timing database

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I know certain people know approximate timings that it takes for players to reach certain destinations within particular maps through experimentation/personal research, but do we have (or is there) a reference database for timings over all the maps?

ie.

red scout takes xx.x seconds on average to reach pl on setup on badwater
red heavy takes ""

red engi takes xx.x seconds on average to reach cp3 on granary

etc... i'm sure you understand what i mean.

It would be pretty helpful to get an understanding particularly when it comes to A/D maps on approx setup times; because although one can modify the setup time to allow extra (or less) time. This means that attackers either attack too soon or are waiting ages in their spawn.

It would be nice to have a reference sheet compiled so that all beginners and even novices out there can test their maps efficiently. (similar to the jumping reference sheets in the VDC).

Though we would have to organise such a research event and be quite professional about it. If one is not already compiled.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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psihomir said:
http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper%27s_Reference

Is what i meant by..

grazr said:
(similar to the jumping reference sheets in the VDC).

But there doesn't seem to be a compilation of running times from spawn to objective or objective X to objective Y.

I'm gonna go try and check this out myself in the mean time; though i have no idea how i would time it accurately.. other than maybe by the game count down *shrug*.

Anyone know the codes for creating a table? I think Immortal put em up somewhere..
 

Gadget

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Mar 10, 2008
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Such a database is a great idea. I think it doesn't need to be accurate to milliseconds and maybe three classes should be enough (scout, heavy & engineer). Additionally there should be the times it takes to push the cart along the track (if it's a payload map).

Code for a table:

row1 cell1|cell2|cell3
row2 cell1|cell2|cell3
 

Nineaxis

Quack Doctor
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May 19, 2008
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Last I heard the standard length it takes for BLU to reach a cap point from their spawn or another cap point is about 8 seconds, but this applies more for multistage A/D maps like Dustbowl and Gold Rush.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Yea, i did a little run through badwater and granary.

cp_granary = scout:
(from left) cp2: 11 seconds
(central from spawn) cp3: +/-20 seconds
(from right) cp2: 10 seconds
cp4 to cp5: 6 seconds

You can do the math either way

cp_granary = soldier:
(from left) cp2: 16 seconds
(central from spawn) cp3: +/- 40 seconds
(from right) cp2: 15 seconds
cp4 to cp5: 9 seconds

Badwaterbasin as pyro (+1 cap spead)
From point 1 to point 2, point 2 to point 3 etc
1:15
0:40
1:03
1:00

I'll try and compile more data and map it out so that it's easy to read/understand.
 

Open Blade

L420: High Member
Nov 30, 2007
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It might be a good thing to have this info to base things on but the Demo Sticky jumps and the Soldier Rocket jumps will throw things off. Those Demo guys can cover alot of ground fast if they know how to sticky jump right, or if they are using a script.

I almost wish Valve would have put a limit on how many times a Demo can sticky jump within a time period (like once per 30 seconds or something).

I've specated on Warpath just to watch a few of the guys and they get to the center cap twice as fast as the scouts.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Of course they will get to the centre faster with sticky jumps but this isn't usually the case in A/D maps.

It's good to have a basic collection of data and then simply say the obvious; that explosive jumping will decrease travel time phenominally. But is usaully only apparent in attackers sticky jumping to large health packs. Badwater cp1 up the hill, and groldrush, over the ravine. Any other attempts at increasing speed are usually neglected as it is not worth reaching a choke point on negligable health. Hoping that a competant medic is there. Defenders are normally met by round gates and assaulting a ctf base on anything other than full health is generally a bad idea and only a matter of flanking a defensive position in a quite suicidal manner.

Other than those two occasions explosive jumping is normally a tactical choice, based on getting to a vantage position.

For those reasons i am not making a big deal over explosives jumping.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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It shouldn't take long just to go over them with a few base classes and then maybe fill in the others later. I wouldn't know how to do the math.. but some classes have equal speeds so... obviously it would be pointless doing all of them.

It shouldn't take more than an evening, though that's one less night mapping.. :/
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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measuredspeed/desiredspeed*time

Say it takes the scout 13 seconds to get somewhere and you want to know the solder's time... 400/240=1.66 1.66*13=21.6 seconds for solder.