Gold Rush
From TF2 Wiki
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| Gold Rush | |
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| Basic Info | |
| Map Type: | PL |
Contents |
General Description
Gold Rush is an entirely new level featuring a new gameplay style called Payload. The level is split into three separate areas with intermediate capture zones inside of each major chapter. The teams are split between offense (BLU) and defense (RED) similar to Dustbowl. The goal for the BLU team is to push the bomb payload through the level until it reaches the next capture point, eventually destroying RED's major base.
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 is also equipped with a dispenser to heal and resupply the BLU team as they escort it.
Teams get a 1:05 setup time where RED can run around the map and build up defences and BLU is locked behind the cart to charge up ÜberCharges. However, ÜberCharged individuals 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 move the bomb, or they lose. The timer resets each time the cart is touched.
Introduction Video
Goal
- BLU: Escort the cart through all of the checkpoints through all 3 of REDs bases by standing near the cart in a limited amount of time.
- RED: Don't let the BLU team escort the cart to the destination by interrupting the delivery. The cart stops if any RED member stands near it.
Locations
Stage A
Stage A contains 2 checkpoints that BLU must reach. The default starting time is 4:30.
Points of interest
BLU Spawn
Checkpoint 1
BLU receive 5:30 for reaching this checkpoint.
Checkpoint 2
Reaching this checkpoint advances BLU to the next stage.
RED Spawn
Stage B
Stage B contains 2 checkpoints that BLU must reach. The default starting time is 7:00(?).
Points of interest
Checkpoint 1
BLU receive ?:?? for reaching this checkpoint.
Checkpoint 2
Reaching this checkpoint advances BLU to the next stage.
Stage C
Stage C contains 3 checkpoints that BLU must reach. The default starting time is ?:??.
Points of interest
Checkpoint 1
BLU receive ?:?? for reaching this checkpoint.
Checkpoint 2
BLU receive ?:?? for reaching this checkpoint.
Checkpoint 3
Reaching this checkpoint means victory for BLU. As well as a nice little explosion to satisfy the victors.
Common Strategies
- A heavy perched on top of the bomb will function much like a heavy by a dispenser, but with the added bonus of of staying on the front lines (and the problem of being on a higher perch.)
- The cart provides great cover from attacks. Crouching makes this even more effective. It also is an extremely useful tactic when there are sentries around, as you can simply crouch on the side of the payload that isn't facing the sentry. You will probably get shot by it eventually, but it at the very least saves several seconds, and that can mean the difference between RED pushing back, and BLU backup arriving.
- Brute force shouldn't be underestimated on this map. If you have enough firepower hitting the other team it is difficult for them to do much unless they do the same to you. An advance is usually made when one team is unable to deal enough damage to the enemy because they are mostly waiting to respawn with only a few on the front lines. You must be able to keep sustainable firepower on the front line or your screwed.
- Flank, Flank, Flank. Exploit any vulnerabilities the enemy has to its fullest. Approach from unexpected angles. Double, Rocket, or even Sticky jump over fences, walls and perches to catch the enemy off-guard.
- Engineers on Defense. The setup time is all the peace and quiet you are going to get. Be sure to set up Teleporters, Dispensers and Sentries pronto. Your job is doubly difficult once offense is on a roll since they'll be scouting out for your setups, while the point is constantly moving forward. Don't expect to get comfortable once you found a place since the map has been designed for any sentry placement to be vulnerable. Turtling/Camping a spot is only an option when the cart is on your doorstep.
- Engineers on Offense. Hard to pull off at the beginning of every stage since the defense is right outside the spawn. If you manage to sneak by at the beginning, feel free to set up an offensive sentry. The real task of the engineer is to keep the team momentum sustained after the first point has been claimed. It is a very long jog to the second and third point. Your principal task is then to KEEP THE TELEPORTERS ONLINE. The team will be able to keep up the pressure. Sentries are also important for two reasons: defenders cannot pass while they are up, and the defense will use their uber to destroy your sentry instead of half of your team.
- Demomen on Defense. Placing sticky bombs along the track the cart follows is generally a good idea. Once the enemy team gets the cart moving over the portion of track you've placed the bombs on, set them off to stop the cart and gib its escort. This tactic works especially well inside the tight turns of both stages A and B because the enemy team will turn the corner and move over the bombs without realizing their presence.
- On all stages of this map there are side tunnels a unexpected routes available to both sides. Many of these are one way to all but engineers or rocket jumpers. These routes are ideal for Spys and Snipers.
- Spies on offense. Thanks to the many different ways into the enemy base, it is quite easy to get in there undiscovered. Decloak in a save spot, and start kniving/sapping lone players and buildings.
- On both attack and defence check all the buildings, above, behind and inside for enemies and engineers kit.
| Official Maps |
|---|
| 2Fort • Badlands • Dustbowl • Fastlane • Gold Rush • Granary • Gravelpit • Hydro • Turbine • Well (CP) • Well (CTF) |
External links
Categories: Stubs | Maps | Official Maps
