Difference between revisions of "Gold Rush"

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== Strategy ==
 
== Strategy ==
 
{{main|Community Gold Rush strategy}}
 
{{main|Community Gold Rush strategy}}
{{community strategy stub link}}
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== Update history ==
 
== Update history ==

Revision as of 01:35, 30 April 2023

This article is about the Payload map. For the major update, see Gold Rush Update.
Gold Rush
Goldrush 1.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Desert
Setting: Daylight, sunny
Map Photos
Loading screen photos.
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 (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. Each stage starts with a 1:05 setup time.

Introduction video

Locations

Stage 1

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 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.
  • 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.
  • Cliff: 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).
  • 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 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.
  • 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. 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. 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 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 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.
  • 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 alongside the ditch and around it to the right.
  • 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 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. This is a good passage for attackers as they can get close to the checkpoint while staying mostly behind cover.
  • Imperial Building: When the first point is capped a gate leading to a small tunnel on the left will open up allowing the Blu team members who have capped the point to go through the 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. The imperial building is a sort of a balcony which overhangs over the ditch. It's a great vantage point for Blu Snipers as they can see everything around the ditch and in 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 checkpoint offering Reds a faster route if they wanted to reach the Attic.

RED can set up on this platform during the 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 set up 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 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.

A detailed look at stage 1
1.Elevated tracks   
2.Cliffs
3.Hut
4.Imperial Building
5.Ditch
6.Red Deck
7.Attic
8.Mine Shaft

Stage 2

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 where the checkpoint is then located.

  • BLU Spawn: 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 is easy for a Spy to sneak behind the lines. Be careful, though, as sometimes at the start of the match, an ÜberCharged Pyro enters the left exit, usually killing everything in the tunnel.
  • House Tunnel: In the tunnel on the left side of house from BLU's view, 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. As its name indicates, it is often used by Snipers. 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. Most of the RED defenders are here, since they have a height advantage, and there is a large ammo pack and a medium health kit. From its watchtower, Snipers can overlook both exits. Sentry Guns are often located here.
  • 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 Demomen guard it.

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.

  • 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 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. It can be said that the Main Building is positioned in between the Choke Area and the Final Area.
  • 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.
  • 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 (As well as Sentry Ledge on Right pathway, and Alcove on the left pathway). The spawn room itself is slightly different from the first RED spawn, as it only has one resupply cabinet. As usual, there is one central exit in front of the players, making this type of spawn vulnerable to spawn camping. Players need to turn 180 degrees so they face forward towards the incoming enemy.
A detailed look at Stage 2
1.Watchtower
2.House
3.Bridge
4.Snipers Deck
5.Battlements (Above the tunnel)
6.Main Buildings
7.Sentry Decks

Stage 3

Stage 3(Large file)

Checkpoint A

Time added if captured: 3 minutes and 30 seconds

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.

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.

  • Dropdown: The drop-down is a small opening in the wall right next to the checkpoint. It serves as an entryway 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 on 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.

Checkpoint C

From checkpoint 2 the cart runs through 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 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 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'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 spawn and another is from jumping from the boxes and small roof across from 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 a 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.
A detailed look at Stage 3
1.Platform
2.Basin
3.Truck House
4.Hallway
5.Main Deck
6.Sentry Deck
7.Chokepoint
8.Valley
9.Battlements
10.Sniper's Deck
11.House

Gold Rush images

See also: Category:Gold Rush images

Strategy

Main article: Community Gold Rush strategy
Gold Rush
Goldrush 1.jpg
Basic Information
Map type: Payload
File name: pl_goldrush
Released: April 29, 2008 Patch
(Gold Rush Update)
Developer(s): Valve
Map Info
No. of Stages: 3
Environment: Desert
Setting: Daylight, sunny
Pyrovision Support: Yes
Bot support: 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
Map Photos
Loading screen photos.

This article is about Community Gold Rush strategy.

Note: It is recommended to read the main Gold Rush article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

Stage 1

  • Upon exiting the spawn, attackers should first focus their attention on the Raised Tracks, due to the High ground advantage they provide.
    • Red members on top of the Red Tracks can either be spammed out from the Right spawn exit, or approached with an ÜberCharge from the left.
  • With the Raised Tracks secured, the attacking team should be able to easily capture the Cliffs, which offer sizeable height advantage.
  • The Hut is usually Red's last holdout on checkpoint A. Surrounding it and then spamming it out with explosives will usually neutralize it.
  • Since the Attic directly overlooks the Cart's tracks, it should be Blu team's first priority on point B.
    • To capture it, one usually requires an ÜberCharge, since the Attic is commonly filled with Sentry Gun nests.

Stage 2

  • Since the Blu team starts out at a severe height disadvantage, exiting the spawn will almost always necessitate an Über.
  • Taking over the Watchtower is imperative for Blu's success on point A.
    • This can be done by first using an ÜberCharge to clear out any Sentry Guns present on the Watchtower, before sending in Soldiers to rocket jump and take over the Watchtower.
  • The House is often the Red's final defensive line for point A. However, just like the Hut, it can be fairly easily surrounded and obliterated.
  • In order to capture the second checkpoint, Blu first needs to secure the two areas leading up to it, those being the Choke area and the Final area.
    • Choke area can be secured by either making an Über push trough the Tunnel, or by slowly grinding out Red's defenses from within the Battlements.
    • Final area, on the other hand, can most easily be conquered by literally jumping out of the Main Buildings and thus landing directly on top of the defenders.

