Editing Gold Rush
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− | {{ | + | {{stub}} |
− | + | {{Map infobox | |
− | + | | mapname = Goldrush | |
+ | | image = Goldrush.jpg | ||
+ | | maptype = Payload | ||
+ | | currentversion = pl_goldrush | ||
+ | | developer = Valve | ||
+ | | default = Yes | ||
+ | | download = | ||
+ | | 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. 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. | |
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− | + | 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. | |
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− | 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 | + | 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 == |
− | + | {{Goldrush/MapLeagueInclusionTable}} | |
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− | {{ | + | {{Maps navbox}} |
+ | [[Category:Maps]] | ||
+ | [[Category:Payload maps]] |