Gold Rush
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Gold Rush | |
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Basic Information | |
Map type: | Payload |
File name: | pl_goldrush
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Released: | April 29, 2008 Patch (Gold Rush Update) |
Developer(s): | Valve |
Map Info | |
No. of Stages: | 3 |
Environment: | Desert |
Setting: | Daylight, sunny |
Hazards: | Payload Cart explosion, Pitfall |
Pyrovision Support: | Yes |
Bot support: | Yes |
Map Items | |
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Map Photos | |
Map overview | |
“ | Gold Rush is a map that specifically focuses on pacing so that the player feels like they are part of an overall campaign by the team. Each member of the team needs to focus on both the overall goal of either stopping or advancing the payload and also deal with local threats. 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.
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Gold Rush (or Goldrush) is a Payload map and the first Payload map introduced to the game. The map is split into three connected stages, with intermediate checkpoints in each stage.
The remaining time carries over to the following sections of the maps up to a maximum of 9 minutes until teams are switched. The setup timer for all three stages is 1 minute and 10 seconds
Introduction video
Locations
The following locations are described from the BLU perspective.
Stage 1
Checkpoint A
Time added if captured: 5 minutes and 30 seconds
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 three exits. There is a double gate right behind the cart which gives direct line-of-sight to the Hut. The right-most exit on the right has boxes stacked just in front of it. The exit on the left faces to the right and thus is sheltered from the The Raised Track. It is also sheltered from the Hut by the Cliff.
- Raised Track: This is a track that runs along the left side of the map, going from BLU Spawn all the way back to the Tunnel, passing by checkpoint A in the process. There is also a large health pack in between the Raised Track and the Hut.
- Cliff: A tall rock formation located perpendicular to the Raised Track. It separates the cart's starting position from the first checkpoint. There is a "gap", through which the cart runs through, that divides the Cliff in two. The Cliff gently slopes upward from the BLU Spawn, until it reaches a sudden and sharp drop-off. It is also possible to crouch jump onto the Raised Track from the highest part of the Cliff.
- Hut: The Hut is at the back of the first checkpoint area, located to the right of the checkpoint. It is a two-story house that has a veranda facing the BLU Spawn. The lower level has a door facing the BLU Spawn, with two staircases, sandwiching a medium health pack, leading up to it. Another door faces to the left, towards the first checkpoint.
- Tunnel: The Tunnel is a make-shift dugout behind the Raised Track that the cart enters following the capture of checkpoint A. Until the first checkpoint has been reached, it is the only passage linking the two checkpoint areas, as the tunnel leading to the Imperial Building starts out gated-off . This is a common chokepoint for this stage.
Checkpoint B
Time added if captured: 4 minutes
The cart runs into The Tunnel as described above, takes a sharp right then left to come into the open, and runs alongside The Ditch, past the bridge and around to the right to the checkpoint which is located on the back of the RED Spawn.
- 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"/towards the oncoming attackers. The checkpoint sits against the spawn room to the attacker's 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. There is a bridge that leads left to the top of RED's Spawn.
- 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 allows movement directly from the spawn room to the buildings opposite. The cart goes alongside the ditch and around it to the right.
- Attic: Around the chokepoint from the first cap, there is a two-story building that stretches all the way from one end of the map to the other end. 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 boardwalk 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.
- Imperial Building: When the first point is captured a gate leading to a small tunnel on the left will open up allowing the BLU team members who have secured the point to go through the aforementioned tunnel. The tunnel leads to a small room with a medium health pack, the room also contains a set of stairs leading up to the Imperial Building, a type of balcony which overhangs over the Ditch.
- Mine Shaft: Running parallel to the RED spawn on the right side of the map is the Mine Shaft, a small narrow tunnel with tracks running through it. The Mine Shaft directly connects the Red exit with the final checkpoin on stage 1.
Stage 2
Checkpoint A
Time added if captured: 4 minutes and 30 seconds
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, behind which the checkpoint is then located.