Stage 3

  • The Truck House and the Platform and two immensely important places, since they directly overview the Cart's path. As such, one cannot push the Cart without capturing them first.
    • By going through the Blu's upper right exit, the attackers will reach a small ledge directly in front of the Platform, from which a successful attack can be launched.
    • Once the Platform is secured, one can simply jump over to the Truck House besides it.
  • The path to checkpoint B is basically one long hallway, which can only be pushed through with sheer brute force.
    • Unless Blu managed to completely obliterate the defenders on the previous point, thus rendering them unable to organize a proper defense.
  • There are three possible ways for an attackers to reach the Final checkpoint.
    • The first one is the Choke. This route is the most direct and straightforward route to point C, but due to its "chokey" nature, it usually requires an Über to safely traverse.
    • House is the second route. It offers some flanking potential, as well as concealed pathway to the Battlements.
    • Sniper's Deck is the last route at Blu's disposal. It grants a good overlook of the Red Yard and the Narrow Building, which can be utilized to spam out the Red Sentry Guns from a safe distance.

Defense

Stage 1

  • It is not advised for a Red team to commit too hard on defending checkpoint A. This point is very easy to capture, even by a relatively unexperienced Blu team.
    • And because of that, it is in many cases better to retreat to the next point, rather then wasting one's life on this one.
  • The Raised Tracks' height advantage makes them a somewhat good defensive position. But do not count on them too much.
  • The Hut is very easily encircled by the Blu, essentially making it a death trap. It is often times better to simply retreat rather then bother defending it.
  • On Point B, the Attic should be the center of Red defenses, as its numerous advantages are too hard to ignore.
    • However, this does not mean that every single Red members should be stationed in the Attic. Other locations, such as the Large Healthpack Room are also important.

Stage 2

  • Holding on to the Watchtower, and consequently the only high ground present on point A, should be Red team's highest priority.
  • The House is valuable for protecting the flanks. However, without the Watchtower in Red's possession, it becomes a death trap which is not worth defending.
  • The Choke Area acts as a buffer zone between Points A and B, making it an important defensive position, alongside the Main Buildings.
  • Due to the Tunnel's cramped nature, explosives are exceptionally effective in it.
  • Pyros are important in the Final area, as they can Airblast away Übered pairs jumping out of the Main Buildings, which are a big threat.

Stage 3

  • Often times, a Red team will be able to sneak an ÜberCharge into the Blu's spawn area, thus initiating a spawn-camp.
  • Red strategy on Point A is simple, just defend the advantageous Platform and the Truck House, essentially denying high ground from the enemy.
    • These two locations can also cover each other with crossfires. E.g. if Blu captures the Platform, then Reds on the Truck House will be able to attack them from the sides.
  • On the Final checkpoint, a defending team will have to keep an eye out on three routes.
    • The first one is the Choke. Although this is the fastest path to Point C, it only requires a couple of Soldiers or Demomen in order to successfully defend.
    • The second one is the House, which is most easily controlled by Scouts and Soldiers, which are capable of reaching it.
    • The Sniper's Deck is the final and the most dangerous route, as its concealed nature, coupled with the fact that Blu Engineer love to setup sneaky Teleporters in there, often make it a starting point for many last-minute pushes which quickly overwhelm the unprepared defenders.

Class-specific strategy

Leaderboard class scout.png Scout

Unfortunately, a Scout is usually going to have a pretty tough time on Gold Rush. Numerous Chokepoints, corridors and other tight spaces will severely restrict your Mobility. Meanwhile, the few open areas available will probably be covered by enemy Sentry Guns. Due to these shortcomings, a Scout will need to play smartly and patiently, if he wishes to achieve good results against a formidable team.

Offense

Stage 1

  • The first checkpoint is surprisingly open and almost absent of Red Sentry Guns, allowing you to operate a lot more freely then on the rest of the map.
  • Make heavy use of the Cliffs, whose spacious nature turns them into perfect dueling grounds.
  • Once Cliffs have been captured, you will have two options:
    • Either proceed to the Hut for the purpose of harassing enemy Snipers.
    • Or make your way to the Tunnel, thus blocking off the entire Red team's escape route.
  • It is recommended that you take up a more supportive role on checkpoint B, as unlike on the previous point, your Scouting capabilities here are limited.
    • Because of the Attic's cramped nature, fighting in it will put you at a big disadvantage.
    • Your other option, which involves playing around the Ditch area, is also denied due to an array of Sentry Guns overlooking the said Ditch.
      • In this case, you might be able to use the Bonk! Atomic Punch in order to safely flank around and reach the Red spawn.

Stage 2

  • You should primarily choose the left spawn exit at the beginning of a round, since it allows you to flank under the House and subsequently reach the Sniper's ledge.
    • Just be wary of the Sentry Gun often situated in the House, which can easily prevent you from doing such a maneuver. Unless you are using the Bonk! Atomic Punch.
  • Once in the Red's backline, you can either focus on directly harassing the defenders, or making your way to their spawn and taking out their Teleporters.
  • Avoid travelling through the Tunnel when attempting to reach checkpoint B.
    • Instead, you should make your way up to the Battlements and drop down from its left side. This way, you don't have to traverse a chokepoint, and can avoid most of the Sentry Guns.
  • There is a group of rocks in the Final Area, on which you can jump on and gain a big High ground advantage.
  • Prematurely harassing Red Engineers trying to setup in the Final area will make your team's life easier in the future.

