Gold Rush

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Gold Rush
Goldrush.jpg
Basic Information
Map Type: Payload
File name: pl_goldrush
Developer(s): Valve
Map Info
No. of Stages: 3
Environment: Desert
Setting: Daylight, sunny
Pyrovision: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×9   •   Mediumhealth.png ×14   •   Largehealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×12   •   Largeammo.png ×14
This article is about the map, Gold Rush. For a major update of the same name, see Gold Rush Update.
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.
The cart's concept art.
The cart's final product.

Gold Rush was the first map to feature the game mode called Payload. The level is split into three separate areas with intermediate capture zones inside of each major area. The teams are split between offense (BLU) and defense (RED) similar to Dustbowl. The goal for the BLU team is to push the cart through the level until it reaches the next capture point, eventually destroying RED's base. RED's Goal is to stop BLU from doing so.

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 also acts as a Dispenser to heal and resupply the BLU team as they escort it.

Each checkpoint the cart passes over adds 5 minutes to the timer. The remaining time carries over to the following sections of the maps until teams are switched.

Teams get a 1:05 setup time where RED can run around the map and build up defenses and BLU is locked behind the cart to charge up ÜberCharges. However, invulnerable players (including Scouts using Bonk! Atomic Punch) 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 keep the Payload moving instead of 20. The timer resets each time the cart is touched.

Each team's respective goal is:

Contents

Introduction video

Overview of the map.(Large file)

Locations

Details of stage A.(Large file)

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.

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 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.

Stage B

Details of stage B.(Large file)

Stage B contains 2 checkpoints that BLU must reach.

Checkpoint 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.

Checkpoint 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.

Stage C

Details of stage C.(Large file)

Stage C contains 3 checkpoints that BLU must reach.

Checkpoint 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.

Checkpoint 2

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

Checkpoint 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.

tunnel's exit.

See also: Category:Gold Rush images

Strategy

See Community Gold Rush strategy

Update history

April 29, 2008 Patch (Gold Rush Update)
  • Added Gold Rush.

May 21, 2008 Patch

  • Fixed map exploits in Gold Rush.

December 11, 2008 Patch

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

September 15, 2011 Patch

  • 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.
  • Stage 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.

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