Gold Rush
From TF2 Wiki
| Gold Rush | |
|---|---|
| | |
| Basic Info | |
| Map Type: | Payload |
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: The BLU team's primary goal throughout every Payload map is to guide the blue-colored bomb on its tracks throughout the map. By continuously pushing the cart forward and breaking through RED defensive positions, the bomb 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 your 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 bomb 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 bomb cart, thereby halting it from moving even with BLU forces nearby.
Locations
Stage A, Checkpoint 1
There is a long, relatively open area between the BLU Spawn and the first checkpoint. The cart starts outside the BLU Spawn and runs forward towards The Hut and through a "gap" in The Cliff. It then takes a left to bring it closer to The Raised Track and another right, heading for The Tunnel.
BLU Spawn: The BLU Spawn has a resupply area and a corridor with 3 exits. There is a double gate right behind the cart which can be seen from almost the whole area. The door on the right has stacked boxes a few metres in front of it which RED defenders can hide behind before the round starts. This is effective with a Pyro or an ÜberCharge which can be saved and used when the attackers have used up theirs. Attackers can also stand behind these boxes and be generally unnoticed when the action is intense. The door on the left faces to the right and thus is sheltered from any enemies on The Raised Track. It is also sheltered from the Hut by some rocks on The Cliff.
The Raised Track: This is a track that runs along the left of the map from BLU's perspective and runs all the way back to the tunnel and the checkpoint. RED defenders, especially Demomen and Soldiers, can run along this track raining down explosives from above. BLU attackers can Crouch jump onto this track from the top of The Cliff.
The Cliff: It's not really a cliff but from BLU's perspective the ground ramps up and then drops off to it's original level so that it looks like a small cliff when viewed from the other side. There is a "gap" in The Cliff where the cart runs through. RED defenders can use The Cliff to hide behind with Pyro's, Sentries or ÜberCharges. There is also a large Health pack just behind the Cliff to the left. It is possible to Crouch jump onto the Raised Track from the highest part of the cliff and Demomen can Sticky jump all the way to the Tunnel from this position (and right onto the health pack, that is just before the checkpoint, with some practice).
The Hut: The Hut is at the back to the right as BLU's leave their spawn. It is two storied and has a veranda facing the BLU Spawn. The lower level has a door facing the Spawn with a large Ammo pack outside of it and a door facing the track to the left of the map. The Hut is a favourite place for Snipers to sit in and pick off BLU players as they push the cart or come out of the front exit of their spawn. Engineers also like to build their Sentries on the top level as they can shoot out to the track on the left and are protected from direct fire from BLU's Spawn. With some practice, Demomen can Stickyjump from the BLU Spawn right on the balcony on the upper level.
The Tunnel: The Tunnel is a tunnel to the left that the cart runs through. Until the first checkpoint has been reached, it is the only passage linking the first open area to the second.
Stage A, Checkpoint 2
The cart runs into The Tunnel as described above, takes a sharp right then left to come into the open and run alongside The Ditch, past the bridge and around to the right to the checkpoint which is located on the back of the RED Spawn. The locations will be described from RED's perspective.
RED Spawn The RED Spawn has resupply closets and opens to face the back of the map. As red exits their spawn they can either turn left to find a tunnel that leads forward or they can turn right to find the more open passage to the attackers and a set of stairs that leads to the Second Level. RED must come out of their spawn and turn 180 degrees so that they are facing "forward" - facing towards the oncoming attackers. The Checkpoint sits against the spawn room to the attackers side.
Second Level: To the left of the RED Spawn (when looking towards the attackers) there is a Second Level which sits against the left of the map. There is Ammo and health towards the front of this platform and a Sentry can effectively be built here to cover the cart as it emerges from the tunnel. There is a bridge that leads left to the top of RED's Spawn which is a favourite place for snipers to sit and pick off any enemies that are pushing the cart or coming out of The Tunnel.
The Ditch: In the open space between the RED Spawn and the buildings that BLU emerge from, there is a (small) canyon like ditch that runs across the map. On the right the ground slopes between the level of the ditch and the ground and there is a ladder to the far left to allow people to get out and onto the cart's track. There is also a bridge across The Ditch that allows movement directly from the spawn room to the buildings opposite. The payload goes along side the ditch and around it to the right.
The Attacker's Buildings: When the defenders look at the buildings that BLU come from, they see a two story building that goes all the way from the right to the left. On the ground floor there is an opening to the left where the cart's track emerges. Above this is a window into the upstairs and to the right of it is a sort of board walk that links this upstairs room to another on the left. This left room has a door to a raised platform which is quite close to the checkpoint. Going into the lower opening RED can head left to follow the track back to the first checkpoint or they can head right and follow a corridor, past a large health pack, and up some stairs into the building on the right. This is a good passage for attackers as they can get close to the checkpoint while staying mostly behind cover.
Other Passages: When BLU take the first checkpoint, two more passages to the second area open up. One is just to BLU's right of The Tunnel and leads to a second story platform that is part of a three walled room. The open side of the room faces down the corridor described above, to the room on RED's right. This is a good platform to build a Teleporter and maybe a Sentry, as it is fairly hard to get to for RED.
The other connecting passage is to BLU's far right and leads to two open levels right next to The Ditch. From these levels you look across to the right of the level (RED's perspective) and you can only see the a small part of the second level of RED's Spawn. This lets you rain down fire on anyone taking the bridge over the ditch or anyone in the open space. Be careful because even though The Ditch prevents anyone from walking back into this area, Soldiers and Demomen can Rocket jump up and Scouts can double jump up to surprise you.
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 you're 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 safe spot, and start kniving/sapping lone enemies and machines.
- On both attack and defence check all the machines, above, behind and inside for enemies and engineers kit.
| Official Maps | ||||
|---|---|---|---|---|
| Arena | Capture the Flag | Control Point | Territorial Control | Payload |
| Badlands • Granary • Lumberyard • Ravine • Well | 2fort • Turbine • Well | Badlands • Dustbowl • Fastlane • Granary • Gravelpit • Steel • Well | Hydro | Badwater Basin • Gold Rush |
External links
