골드 러시

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Gold Rush
Goldrush.jpg
기본 정보
맵 종류: 수레밀기
파일명: pl_goldrush
제작자 Valve
맵 정보
스테이지 수: 3
맵 환경: 사막
설정: 낮 , 일광
Pyrovision: 지원
맵 아이템
Healthico.png 체력 회복제: Smallhealth.png ×9   •   Mediumhealth.png ×14   •   Largehealth.png ×4
Ammoico.png 탄약 상자: Smallammo.png ×4   •   Mediumammo.png ×12   •   Largeammo.png ×14
이 문서는 맵에 관한 문서입니다. 업데이트를 확인하시려면 골드 러시 업데이트 문서를 참고하십시오.
골드 러시는 속도에 중심을 둬 플레이어들의 몰입감을 높혀주는 맵입니다. 팀원들은 수레의 움직임에 집중을 해야 게임에서 승리할 수 있습니다. As the payload moves through the map both teams need to be able to adjust their strategy depending on what approach the other is taking. Gold Rush has been designed taking all nine classes and their abilities in Team Fortress 2 into account, which means there is a spot for everyone and their favorite class to be useful.
수레의 컨셉 아트.
수레의 마지막 버전.

골드 러시수레 밀기 모드의 최초 맵입니다. 이 맵에는 점령지점이 총 3개 있습니다. 팀은 공격팀(블루)과 방어팀(레드)으로 나뉘며 Dustbowl 맵과 비슷한 형식입니다. BLU 팀은 수레를 밀어서 점령 지점을 점령하고, 모든 점령 지점을 점령해 RED의 기지를 파괴시켜야 합니다. RED는 BLU가 수레를 밀지 못하도록 막아야 합니다.

BLU 의 수레는 근처에 있으면 자동으로 밀어지며 , 근처에 사람이 많을수록 미는 속도가 빨라집니다. 만약 20초동안 아무도 수레를 밀지 않았다면, 수레는 다른사람이 다시 밀때까지 역행합니다. 또한 수레는 디스펜서와 비슷하게 탄약과 체력을 공급해줍니다.

점령 지점을 한번씩 점령할때마다 5분이 추가됩니다. 남은 시간은 아래의 글과 같이 진행됩니다.

각각의 팀은 1:05의 준비 시간을 받으며 , 레드는 맵을 돌아다니면서 건물을 지을 수 있고 블루는 잠겨있는 문 뒤에서 우버차지를 충전할 수 있습니다. 그러나, 무적 상태인 플레이어들은 (스카웃의 봉크! 원자맛 음료도 포함) 수레를 밀지 못합니다.

만약 수레가 역행하지 않고 시간이 끝났다면, 추가 시간이 생성됩니다, 5초 안에 수레를 밀어야 합니다. 타이머는 수레를 밀면 초기화됩니다.

팀의 목표:

  • 블루: 블루의 주 목표는 수레를 미는 것입니다. 마지막 점령 지점까지 수레를 밀면, 수레는 폭발하고 BLU가 승리하게 됩니다. 일정 시간동안 수레를 밀지 않으면, 수레가 역행하기 시작합니다.
  • 레드: 레드는 블루와 정반대인 목표를 가지고 있습니다. 레드는 블루가 수레를 마지막 점령 지점까지 미는것을 막아야 합니다. 오랜 시간동안 수레를 밀지 못하게 하면 , RED가 승리하게 됩니다. 가장 효과적인 방법은 수레 근처에 가만히 있어 미는것을 방해하는 것 입니다. 블루가 수레를 밀고 있어도 레드가 수레 근처에 있으면 수레를 밀 수 없습니다.

소개 영상

Overview of the map.(Large file)

지역

Details of stage A.(Large file)

스테이지 A

점령 지점 1

BLU 스폰 지점과 첫번째 점령 지점 근처에 비교적 긴 지역이 있습니다. 수레는 BLU 스폰 지점 앞에서부터 오두막을 거쳐 절벽의 틈까지 연결되있습니다 . It then takes a left to bring it closer to The Raised Track and another right, heading for The Tunnel.

