[Resource] Valve 5 cp map spawn times

Discussion in 'Mapping Questions & Discussion' started by honeymustard, Feb 24, 2010.

  1. honeymustard

    honeymustard L9: Fashionable Member

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    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
     
  2. Flame

    aa Flame

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    icarus did this a long long time ago.
     
  3. honeymustard

    honeymustard L9: Fashionable Member

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    Oh well, I couldn't find anything like these so I did them anyway. Do you have a link?
     
    Last edited: Feb 24, 2010
  4. Ravidge

    aa Ravidge Grand Vizier

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  5. honeymustard

    honeymustard L9: Fashionable Member

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    It's the raw numbers + time taken to get to the point.
     
  6. Icarus

    aa Icarus

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    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

    Column 1 Column 2 Column 3
    Granary A D
    last 24 16
    4th 35 24
    mid 35 24
    2nd 16 16


    Column 1 Column 2 Column 3
    Well (CP) A D
    last 30 14
    4th 35 24
    mid 35 24
    2nd 14 24


    Column 1 Column 2 Column 3
    Badlands A D
    last 24 14
    4th 38 30
    mid 30 20
    2nd 14 26
     
    Last edited: Feb 24, 2010
  7. Leminnes

    aa Leminnes

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    Are those single runs or averages, icarus?