Stage 3

  • If the coast is clear, you can attempt to flank under the Truck House and into the Red's rear.
    • However, due to a common Sentry spot located on top of the Truck, this may not always be possible.
  • Aiding your team in clearing out the Platform will open up another avenue of approach. Both for you and your teammates.
  • Checkpoint B is very unfriendly to Blu Scouts, since its basically just one long hallway with no alternate paths to speak off.
    • Only way to break through it is to use the Bonk! Atomic Punch, or to rush it down before the Red has had time to setup a proper defense.
  • Although the final checkpoint has multiple routes, only one is worthwhile to the Scout. That being the House flank, which can bring you to the wide open area of Red Yard.
    • The other two paths, those being the Choke and the Sniper's ledge, are either too dangerous or require long-ranged weaponry to effectively utilize.
Defense

Stage 1

  • On checkpoint A, focus on playing around the Cliffs, where there is plenty of space for your excellent mobility to shine.
  • When the Cliffs get inevitably captured, you can run along the Raised Tracks, peppering at the enemies below in hopes of further delaying their push.
  • Even if the situation is dire, you should still stay and defend checkpoint A to the bitter end, relying on your speed to get you out before its too late.
  • On checkpoint B, you should primarily play around the Ditch area, since it is one of the few pieces of open ground present.
    • Avoid engaging in the Tunnel at all costs. Any fight in that claustrophobic corridor will rarely end in your favour.
    • Although you can occasionally venture into the Attic to score a couple of kilsl, it is not recommended that you stay in there for any prolonged periods of time.
  • You can use the Scout's jump-extending weapons, such as the Soda Popper or the Boston Basher, to reach the Imperial Building even from the Ditch.
    • It is also possible to reach the Imperial Building by flanking around through the Tunnel, but this is highly risky.

Stage 2

  • A very risky, but also rewarding tactic is too flank through the Blu's left (From your perspective right) exit in an attempt to reach their spawn.
  • The Mad Milk is particularly effective inside the Tunnel, where its area of effect can douse multiple enemies.
    • However, although you can throw the Mad Milk into the Tunnel, you yourself should not venture inside the said Tunnel.
  • Use one of your ranged weapons, such as the Flying Guillotine or Wrap Assassin, to harass Snipers up on the Battlements.

Stage 3

  • The Scout's double jump ability is useful when it comes to moving between the Truck House and the Platform in a swift fashion.
  • If the stars align, an opportunity for you to flank through the Blu's left (right from your perspective) exit might open up.
  • Due to the Basin's long hallway, weapons like the Wrap Assassin or the Sandman are quite effective.
  • Although other classes will do the job of defending checkpoint B much better then a Scout, you are far from useless.
    • Tasks such as throwing Mad Milks and Spy checking are still equally important.
  • Flanking through the House on Checkpoint C will allow you to surprise the Blu from their side. But you are going to need a jump-extending weapon in order to reach that position.
  • Acting as a second line of defense by cleaning up any attackers which managed to get past your team's defenses is a viable strategy on the final point.

Leaderboard class soldier.png Soldier

  • A Soldier is an important aspect to any team on Gold Rush. His explosive primary makes him quite good when it comes to taking out Engineer nests, while his ability to Rocket jump allows him to capture and hold vital position.
Offense

Stage 1

  • Make sure to target the Raised Tracks when exiting your spawn, since they often house Red defenses.
  • Use the Cliffs' height advantage to destroy anything below you, thus clearing out a path for the Cart to go through.
  • The Red Sentry nest located in the Hut can be relatively easily neutralized by rocket jumping onto the Hut's balcony and targeting it from there.
  • Try to help out your team in the Attic, since it is a vital position that also has many cramped spaces, making it a perfect combat environment for you.
  • Once the Attic has been captured, you can use it to spam out the usual Sentry Guns on top of the Red Decks from a safe distance.
    • With the Sentry Guns gone, you will be able to rocket jump onto the Red Decks and gain a vantage point directly over the Red spawn, enabling an effortless spawn camp.

Stage 2

  • Your primary objective on checkpoint A should be to capture the Watchtower as soon as possible. Considering the strategic importance that place has.
    • To do this, you will first need to destroy the Sentry Guns guarding it, before directly rocket jumping on it and pushing off the remaining defenders.
      • The aforementioned Sentry Guns can either be spammed out from the Blu's left spawn exit, or taken out via an ÜberCharge.
  • If you have managed to successfully secure the Watchtower, you can use its vantage point to bombard any Red position in sight, whether that be: The House, the Bridge or the Ledge.
  • The Battalion's Backup comes in handy when attempting to push through the Tunnel.
  • The Battlements offer a great overview of the Choke area, which can be used to destroy key targets in it from a far.
  • Assuming no enemy Snipers are present, you should be able to safely spam out the Sentry deck from within the Left flank.

Stage 3

  • Both the Platform and the Truck House are immensely valuable positions for the Blu team. So you should prioritize your efforts on them.
    • The Platform can be taken out by heading to the right spawn exit and using its slight height advantage to flush out the defenders.
    • The Truck House can be easily accessed via your rocket jump. Once you are on it, beware of the common Sentry nest located on top of the Truck itself.
  • The defensive buff provided by the Battalion's Backup is very useful when attempting to push through the long and narrow checkpoint B.
  • On checkpoint C, you can occupy the Sniper's Deck and use its powerful position to safely harass the defenders inside the Narrow Building.

