Difference between revisions of "Gold Rush"

From comp.tf
Jump to navigation Jump to search
Line 10: Line 10:
 
| extrainfo =  
 
| extrainfo =  
 
}}
 
}}
'''pl_goldrush''' is a Payload mode attack/defend map, and was the first map included in TF2 to feature this mode, as well as the third non-release map added to the game.
+
'''pl_goldrush''' is a Payload mode attack/defend map, and was the first map included in TF2 to feature this mode, as well as the third non-release map added to the game. It is broken into three stages.
  
On Goldrush, BLU team attempts to "push" a bomb cart along a winding track to explode cache of volatile barrels at the end, while RED attempts to kill or stall BLU before they can accomplish this. The map is split into three connected stages, with intermediate checkpoints in each stage.
+
On Goldrush, BLU team attempts to "push" a bomb cart along a winding track to explode cache of volatile barrels at the end before the map timer runs out, while RED attempts to kill or stall BLU before they can accomplish this.  
  
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 stage starts with a 1:05 setup time.  
+
The bomb cart will slowly roll backwards if not pushed for long enough, but if pushed over a checkpoint in the track, it cannot roll backward any further. Each checkpoint the cart passes over adds 5 minutes to the map timer. The remaining time carries over to the following sections of the maps until teams are switched. Each stage starts with a 1:05 setup time.  
  
 
Balancing and gameplay issues such as narrow, easily sticky-trapped corridors restricting play, very long sight lines for Snipers to spot and shoot people, and a lack of alternate exit doors on spawn rooms [making spawncamping easy] currently makes Goldrush unfavoured with the TF2 competitive community.
 
Balancing and gameplay issues such as narrow, easily sticky-trapped corridors restricting play, very long sight lines for Snipers to spot and shoot people, and a lack of alternate exit doors on spawn rooms [making spawncamping easy] currently makes Goldrush unfavoured with the TF2 competitive community.

Revision as of 12:52, 4 February 2016

Template:Map infobox pl_goldrush is a Payload mode attack/defend map, and was the first map included in TF2 to feature this mode, as well as the third non-release map added to the game. It is broken into three stages.

On Goldrush, BLU team attempts to "push" a bomb cart along a winding track to explode cache of volatile barrels at the end before the map timer runs out, while RED attempts to kill or stall BLU before they can accomplish this.

The bomb cart will slowly roll backwards if not pushed for long enough, but if pushed over a checkpoint in the track, it cannot roll backward any further. Each checkpoint the cart passes over adds 5 minutes to the map timer. The remaining time carries over to the following sections of the maps until teams are switched. Each stage starts with a 1:05 setup time.

Balancing and gameplay issues such as narrow, easily sticky-trapped corridors restricting play, very long sight lines for Snipers to spot and shoot people, and a lack of alternate exit doors on spawn rooms [making spawncamping easy] currently makes Goldrush unfavoured with the TF2 competitive community.

Usage in competitive

Template:Goldrush/MapLeagueInclusionTable