  • BLU 스폰 지점: 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 just 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. Due to several close large ammo crates, aggressive RED Engineers can also quickly place a level 2 or 3 Sentry Gun near to the end of the track, close to BLU's spawn.
  • 절벽: It's not really a cliff but from BLU's perspective the ground ramps up and then drops off to its 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, Sentry Guns 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).
  • 오두막: 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 favorite 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 Sentry Guns 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 sticky jump from the BLU Spawn right on the balcony on the upper level.
  • 터널: 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. This is a common chokepoint for this stage.

점령 지점 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 스폰 지점: 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.
  • RED Deck: 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 Gun 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 favorite 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 cart goes along side the ditch and around it to the right.
  • The Attic: Around the chokepoint from the first cap, there is a two-story building that goes all the way from the right to the left. This is more commonly known as the Attic. 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 tunnel, 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 Gun, as it is fairly hard to get to for RED.

RED can setup on this platform during pre-game wait. A RED Engineer can place a Teleporter at spawn, refills his metal and then place a Dispenser at the edge of the platform. Once the Dispenser is 60% complete, the RED Engineer can jump on the Dispenser and then place a Teleporter exit on the platform. Note the RED Engineer cannot physically jump up, only be holding the Teleporter PDA as he jumps. Once the Teleporter exit is up and running, RED can setup Sentry Guns and Dispensers in an attempt to deny BLU access and to flank BLU.

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/sticky jump up, while Scouts can double jump up to surprise you.

스테이지 B

Details of stage B.(Large file)

Stage B contains 2 checkpoints that BLU must reach.

점령 지점 1

The cart starts out in front of a trench which separates BLU's spawn area and the battlefield. The cart runs between the Watchtower and House and then over the Bridge where the checkpoint is then located.

  • BLU 스폰 지점: There are two exits, one tunnel exit on the left and one double gate on the right. The right one is usually used for ÜberCharges while the left one is used to flank RED. From the left exit, it's easy for a Spy to sneak behind the lines. Be careful, though, as sometimes at the start of the match, an ÜberCharged Pyro will enter the left exit, usually killing everything in the tunnel.
  • House Tunnel: In the tunnel on the left side of house from BLU's view, you'll find a large Ammo Pack and a small health kit. It's rare that it's guarded. From the tunnel on the left, there are stairs leading to the Sniper Ledge.
  • The Sniper Ledge: On the right where RED enters the first checkpoint area, there is a small set of stairs leading to the Sniper Ledge. As its name indicates, it's often used by Snipers. You'll find cover behind some boxes and in the small hut, which also has a medium health kit.
  • Watchtower: On the right from the Blue Spawn, when you go through the gates you'll see the Watchtower. Most of the RED defenders are here, since they have a height advantage and there's a large ammo pack and a medium health kit. From it's watchtower, Snipers can overlook both exits. Sentry Guns are often located here, so be sure to destroy them with an initial ÜberCharge.
  • The Bridge: Just before the final stretch of track to the first checkpoint is a bridge which connects over the ditch.
  • The House: The House is located to the left from the perspective of BLU. It has one exit, and two windows which RED can shoot through. Sometimes, Sentry Guns are placed on the windows or you'll find a Demoman here. Be sure to clean everything in the house, as it's a popular spot for Engineers. Grenades and stickybombs work wonders here.

점령 지점 2

After the first checkpoint the cart winds through a building which separates the next battlefield. It exits out to a chokepoint area and then runs under a bridge separating the Main Building and then finally onto the next checkpoint.

  • The Choke: The choke area is the small exit from the checkpoint building and the small battlefield around it which is surrounded by the two huts which separate Checkpoint 2's area.
  • Battlements: The battlements are located at the far end of the area from RED's spawn. It connects from the house above Checkpoint 1's building. There are two drop downs which can be used by attackers as another entry or as an entry way for RED Soldiers or Demomen.
  • Main Building: The Main Building is situated in the center of the area, cutting Checkpoint 2's battlefield in half. The Main Building has two houses which are connected by a bridge, both of which can be accessed by stairs on either side.
  • Sentry Ledge: Near the Checkpoint is a small ledge on the wall of the main building, this is an extremely common spot for sentry nests.
  • Alcove: Underneath a ledge on the Main Building is a small alcove which is indented into the wall of the building. This is also a very common spot for Sentry Guns.

