[Resource] Valve 5 cp map spawn times

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
Hi, I'm currently making a couple of 5 cp maps and one of my main concerns currently is balancing the spawn times. So I decided to have a look at how Valve has done it, in cp_badlands and cp_granary. I timed how long it took from the moment you died to arriving onto the control point. So for example, if you have just captured cp3, and you die, the time that it takes from that point for you to spawn and to get to the next control point is 35 seconds. I timed these as Scout, taking the fastest routes (except from spawn 3 - CP5, I went past CP4 and into the main door, rather than jumping into the balcony). The times are as follows:

Attacking cp_badlands:
From spawn 1 -> uncapped cp3 = 35 seconds
From spawn 2 -> opposing team's cp4 = 35 seconds
From spawn 3 -> opposing team's cp5 = 33 seconds

Defending cp_badlands:
From spawn 1 -> opposing team's cp3 = 30 seconds
From spawn 1 -> opposing team's cp2 = 30 seconds


Attacking cp_granary
From spawn 1 -> uncapped cp3 = 38 seconds
From spawn 2 -> opposing team's cp4 = 38 seconds
From spawn 3 -> opposing team's cp5 = 30 seconds

Defending cp_granary:
From spawn 1 -> opposing team's cp3 = 30 seconds
From spawn 1 -> opposing team's cp2 = 30 seconds

Hopefully these make sense and will be of some use to people. They are for me, at least :D
 

Icarus

aa
Sep 10, 2008
2,245
1,210
This reminds me, I found something interesting a while ago when I was recording the time it took to get back into action.
When adding both the respawn wave and the travel time for 'Normal' speed classes, I've noticed the defenders will always reach an owned CP ~10 seconds before the attackers arrive.

A=Time attackers take to spawn and reach hostile CP
D=Time defenders take to spawn and reach friendly CP

Granary|A|D
last|24|16
4th|35|24
mid|35|24
2nd|16|16

Well (CP)|A|D
last|30|14
4th|35|24
mid|35|24
2nd|14|24

Badlands|A|D
last|24|14
4th|38|30
mid|30|20
2nd|14|26
 
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