- BLU Spawn: There are two exits, one tunnel exit on the left and one double gate on the right.
- House Tunnel: In the tunnel on the left side of house, a large Ammo Pack and a small health kit can be found. 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. Some boxes and the small hut, which also has a medium health kit, provide cover.
- Watchtower: On the right from the BLU Spawn, the Watchtower can be seen after going through the gates. There is a large ammo pack and a medium health kit here.
- The Bridge: Just before the final stretch of track to the first checkpoint is a bridge which crosses over the ditch.
- The House: The House is located to the left. It has one exit and two windows which can be shot through.
Checkpoint B
Time added if captured: 4 minutes
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.
- Tunnel: The passage underneath the aforementioned building through which the cart passes on its way to checkpoint B.
- The Choke: The Choke area is an open area positioned in between the Main buildings and the Battlements
- The Final Area: The Final Area is an area positioned in between the main buildings and the Red spawn.
- Battlements: The battlements are located at the far end of the area from RED's spawn. It connects from the house above the Tunnel. There are two drop-downs which can be used by attackers as another entry or as an entry way for blast-jumping players.
- Window: Another opening in the building that is located above the Tunnel. It exits out towards the Choke Area's right side.
- Main Building: The Main Building is situated in the center of the second checkpoint 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.
- Deck: Near the Checkpoint is a small elevated ledge attached to the wall of the Main Buildings. It can be climbed on via a set of stair.
- Flank: Going around the left side of the Main Buildings leads to some rocks, from which the Deck is visible.
- Alcove: Underneath a ledge on the Main Buildings is a small alcove which is indented into the wall of the building.
- RED spawn: The RED spawn is on the opposite side of Checkpoint 2. The RED team can either go left or right to reach nearby Checkpoint 2. The spawn room itself is slightly different from the first RED spawn, as it only has one resupply cabinet. As usual, there is only one exit out of the spawn. After taking either the left or the right pathway. Players need to turn yet another 90 degrees so they face forward towards the checkpoint.
Stage 3
Checkpoint A
Time added if captured: 3 minutes and 30 seconds
The cart starts out infront of the middle BLU spawn exit.
- Tunnel: The tunnel is one of the BLU spawn entrances. It winds out from the BLU spawn and exits out underneath the Truck House.
- Basin: The Basin is the area which runs between 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.
Checkpoint B
Time added if captured: 4 minutes and 30 seconds
From the checkpoint, the track runs straight through an alleyway surrounded by buildings on both sides.
- Shortcut: The drop-down is a small opening in the wall right next to the checkpoint. It serves as a shortcut for RED before BLU has captured the first checkpoint, after which the RED spawn exit that leads to the Shortcut permanently closes down, leaving any RED players stuck inside the Shortcut stranded. If the stuck players are killed or exit the Shortcut, the entry way for the Shortcut itself closes down.
- Main Hallway: The hallway is located in one of the two buildings. It is a long narrow hallway with an entrance on both far sides. At the very far end is a drop down next to the track.
- Flank Hallway: Running parallel to the Main Hallway is another long corridor, this one more concealed and better suited for flanking manevours.
- Concrete Foundation: 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.
Checkpoint C
From checkpoint 2 the cart runs besides more buildings until it reaches the checkpoint in RED's final yard.
- Chokepoint: The chokepoint is the very small entry way into RED's final yard. It is extremely cramped and claustrophobic.
- Chute/Dropdown: The chute is a gated dropdown by the chokepoint which exits out into the Valley.
- 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.
- Bunker: There is a small Bunker with a medium health pack embedded within the foundation of the House. From it, the Chokepoint can be observed.
- 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 slope and ends in a ledge next to the other tunnel's exit.