Defense=

Stage 1

  • The Raised Tracks offer a good defensive position for a Soldier, due to the height advantage they provide.
    • However, they do not contain any Healthpacks, so being on them is quite risky. Use the Blackbox if you wish to mitigate this drawback.
  • The Attic's strategic importance makes it a prime target for the Blu team. But its cramped corridors also make it very Soldier-friendly. Due to this, it is your main concern.
  • Occasionally, you can rocket jump into the Imperial Building to kill off any Blu Snipers or Engineers camping in it.
  • The Red Decks allow you to overview the last stretch of Cart's tracks, in addition to acting as a "springboard" for the potential retaking of the Attic.

Stage 2

  • It is advised that you hold on to the Watchtower at all costs, as it is yours, and generally the Red team's biggest advantage on checkpoint A.
    • In the event that it falls into Blu's hands, employ your rocket jump ability to quickly retake it back.
  • You can exploit the fact that the Blu team has to push the Cart through the tight and narrow Tunnel by using your explosives, which excel in such an environment.
    • And if you manage to find the entire enemy team clumped up together, you can do devastating damage, especially if using the Buff Banner or being Kritzkrieged.
  • Since you are one of the few classes which can realistically reach the Battlements, it should be your duty to occasionally head in there, just to disrupt any Blu's plans.
    • There is also a nice ambush spot right above the doorway which leads to the Battlement's left side.

Stage 3

  • There are a couple of standable ledges right above the Blu's middle spawn exit, which serve as very nice ambush spots.
  • The Truck House and the Platform both offer great height advantage. Pick one as your main position and get to bombarding.
  • Unlike many other classes, you can take advantage of both the House's dropdown and the Valley's dropdown with your rocket jump capability.

Leaderboard class pyro.png Pyro

Pyros will quickly find that this map suits them well. Generally tight and narrow spaces, which are present nearly everywhere, allow the Pyro to close the distance between him and his target. Meanwhile, the numerous concealed nook and crannies open up an opportunity for a more passive playstyle with their ambush potential.

Offense

Stage 1

  • It might be wise to hold off from immediately rushing out of your spawn and wait for the usual Sentry Gun on top of the Raised Tracks to get destroyed first.
  • Take care to Spy check the common Spy hiding spots on checkpoint A, which include: The Raised Tracks, The right side boxes and ledge, between the Cliffs and a rock.
  • Your Compression blast can be used to shield friendly teammates from Projectiles coming from the: Hut, Red Decks or Attic.
    • The aforementioned positions offer valuable High ground advantage to the Red team. As such, it is no wonder that many projectiles originate from there.
  • Try to stick with your teammates on checkpoint B. They are probably going to be fighting inside the Attic, where your offensive capabilities can shine.
  • If the Snipers camping on top of the Red Decks are giving your team a rough time, you can then employ one of your Flare Guns to fend them off.
  • The Mine Shaft can be used to sneakily reach the Red spawn, at which point the Backburner becomes very effective.

Stage 2

  • Immediately exiting the spawn, or more specifically the right spawn exit is usually quite dangerous, due to the heavily fortified Red positions on top of the neighbouring Watchtower.
    • If you do not posses the patience required for waiting out until the said positions are neutralized, you can always attempt to flank under the House and avoid them entirely.
  • The Detonator can be used to swiftly reach the Watchtower and give yourself an advantage.
  • Protecting your teammates with your Compression blast while they are traversing the Tunnel is a must, as they will be very vulnerable to explosives and ÜberCharges during that phase.
  • Make sure to regularly Spy-check the battlefield. A nook near the Blu's right exit, a fence near the Watchtower, under the House and the Bridge are all possible Spy hiding spots.
  • Assuming one of your team's Medics decides to Über you, you can jump out of the Main Buildings and into the Final area, landing practically right on top of the Red defenses.
    • But without a Medic, this is not possible. Leaving your area of operations confined to the Left flank.

Stage 3

  • After entering the Basin, you will be able to use the Thermal Thruster in order to launch yourself upwards and land on the Truck House.
    • If you plan on doing this, then it is recommended that you equip the Back Scratcher, as there is only one small Healthpack in the Truck House.
  • Due to the sheer volume of fire and Sentry Guns present on checkpoint B, your offensive capabilities there are unfortunately limited.
    • As such, the best thing you can do in this situation would be to support your team via extinguishing, Spy-checking and denying enemy ÜberCharges.
  • By going through the House you will be able to either ambush the defenders in their Yard, or to climb up to the Battlements and take out the Red Snipers.
  • The Sniper's deck offers an overview of the final checkpoint, allowing you to cause severe harassment with any one of your Flare Guns, or major damage with the Scorch Shot.
Defense

Stage 1

  • Checkpoint A contains many ambush spots in which you can await for the attackers, such as: behind the left side boxes, under the Raised Tracks, up on the ledge etc.
    • In addition, there is also a section of the roof in between the Blu's middle and right exits. It requires the Thermal Thruster too be accessed, but is extremely well concealed.
  • Once the attackers reach the Cliffs, they will use the newly gained height advantage to start bombarding your team, making your Compression blast a necessity.
  • The narrowness of the Tunnel allows your flames to spread like wild fire. This advantage can be utilized when the attackers start to push the Cart through the said Tunnel.
  • The Attic's claustrophobic space gives you a big advantage when fighting against Blu members, who often venture in there.
  • If the Attic has been captured, you can use the Detonator to quickly reach it and flush out the attackers.
  • Red's last line of defense are usually Sentry nests on top of the Red Decks. So it is very important that you keep those Guns alive by reflecting incoming projectiles.

