TF2/Respawn Areas
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
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
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..
- Team-Specific Barriers
- Team-Specific Doors
- Resupply Areas
- Gear and Baliame's comprehensive tutorial covering all the elements of a typical Respawn Room.
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.