- Valley: The Valley is a deep and long trench that nearly cuts the last area in half. It begins at the exit of the two Tunnels, follows the Narrow Building and then abruptly ends right before the cart's tracks. It has multiple sets of stairs leading in and out of it and it also gives access to the Sniper's Deck
- Narrow Building: Located besides the Valley is a rectangular structure with a small ammo pack, from which the third checkpoint can be observed.
- Garage: Embedded into the wall of the second RED spawn is a small, open room located just to the right of checkpoint C. It contains a small health and ammo kit.
- Sniper's Deck: The Sniper's 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 second spawn and another way of entry is by jumping from the boxes and the small roof located across the House's drop down area.
- RED Spawn #1: The RED team has two separate spawn regions for Stage 3. The first spawn room is located to the left of C, with two exits, one being the Shortcut to checkpoint A, and the other a small door to C. The shortcut to A locks when A is capped by BLU.
- RED Spawn #2: The second RED spawn is located behind and to the right of point C. It is a long vertical shaft, with players spawning at the bottom of the shaft. The main exit to the left leads to a slope behind C, but players can access battlements by using the winding staircase up the shaft.
Helpful overview
Stage 1
1.Elevated tracks 2.Cliffs 3.Hut 4.Imperial Building 5.Ditch 6.Red Deck 7.Attic 8.Mine Shaft
Stage 2
1.Watchtower 2.House 3.Bridge 4.Snipers Deck 5.Battlements (Above the tunnel) 6.Main Buildings 7.Sentry Decks
Stage 3
1.Platform 2.Basin 3.Truck House 4.Hallway 5.Concrete Foundation 6.Sentry Deck 7.Chokepoint 8.Valley 9.Battlements 10.Sniper's Deck 11.House
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
- Added Gold Rush to the game.
- Fixed map exploits in Gold Rush.
- Some changes to the second part of the first stage of Gold Rush to give the attackers more of an advantage.
- Stage 1
- Fixed overlapping train track models.
- 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.
- Stage 2
- Added
func_nobuild
under bridge that would get teleported players stuck.
- Added
- Stage 3
- Added invisible
func_brush
es 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 BLU's respawn area from the top route.
- Added invisible
- Fixed collision on props and clip exploits.
- Fixed buildings being prohibited from construction in the garage near the end of stage 3.
- Players can no longer block the cart through the wall in stage.
- Players can no longer build in spawn exits.
- Players can no longer build on the shack roof near the end of stage 3.
- Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap.
- Players can no longer build on the perch in stage 1.
- Handrails no longer collide with bullets and projectiles.
- Fixed an areaportal improperly rendering in
pl_goldrush
.
- Added
nobuild
area under the train tracks to prevent teleport trap near BLU spawn in stage 1.
- Fixed an exploit related to the final control point and dropped weapons on Badwater Basin, Barnblitz, Borneo, and Gold Rush.
- [Undocumented] Added saucers and posters to Gold Rush.
- [Undocumented] Removed Saucers and Posters from all maps.
Bugs
- Players can camp RED's spawn on Stage 2 by firing pipes into the windows on the tower of the spawn.
- There is a spot near the Concrete Foundation before Stage 3, Checkpoint B where Engineers can build a teleporter trap. As with any teleporter trap, the only escape is destroying the teleporter or dying/killing oneself.
- RED Engineers can build a teleporter in their final spawn on Stage 3, due to the
func_respawnroom
entity not filling up the entire room. - On Stage 3, players can get stuck on the wooden frame exiting from the BLU tunnel to Basin. This is because part of the tunnel displacement extends into the wooden frame. The only way to escape is by dying.
- On Stage 3, If a RED player is in the spawn doorway of the tunnel that leads to Checkpoint A right as BLU caps, the player becomes stuck in the door. The player can switch classes to escape.
Trivia
- Gold Rush's layout is very similar to that of Dustbowl. This is addressed in the Gold Rush Update page.
- This is also due to the fact that Gold Rush started out as a remake of Dustbowl, which was named Dustbowl 2.
External links
Gallery
A flying saucer prior to the Invasion Community Update.
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