Stage 2

  • Due to the structure of Blu spawn, that being of a very cramped dugout accompanied by two even tighter Tunnels, your damage potential starts to exceed all logic.
    • Assuming you can get a Medic to Über you, you can carelessly walk right into one of the Blu's two tunnels, trap and burn anyone inside it, before moving on to the next tunnel.
  • On checkpoint B, you can wait outside the Tunnel for enough Blu members to gather in it, before asking a Medic to Über you and proceeding to run inside, burning everything in sight.
  • You can aid your Soldiers defending the Battlements by using either the Detonator, or the Thermal Thruster to reach them.
  • Because of the two large Ammo packs in them, Spies love to hang around the Main Buildings. Take note of that.

Stage 3

  • The Detonator is an extremely useful weapon on checkpoint A, as its vertical mobility comes in handy when traversing the numerous platforms and differing elevations.
    • For example, it can be used to reach the Blu's left exit, to position oneself above the middle exit, to swiftly exchange positions in between the Platform and the Truck House etc.
  • Keep an eye out on Blu Snipers, as they can be quite devastating on this section of Gold Rush.
  • When defending the second checkpoint, your only task should be to push away Blu ÜberCharges, due to the fact that an Über is Blu's only means of breaking through the B's defenses.
  • Spies will often attempt to sneak into the Red Yard via the dropdown. Because of this, make sure to consistently Spy-check the stairs leading out of the Valley.
  • That same Dropdown can also be utilized by you. But unlike a Spy who will drop down through it, you will need the Thermal Thruster in order to ascend up it.
    • But doing this is not advised, as you are likely to end up in an unfavourable position.

Leaderboard class demoman.png Demoman

Gold Rush is essentially Demoman heaven. With plenty of Chokepoints, confined spaces and other explosive-friendly terrain, a single good Demoman can completely obliterate the enemy team.

Offense

Stage 1

  • Take the right most exit when leaving your spawn, as that will bring you into a prime position for destroying the Raised Tracks' defenses.
  • Hut is usually the Red's main defensive hold out. However, due to its compact structure, it can be quite easily spammed out.
  • By sticky trapping the Tunnel, you will essentially block the Red teams' only escape route. Thus preventing them from retreating back to point B and setting up a defense there.
  • Assuming a Medic is willing to Über you, you can head up to the Attic in order to take out the key fortifications commonly found there.
    • If, however, you do not have access to a Medic. You can still spam out the Attic from within the Imperial building.
  • The advantageous position of the Attic can be used to bombard Red Sentry Guns on top of the appropriately named Red Decks.
    • However, enemy Snipers can and will put a stop to this. In that case, you can launch your Projectiles through a hole in the fence of the Large Healthpack Room.

Stage 2

  • Focus on taking out the defenders on top of the Watchtower, as that location is extremely valuable to your team.
    • This can be done by asking a friendly Medic for an ÜberCharge before proceeding through the right spawn exit, which will bring you directly to the Watchtower.
  • The Red team has only one escape route from checkpoint A, that being the Tunnel. If you can sticky trap, they will not be able to safely evacuate.
  • Due to the openness and high Skyboxes found on checkpoint B, using the Base Jumper to float high above the ground is a viable strategy.
  • The Sentry Ledge can be safely targeted from the left side flank.

Stage 3

  • Use your explosives' Knockback in order to push off defenders from the Platform.
  • You can utilize the arc of Demoman's projectiles to bypass the wooden wall shielding the Sentry Nests behind it.
  • Because of point B's long nature, the Quickiebomb Launcher's fast travelling stickies can be used to target the Red Sniper sitting all the way at the back of the map.
  • Your primary concern on the Final point should be to neutralize the Sentry Guns situated inside the Narrow Building, as they pose a great threat to your team.
    • Their destruction can be accomplished by approaching them from the Sniper's ledge, which is out of their range.
Defense

Stage 1

  • Unlike other classes, you can stay behind the Cliffs and fire upon the advancing Blu members, thus making use of your projectiles' arc.
  • The Tunnel connecting the two checkpoints can be taken great advantage of, as its acts as chokepoint which the Blu has to traverse.
  • The Attic is not only the Blu's prime target, but also a favourable position to Demomen, due to its cramped spaces and chokey nature.
  • You can lob continues waves of grenades and stickies from within the Ditch. However, be wary of any attackers which may drop on your head from the Imperial Building.
  • Sticky jumping can be used to reach the Imperial Building in a swift fashion.

Stage 2

  • Since the Blu team only has two exits leading out of their spawn, trapping them inside it is not too difficult, especially with the Scottish Resistance.
  • The Watchtower and the House offer a safe place to retreat to when you run out of ammo.
  • Just like your Blu counter part, you can employ the unorthodox strategy of gliding high above Choke and Final area via the Base Jumper.
  • Repeatedly bombarding the two opening in the Battlements will prevent the offensive team from pushing through them.

Stage 3

  • You can use your Sticky jump ability in order to reach the Blu's upper left exit and setup a sneaky Sticky trap in there.
    • This will surprise many opponents, as they were not expecting action so early.
  • Since the Red team starts out with height advantage, shelling the Blu members attempting to push through the Basin is not particularly difficult.
  • Defending checkpoint B is quite easy. Simply spam down the Hallway and ensure that no attacker gets through in one piece.

Leaderboard class heavy.png Heavy

Due to a general lack of alternative flank routes, every stage has at least one position from which a Heavy can completely control the map.

