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− | {{ | + | {{stub}} |
− | + | {{NewInfobox Map | |
− | + | |name= | |
+ | |image= | ||
+ | |caption= | ||
− | + | |maptype=pl | |
− | + | |filename=pl_goldrush | |
− | + | |version=Official Release | |
− | + | |download=http://redirect.tf2maps.net/maps/pl_goldrush.bsp.bz2 | |
− | + | |creator1=valve | |
− | + | |creator1steam= | |
− | + | |creator2= | |
− | + | |creator2steam= | |
+ | |creator3= | ||
+ | |creator3steam= | ||
+ | |released=April 29, 2009 | ||
+ | |updated=December 11, 2008 | ||
+ | |official=1 | ||
− | + | |gamemode1=6v6 | |
− | + | |gamemode2=hl | |
− | + | |gamemode3= | |
+ | |competitiveof= | ||
+ | |competitive= | ||
+ | |popularity=obsolete | ||
+ | |lpleague=ugchl | ||
+ | |lpseason=3 | ||
+ | |lpdate=14 March, 2011 | ||
+ | |||
+ | |workshop= | ||
+ | |tf2maps= | ||
+ | |gamebanana= | ||
+ | |tftv= | ||
+ | |tftv2= | ||
+ | |etf2l= | ||
+ | |ugc= | ||
+ | |officialwiki=Gold_Rush | ||
+ | |officialwiki2= | ||
+ | |||
+ | |footnotes= | ||
}} | }} | ||
− | ''' | + | '''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 | + | 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]] |