TF2/Respawn Areas: Difference between revisions

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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. 
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== Tutorial - Basic Respawn Areas==
== Tutorial - 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.
=== 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.  Respawn areas for the same team should be numbered (or lettered) to make them easier to keep track of.{{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, and you should create at least that many.
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 room!
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.. ==
*[[User:Daeval/TF2 How to Create Team-Specific Barriers | How to Create Team-Specific Barriers]]
*[[TF2/Team-Specific Barriers | Team-Specific Barriers]]
*[[User:Daeval/TF2 How to Create Team-Specific Doors | How to Create Team-Specific Doors]]
*[[TF2/Team-Specific Doors | Team-Specific Doors]]
*[[User:Daeval/TF2 How to Create Resupply Areas | How to Create 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.]]
*[[Creating_a_Spawnroom|Gear and Baliame's comprehensive tutorial covering all the elements of a typical Respawn Room.]]


== Design Theory ==
== Design Theory ==
*Respawn rooms 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 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 14:37, 4 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.

Tutorial - Basic Respawn Areas

This is the simplest Respawn Area, similar to those found on ctf_2fort. All Respawn Areas are variations on this format. For this tutorial, we will create a Respawn Area for the Red Team.

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.