Offense

Stage 1

  • Make sure to take the left spawn exit at the beginning of a round, as that puts you behind the Cliffs and out of the Sniper's sightlines.
  • Enemies often hide on top of the Raised Tracks, which can easily be cleared out with your large DPS (Damage per second).
  • If you are fast enough, you might be able to catch out the Red team as it is retreating through the Tunnel.
  • An unusual tactic of yours involves heading up to the Imperial Building and acting as a Sniper, by using your Tomislav to lay heavy but accurate fire on anyone below.

Stage 2

  • For the first checkpoint, simply push the Cart and help your team capture the Watchtower.
  • Due to your large Healthpool, you are arguably the best candidate for pushing the Cart through the Tunnel.
    • It might just be a wise idea to ask a Medic to accompany you while doing this. Since even 300 health sometimes is not enough.
  • If a Medic is willing to Über you, you can jump out of the Main Buildings and land directly in the Final area, causing unbridled chaos and disorder among Red lines.

Stage 3

  • Going straight for the Cart immediately after exiting the Spawn is not recommended. Instead, focus on capturing the surrounding area, that being the Platform first.
  • During the battle for the final checkpoint, defenders usually do not expect a Heavy to suddenly emerge on their left flank. As such, flanking through the House is a viable option.
Defense

Stage 1

  • Since the Heavy has so much health, you can afford to stay right on top of the Cliffs, where you will attract the most attention and be able to deal the most damage.
    • Then, when your health is depleted, you can retreat behind the said Cliffs and heal up there, before returning back to your original position.
  • You can also position yourself on top of the Raised Track, which is a less aggressive position then that of the Cliffs.
    • However, doing this will put you among your teammates, ensuring that they also get hit by projectiles aimed at you.
  • By positioning yourself right at the Tunnel's exit, you are essentially blocking the three available routes to Checkpoint B.
    • Of course, this will make you a big target for the Blu team, so its recommended that you have a Medic buddy accompanying you in this endeavor.
      • If a Medic is not available, you can always retreat into the Ditch and heal up there using one of your Lunchbox items.
  • The Mine Shaft offers an excellent ambush position spot in the event that the Cart has nearly reached the Point B.

Stage 2

  • Try to position yourself forward of the House, where you will be able to monitor the two spawn exits at Blu's disposal.
    • If you get pushed back, you should relocate into the House, from which you can support the Watchtower and the Sniper's Ledge.
  • By using the Tomislav's silent rev and quickly jumping around the corner, you will be able to surprise the Attackers just as they are pushing through the Tunnel.
    • And if you are Kritzkrieged or Übered during this, there is a potential to completely wipe off the enemy team.

Stage 3

  • On checkpoint A, you can utilize the Height advantage provided by the Platform in order to unexpectedly dropdown onto the Blu members below.
    • But doing this is risky without Overheal or an ÜberCharge.
  • If you are positioned on top of the Truck House, make sure to watch out for Spies and other classes approaching you from the rear.

Leaderboard class engineer.png Engineer

Offense

Stage 1

  • On stage 1, you can use either the Jag or the Gunslinger to quickly construct a simple Sentry immediately after exiting the spawn.
  • The Wrangler can be used to pester defenders on top of the Raised Tracks and in the Hut.
  • Once the Raised Tracks have been cleared off, an opportunity for you to move up your Sentry onto the Cliffs will open up.
  • There are two possible nesting positions on checkpoint B. You can either setup a Sentry nest in the Imperial Building, or in the Attic.
    • While the Imperial Building does seem like a superior position, it is not of much use other then to fellow Snipers.
    • The Attic, on the other hand, is much more important to the overall progress of the Bu team.

Stage 2

  • Unlike on the previous stage, now you have an entire area in front of Blu's spawn at disposal, allowing you to construct an entire Sentry nest before the round even begins.
  • Moving up your gear before the Watchtower is captured usually does not end well. Unless you have the Jag and can quickly redeploy your nest.
  • The Wrangler can be used to harass Red Snipers on the Sniper Ledge.
  • Once the House has been captured, you should be able to move up your Sentry onto the Bridge, where it can directly monitor the checkpoint A.
  • If your teammates are struggling in the Tunnel, you should setup a Teleporter inside the Battlements, which can bring your team directly to an advantageous position.
  • If the defenders inside the Final Area get distracted enough, it might be possible to advance your Gun onto the bridge connecting the Main Building, thus securing victory.

Stage 3

  • Immediately at the beginning of a round, you should direct your efforts onto establishing a forward base on the Platform.
  • An unorthodox strategy involves Sentry jumping to the Truck House and maintaining a nest there. But this is quite risky.
  • Considering that the Blu team has no forward spawns, Teleporters are of utmost priority here. Especially when attacking the Checkpoint C which is very distant.
    • Consider equipping the Eureka Effect in order to maintain these vital buildings more easily.
  • Assuming the coast is clear, you can try sneaking a Sentry into the Sniper's deck, from where it can attack the Red's right flank.
    • Even better, you can setup an entire nest here, as well as Teleporters. So that your team can together organize an attack from the sides.
Defense

Stage 1

  • For the first checkpoint, you can setup your Sentry on top the Raised Tracks, where it will be able to significantly delay the attackers, albeit at a cost to its life span.
  • For a more passive position, the Sentry can be placed behind the Cliffs, alongside the Dispenser.
  • When the Cliffs get captured, you will have to make a choice:
    • Risk being encircled and destroyed by setting up in the Hut in hopes of preventing Point A's demise.
    • Or safely retreat through the Tunnel and organize a more successful defense of checkpoint B, at a cost of giving up point A.
  • Assuming you have managed to successfully evacuate from Point A, you should setup a nest in the Attic, as it is an immensely important position to the Red team.
    • If there is already another Engineer setting up there, you can move your gear down into the Ditch, where it can support Reds in the Tunnel.

