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A Respawn Area is a section of the map where players will respawn after they are killed and the Respawn Timer expires. Players in a friendly Respawn Area will also be able to change their class at will, without dying.
A '''respawn area''' is a section of the map where players will respawn after they are killed and the [[TF2/Modifying_the_Respawn_Time|respawn timer]] expires. Players in a friendly respawn area will also be able to change their class at will, without dying. For this tutorial, we will create a respawn area for the RED Team.


__TOC__
__TOC__


== Tutorial - Basic Respawn Areas==
== Basic respawn areas==
This is the simplest Respawn Area, similar to those found on [[TF2/ctf_2fort|ctf_2fort]]. All Respawn Areas are variations on this format. For this tutorial, we will create a Respawn Area for the Red Team.
This is the simplest respawn area, similar to those found on [[TF2/ctf_2fort|ctf_2fort]]. All respawn areas are variations on this format.
 
=== The func_respawnroom ===
=== The func_respawnroom ===
[[image:RespawnArea-func_respawnroom.jpg|thumb|right|200px|The func_respawnroom.]]
[[image:RespawnArea-func_respawnroom.jpg|thumb|right|200px|The func_respawnroom.]]
First, create a [[func_respawnroom]] [[Entity_Creation#Brush-based_entity_creation|brush-based entity]] that fills the soon-to-be respawn area. Its material should be tools/toolstrigger. Set its team to RED and its Name to something like red_respawn_01.{{clr}}
First, create a [[func_respawnroom]] [[Entity_Creation#Brush-based_entity_creation|brush-based entity]] that fills the soon-to-be respawn area. Its material should be tools/toolstrigger. Set its team to RED and its Name to something like red_respawn_01.{{clr}}


=== The info_player_teamspawns ===
=== The info_player_teamspawns ===
[[image:RespawnArea-spawnpoints.jpg|thumb|right|200px|The info_player_teamspawns.]]
[[image:RespawnArea-spawnpoints.jpg|thumb|right|200px|The info_player_teamspawns.]]
Next, create an [[info_player_teamspawn]] in your room, and set its Team property to RED. Then, shift-drag to copy this spawnpoint a few times, making sure each one falls inside your [[func_respawnroom]] brush. We'll make 12 spawnpoints for our example.
Next, create an [[info_player_teamspawn]] in your room, and set its Team property to RED. Then, shift-drag to copy this spawnpoint a few times, making sure each one falls inside your [[func_respawnroom]] brush. We'll make 12 spawnpoints for our example.


And that's it, you have a working respawn area for the Red team!
And that's it, you have a working respawn area for the RED team!


Download the demo map here: (no link yet){{clr}}
Download the demo map here: (no link yet){{clr}}


== See Also.. ==
== See also ==
*[[Team Fortress 2 Level Creation]]
*[[TF2/Team-Specific Barriers | Team-Specific Barriers]]
*[[TF2/Team-Specific Barriers | Team-Specific Barriers]]
*[[TF2/Team-Specific Doors | Team-Specific Doors]]
*[[TF2/Team-Specific Doors | Team-Specific Doors]]
*[[TF2/Resupply Areas | Resupply Areas]]
*[[TF2/Resupply Areas | Resupply Areas]]
*[[Creating_a_Spawnroom|Gear and Baliame's comprehensive tutorial covering all the elements of a typical Respawn Room.]]
*[[TF2/Creating_a_Spawnroom|Creating a Spawnroom]] - Gear and Baliame's comprehensive tutorial covering all the elements of a typical respawn room.


== Design Theory ==
== Design theory ==
*Respawn areas in large maps should have about 16 spawnpoints in them, to support up to 32 players.  You can vary this number, especially if you have multiple spawn rooms for the same team.
*Respawn areas in large maps should have about 16 spawnpoints in them, to support up to 32 players.  You can vary this number, especially if you have multiple spawn rooms for the same team.
*Respawn areas for the same team should have numbered (or lettered) Name properties to make them easier to keep track of.
*Respawn areas for the same team should have numbered (or lettered) Name properties to make them easier to keep track of.
*Respawn areas are often accompanied by [[TF2/Resupply Areas|Resupply Areas]], [[TF2/Team-Specific Doors|Team-Specific Doors]], and [[TF2/Team-Specific Barriers|Team-Specific Barriers]], but none of these are strictly required. Such combinations are commonly referred to as Respawn Rooms.
*Respawn areas are often accompanied by [[TF2/Resupply Areas|Resupply Areas]], [[TF2/Team-Specific Doors|Team-Specific Doors]], and [[TF2/Team-Specific Barriers|Team-Specific Barriers]], but none of these are strictly required. Such combinations are commonly referred to as ''respawn rooms''.

Revision as of 19:09, 12 January 2008

A respawn area is a section of the map where players will respawn after they are killed and the respawn timer expires. Players in a friendly respawn area will also be able to change their class at will, without dying. For this tutorial, we will create a respawn area for the RED Team.

Basic respawn areas

This is the simplest respawn area, similar to those found on ctf_2fort. All respawn areas are variations on this format.

The func_respawnroom

The func_respawnroom.

First, create a func_respawnroom brush-based entity that fills the soon-to-be respawn area. Its material should be tools/toolstrigger. Set its team to RED and its Name to something like red_respawn_01.

The info_player_teamspawns

The info_player_teamspawns.

Next, create an info_player_teamspawn in your room, and set its Team property to RED. Then, shift-drag to copy this spawnpoint a few times, making sure each one falls inside your func_respawnroom brush. We'll make 12 spawnpoints for our example.

And that's it, you have a working respawn area for the RED team!

Download the demo map here: (no link yet)

See also

Design theory

  • Respawn areas in large maps should have about 16 spawnpoints in them, to support up to 32 players. You can vary this number, especially if you have multiple spawn rooms for the same team.
  • Respawn areas for the same team should have numbered (or lettered) Name properties to make them easier to keep track of.
  • Respawn areas are often accompanied by Resupply Areas, Team-Specific Doors, and Team-Specific Barriers, but none of these are strictly required. Such combinations are commonly referred to as respawn rooms.