update history

October 5, 2007 Patch
  • Fixed teleporter/spawn doorway exploit.

November 15, 2007 Patch

  • Fixed exploit where spectators could spawn into the world without actually joining a team.

December 31, 2007 Patch

  • Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.

June 25, 2009 Patch

  • Fixed Bonk! ammo count exploit after using a regeneration locker.

July 14, 2009 Patch

  • Fixed being able to respawn during the chat time before a level change.

September 30, 2010 Patch

  • [Undocumented] Players will automatically be respawned with their loadouts if they switch weapons while in a spawn area.

March 11, 2011 Patch

  • Fixed players not being able to fire their weapons right after spawning.

March 21, 2011 Patch

  • Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet.

April 14, 2011 Patch (Hatless Update)

  • Items in the action slot no longer swap before returning to a supply cabinet.

August 23, 2011 Patch

  • Fixed supply closets regenerating players while they are taunting.

December 23, 2014 Patch

  • Fixed the grapple still being connected to players after they die and respawn.

March 12, 2015 Patch

  • Fixed an exploit related to Highlander mode and changing teams with instant respawn.

June 21, 2022 Patch

  • Fixed an exploit where players could teleport back to their own spawn by changing loadout/class while touching the other team's No Entry gate.

Bugs

  • Rarely, the player will be stuck in the respawn wave after dying. The time will reset whenever it reaches "Prepare to respawn". This can sometimes be fixed by re-selecting one's class.
  • When joining a game, if the player selected a team, the player can be kicked out of the class selection. When going back to the class selection and choosing a class, the player will not respawn. Leaving the game and rejoin the server can fix this issue.
  • It is possible to circumvent the disabled respawn after the round ends on the winning team by changing class after the respawn timer would have expired.
  • In the PlayStation 3 version of Team Fortress 2, the spawnroom gates appear to go underground.

See also

External links