스테이지 C

Details of stage C.(Large file)

Stage C contains 3 checkpoints that BLU must reach.

점령 지점 1

From the BLU spawn exits the cart starts out on a track which must run straight, up through a basin where then the checkpoint is located under an open gateway.

  • Tunnel: The tunnel is one of the BLU spawn entrances. It winds out from the BLU spawn and exits out under the Truck House.
  • Basin: The Basin is the area which runs through and below the platform and Truck House.
  • Truck House: The Truck House is the area located across from the platform. It is a small shack with a deck overlooking the track. Next to it is an underpass which houses a large truck.
  • Platform: Across from the Truck House is a platform which overlooks the track. It has a small inaccessible shack on it which is useful for cover.

점령 지점 2

From the checkpoint the track runs straight through and alleyway surrounded by buildings on both sides.

  • Dropdown: The drop down is a small opening in the wall right next to the checkpoint. It serves as an entry way for RED before BLU has captured the checkpoint.
  • Hallway: The hallway is located in one of the two buildings. It is a long narrow hallway with an entrance at both far sides. At the very far end is a drop down next to the track.
  • Main Deck: Across from the Hallway building is another building with a deck along the wall. This can be accessed through a set of stairs in front of it and connects to another small deck which overlooks the second checkpoint.
  • Sentry Decks: On both sides of the second checkpoint are two large decks which are both common spots for Sentry Guns.

점령 지점 3

From checkpoint 2 the cart runs through more buildings until reach the checkpoint which gives entry way to RED's final yard. Reaching Checkpoint 3 means victory for BLU, as well as a nice massive explosion to satisfy the victors.

  • Chokepoint: The chokepoint is the very small entry way into RED's final yard. It is an infamous chokepoint for being extremely cramped when the cart is residing inside it and heavy spam makes entry very difficult.
  • Chute: The chute is a dropdown by the chokepoint which exits out into the tunnels.
  • House: The House is located next to the chokepoint. It is connected by a ledge along a wall, and has a dropdown which exits out behind the truck in RED's final yard. Blu Engineers will sometimes build forward bases in here.
  • The Tunnels: The tunnels are located at the bottom of the chute and exit out into the valley. It is comprised of two tunnels, one of which goes up a ledge and exits out a small ledge next to the other

tunnel's exit.

  • Valley: The valley is the area next to and below RED's yard. It is accessed by a long set of stairs and gives access to the tunnels and Sniper Deck.
  • Sniper Deck: The Sniper Deck is located above the valley and overlooks RED's yard. There are two windows used as vantage points and a drop down with a ledge that weaves around to the final checkpoint.
  • Battlements: The battlements are located above the checkpoint area and overlook the entire area. One entry way is from the winding staircases in RED's spawn and another is from jumping from the boxes and small roof across from the House's drop down area.
참고: Category:Gold Rush images

Strategy

See Community Gold Rush strategy

업데이트 내역

2008년 4월 29일 패치 (골드 러시 업데이트)
  • 골드 러시 맵 추가.

2008년 5월 21일 패치

  • 맵에 있던 몇몇 버그 수정.

2008년 12월 11일 패치

  • Some changes to the second part of the first stage of Gold Rush to give the attackers more of an advantage.

2011년 9월 15일 패치

  • 스테이지 1
    • 기찻길 프롭 버그 수정.
    • Fixed terrain seam by red spawn exit.
    • Fixed red spawn room door going through ceiling.
    • Light fixture on roof structure of red's first spawn building switched to non-solid.
  • 스테이지 2
    • Added func_nobuild under bridge that would get teleported players stuck.
  • 스테이지 3
    • Added invisible func_brushes above roofs to block blind demo grenade spam.
    • Fixed wood structure by main gate entrance so it doesn't destroy teleport buildables.
    • Added clip brush to top of main gate entrance..
    • Extended red's respawn room brushes to enclose entire interior
    • Added respawn visualizer material to back face of blocker that prevents red from entering blue's respawn area from the top route.

같이 보기