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Each checkpoint the cart passes over adds 5 minutes to the timer. The remaining time carries over to the following sections of the maps until teams are switched.
 
Each checkpoint the cart passes over adds 5 minutes to the timer. The remaining time carries over to the following sections of the maps until teams are switched.
   
Teams get a 1:05 setup time where RED can run around the map and build up defenses and BLU is locked behind the cart to charge up [[ÜberCharges|ÜberCharges]]. However, invulnerable players (including Scouts using Bonk! Atomic Punch) will not make the cart move.
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Teams get a 1:05 setup time where RED can run around the map and build up defenses and BLU is locked behind the cart to charge up [[ÜberCharge|ÜberCharges]]. However, invulnerable players (including Scouts using Bonk! Atomic Punch) will not make the cart move.
   
 
If the cart is not moving backwards when time runs out, Overtime will occur, which gives the attacking team five seconds to keep the Payload moving instead of 20. The timer resets each time the cart is touched.
 
If the cart is not moving backwards when time runs out, Overtime will occur, which gives the attacking team five seconds to keep the Payload moving instead of 20. The timer resets each time the cart is touched.

Revision as of 22:14, 12 August 2013

Gold Rush
300px
Basic Information
Map Type Payload
File name pl_goldrush
Developer(s) Valve
Map Info
No. of Stages 3
Environment Desert
Setting Daylight, sunny
Map Items
Health icon TF2 Health Kits
Small Health pickup TF2 x 9 · Medium Health pickup TF2 x 14
Large Health pickup TF2 x 4
Ammo icon TF2 Ammo Boxes
Small Ammo pickup TF2 x 4 · Medium Ammo pickup TF2 x 12
Large Ammo pickup TF2 x 14
For the update, see Gold Rush Update.
"Gold Rush is a map that specifically focuses on pacing so that the player feels like they are part of an overall campaign by the team. Each member of the team needs to focus on both the overall goal of either stopping or advancing the payload and also deal with local threats. As the payload moves through the map both teams need to be able to adjust their strategy depending on what approach the other is taking. Gold Rush has been designed taking all nine classes and their abilities in Team Fortress 2 into account, which means there is a spot for everyone and their favorite class to be useful."
Gold Rush publicity blurb

Gold Rush was the first map to feature the game mode called Payload. The level is split into three separate areas with intermediate capture zones inside of each major area. The teams are split between offense (BLU) and defense (RED) similar to Dustbowl. The goal for the BLU team is to push the cart through the level until it reaches the next capture point, eventually destroying RED's base. RED's Goal is to stop BLU from doing so.

BLU pushes the cart through the level by standing near it, with the cart moving faster when more people are close by. If no one has pushed the cart forward after 20 seconds, the cart will begin to move backwards until it is pushed forward again. The cart also acts as a Dispenser to heal and resupply the BLU team as they escort it.

Each checkpoint the cart passes over adds 5 minutes to the timer. The remaining time carries over to the following sections of the maps until teams are switched.

Teams get a 1:05 setup time where RED can run around the map and build up defenses and BLU is locked behind the cart to charge up ÜberCharges. However, invulnerable players (including Scouts using Bonk! Atomic Punch) will not make the cart move.

If the cart is not moving backwards when time runs out, Overtime will occur, which gives the attacking team five seconds to keep the Payload moving instead of 20. The timer resets each time the cart is touched.

Each team's respective goal is:

  • BLU: The BLU team's primary goal throughout every Payload map is to guide the blue-colored cart on its tracks throughout the map. By continuously pushing the cart forward and breaking through RED defensive positions, the cart will detonate and the BLU team will be victorious. Failure to push the cart forward by having teammates near it will eventually result in the cart slowly moving backwards, eroding the team's past progress.
  • RED: Opposite the BLU team's objective, the team function of RED, as a group, is to deter and stall the BLU team and prevent them from advancing the cart to its final destination. By fighting off their opposition for a long enough period of time, the RED team will be victorious. The most effective way to stall the BLU team is to remain very close to the cart, thereby halting it from moving even with BLU forces nearby.