Stage 2

  • There are two viable Sentry nest positions on checkpoint A. They are: the Watchtower and the House.
    • Since the House is prone to being surrounded, it might be wise to equip the Eureka Effect if you plan on staying in it.
  • If you have the Wrangler, you can sentry jump onto the Battlements.
  • The Main Buildings offer an excellent position for defending the Choke Area.

Stage 3

  • There is a sneaky little Sentry spot directly on top of the Truck. It is hard to see and even more harder to destroy once detected, so it is great at holding of the attackers.
  • Alternatively, a relatively common, and subsequently easy-to-take-out Sentry position can be found on the Platform.
  • On the Final checkpoint, you have a number of options where choosing where do you want to organize a defense.
    • First and the most common Sentry spot would be the Narrow Building. It is an overall good position, but has the fatal flow of being severely exposed from the Sniper's Deck.
    • Second location is a tiny room directly under the Battlements. It does not offer much visibility, but is extremely well protected due to it essentially being a bunker.
    • In contrast, placing your beloved Gun on top of the Yard's Truck will allow it to overview the entire area of Point C, while leaving it exposed from multiple directions.

Leaderboard class medic.png Medic

Offense

Stage 1

  • The Raised Tracks are usually the first defensive entrenchment you will encounter. They do not require an ÜberCharge in order to successfully take down.
  • The Snipers inside the Hut and the Tunnel are sure to be looking for you, so take cover behind the Cliffs if you can.
  • Overhealing Soldiers is quite a powerful tactic on checkpoint A, since they can reach the Hut's balcony and easily take out anything inside.
  • An offensive Medic is immensely important inside the Attic, where your heals can negate the lack of Healthpacks, while your ÜberCharge can crack the Attic's tough defense.
  • Once the Attic is secured, you can use the Crusader's Crossbow to provide long-range support to Soldiers and Demomen attacking the Red Decks.

Stage 2

  • At the beginning of a round, take the right exit out of spawn and Über a Heavy or a Demoman, so that they can quickly neutralize the Watchtower's defenses.
    • Alternatively, you can take the left spawn exit and direct your efforts onto the House, banking on a flank-attack instead.
  • Do not forget about the Snipers on top of the appropriately named Sniper Ledge. They are a big problem on checkpoint A.
  • If you have an ÜberCharge to spare after the fighting on Point A, it is best advised that you use it while pushing through the Tunnel.
  • The best way to quickly take over the Final area is to Über someone while unexpectedly jumping out of the Main Buildings.

Stage 3

  • Simply take the right spawn exit at the beginning of an match and Über onto the Platform.
  • With the Platform hopefully in your hands, you can orientate yourself on securing the Truck House, by healing teammates attempting to do so, and preparing an assault on Point A.
  • If the enemy managed to prepare sufficient defenses for checkpoint B, then the Stock ÜberCharge is simply a must if you wish to breakthrough.
  • Although taking the most direct route to the final checkpoint, that being the Choke, can work out, sometimes its better to look at other options.
Defense

Stage 1

  • Do not position yourself on the Raised Tracks, where you are heavily exposed. If you want to heal your teammates, you can easily, and more safely, do it from behind the Cliffs.
  • Remember that Checkpoint A is heavily skewed in attackers' favour. So it is okay to retreat early and abandon your team, if you think that it is not worth risking it anymore.
  • If you can Über a Pyro and let him loose inside the Tunnel, he will be able to cause devastating damage to the Blu team.
  • Be wary of the Imperial Building, since flanking enemies can easily sneak through there.
  • In the event that the Attic is lost, it can retaken back by overhealing a couple of Demomen or Soldiers, and letting them blast jump to it.

Stage 2

  • The Crusader's Crossbow is useful both when attempting to heal teammates on the Watchtower, or to heal teammates from the Watchtower itself.
  • Due to the nature of Blu spawn, a single ÜberCharge on a Pyro or a Heavy will usually initiate a spawn camp.
  • Take advantage of the Tunnel's narrowness by letting loose a short-ranged class inside it, such as the Pyro, during a Blu push.
  • The Crusader's Crossbow is useful for healing teammates which managed to reach the Battlements, thus keeping them in fight up there.
  • If you have been pushed back to the Final area, it might be wise to equip the Quick-Fix, as you can expect a lot of incoming damage from multiple directions.

Stage 3

  • Try to stick to either the Platform or the Truck House. These positions drastically increase your survivability, due to the height advantage and healthpacks they provide.
    • The Truck House is a little better in this regard, since it offers more cover. While the Platform is Red's primary defensive positions, meaning that you will be more needed there.
  • Focus on healing explosive classes on point B, as they excel in such an environment.
  • Focus your healing attention onto the teammates which are defending the Choke entrance, as that is likely the first route the attackers will take to Point C.
    • Then, when the Blu's assault has been repelled, you can use your ÜberCharge to push through the Choke and retake lost ground.

Leaderboard class sniper.png Sniper

Offense

Stage 1

  • Make sure to neutralize the Red Snipers, which will be hiding: In the Hut, in the Tunnel, on the Red Decks and outside the Mine Shaft.
  • From the Cliffs, you will be able to target the Red defenders retreating from Checkpoint A.
  • Once Point A is captured, a gate on the left will open leading to the Imperial Building. This location is excellent for a Sniper, as it allows you to overlook the entirety of Ditch.
  • When the Attic gets captured, you can either stay in the Imperial Building, or move over to the Attic, from which you will be able to target anyone exiting Red Spawn.

Stage 2

  • At the beginning of a round, you should try to take the left spawn exit, as that will put you in a concealed position from which you can target the Watchtower.
    • Alternatively, you can proceed to flank under the House in order to gain a vantage point over the Tunnel, thus preventing Red reinforcements.
  • When your team is assaulting checkpoint B, you should occupy the Battlements, a very powerful position which grants you a complete overview of the Choke area.
    • Then, when fighting moves to the Final area, you can either stay in the Battlements' left side and support your teammates from there, or reposition yourself in front of the Tunnel.

Stage 3

  • Due to its importance, you should first focus your attention on the Platform, which you will be able to oversee from the right spawn exit.
  • Because of checkpoint's B long and narrow nature, it can essentially be described as a Sniper-heaven. However, the same applies to the enemy Sniper, so beware.
  • There is a small bunker right behind the Choke. It grants a powerful sightline which stretches all the way to the Red spawn, so it is advised that you try to take it.
  • As the name implies, the Sniper's Deck is a very handy position for a Sniper, since it allows you to overview the Red Yard and the Narrow Building, two important locations.
    • However, unless you have teammates close by, you will be quite isolated here. So it is recommended that you bring Jarate and the Bushwacka for self defense.
Defense

Stage 1

  • On checkpoint A, the Hut is arguably the best Sniper position, since it allows you to overview the entire area of Point A, including the inside of Blu's spawn.
    • However, you are very exposed in this position, so it might be a better idea to retreat into the much safer Tunnel.
  • The best Sniping position on Point B would be the Red Decks, due to the vast array of sightlines they grant you.
    • If, for some reason, you do not want to occupy the aforementioned Red Decks, then you can position yourself in front of the Mine Shaft.

Stage 2

  • While the Watchtower is a powerful position, it is often overrun by friendly teammates which may get in your way. Due to this, the Sniper Ledge is usually a better choice.
  • The tactic of spamming Huntsman arrows down the Tunnel is a perfectly valid one.

Stage 3

  • Right around the area where the Basin ends the wooden wall begins is a powerful Sniper spot, which allows you to see nearly every important area on checkpoint A.
    • However, being able to see everything also means that everyone can see you, making this a particularly dangerous spot.
  • The Battlements on checkpoint C grant sizeable height advantage and good vision.

Leaderboard class spy.png Spy

Offense

Stage 1

  • The right spawn exit is usually the calmest one.
  • There is a large Ammo pack near the Hut, which you can use to replenish your Cloak meter.
  • If the enemies inside and around the Hut are too Spy-aware, you can always make your way to the Red spawn in order to take out their Teleporters.
  • The Red Decks offer a sizeable height advantage, which is useful for dropping down on unsuspecting enemies and getting a quick Backstab.
  • Due to the lack of Ammo on checkpoint B, equipping the L'Etranger is highly recommended.
  • There is often a Red teleporter to Attic, something which a smart Spy can exploit.

Stage 2

  • At the start of the round, it is best to use the left spawn exit, as it is usually left out of action.
  • The Sniper Ledge often contains clueless Snipers for your Knife to feast on.
  • You can find two large Ammo packs in the Main Buildings.
    • Defenders will also often pass under the said Main Buildings, opening up opportunities for a dropstab.

Stage 3

  • The Platform's linear nature often ensures that its defenders back right into your knife, due to the mounting pressure from your team.
  • The Truck House usually contains Red Sentry nests, so take note of that.
  • The Dead Ringer is very useful on checkpoint B, where traversing a narrow hallway while both teams are throwing Projectiles down it is quite hard indeed.
  • Since the last point almost always transforms into a Sentry Gun "alley", it might be advisable to equip the Your Eternal Reward.
Defense

Stage 1

  • You can patiently wait, for the attackers to exit their spawn, either below the Raised Tracks or on top of a small ledge on the left.
  • There is a miniscule indent located near the ladders which lead out of the Ditch. In here, you can wait for the attackers to exit the Tunnel.
    • Conversely, you can brute force your way through the Tunnel with the Dead Ringer.
  • Blu Snipers often cluster up in the Imperial Building.

Stage 2

  • It might be possible to sneak through the Blu's left (from your perspective right) spawn exit at the beginning of a round.
  • Most enemies will be looking at the Watchtower when exiting their spawn.
  • Enemies will often cluster up in the Tunnel, opening up a possibility for a chainstab. Assuming you are in the right position.
  • You can wait below the Battlements for the attackers to drop down into your hands.

Stage 3

  • Use the Platform's and the Truck House's elevation to drop down onto the Attackers in the Basin.
  • Since the Spy only has one way to reach the Blu's backline on checkpoint C, it is advised that you play very cautiously, in order to preserve your life while in a superb position.
  • Teleporters are incredibly important to the Blu team on point C. So make sure to take them out.

Update history

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

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 BLU's respawn area from the top route.

July 10, 2013 Patch

  • 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.

July 11, 2013 Patch

  • Fixed an areaportal improperly rendering in pl_goldrush.

March 5, 2014 Patch

  • Added nobuild area under the train tracks to prevent teleport trap near BLU spawn in stage 1.

July 15, 2015 Patch

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to Gold Rush.

November 25, 2015 Patch

  • [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 main deck 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