Difference between revisions of "Payload"

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{{Quotation|'''The Heavy'''|Onward, great bomb-cart!|sound=Heavy_cartmovingforwardoffense17.wav}}
 
{{Quotation|'''The Heavy'''|Onward, great bomb-cart!|sound=Heavy_cartmovingforwardoffense17.wav}}
  
On '''Payload''' maps, the [[BLU]] team must escort a [[#Carts|cart]] full of explosives through a series of checkpoints and into the [[RED]] team's base within a certain amount of time. BLU team members move or "push" the cart by standing next to it - the more people near the cart, the faster it moves. Any RED team member standing near the cart will stop it from venturing further. If a BLU player does not push the cart after 30 seconds have passed, the cart will start slowly moving backwards until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. The cart works as a Level 1 [[Dispenser]] for the BLU team (and disguised enemy [[Spy|Spies]]) to restore [[health]] and [[Ammo|ammunition]] to those pushing it.
+
'''Payload''' is a game mode in which the [[BLU]] team must escort a [[#Carts|cart]] full of explosives through a series of checkpoints and into the [[RED]] team's base within a certain amount of time.
 
Payload maps may or may not be split into multiple rounds. Some maps traditionally have one-way routes from the BLU team's side, sometimes closed off until a specific point is taken.
 
  
Maps such as [[Gold Rush]], [[Hoodoo]], and [[Thunder Mountain]] are split into three stages that the BLU team must advance through and win. Stages one and two have two checkpoints and stage three has three checkpoints (two for Hoodoo), counting the final point as such. The [[Badwater Basin]] and [[Upward]] maps have a single round with four checkpoints, counting the final point as such. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing it to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the Payload cart will explode killing anyone standing too close to it and destroying the RED team's base as well, thus symbolizing the BLU team's victory.
+
[[Image:Pipeline.jpg|thumb|right|300px|The third stage of Pipeline.]]
  
 
{{anchor|PLR|plr|Plr|Race|race|Payload race|Payload Race}}
 
{{anchor|PLR|plr|Plr|Race|race|Payload race|Payload Race}}
 +
'''Payload Race''' is another game mode based on '''Payload''', in which both the [[RED]] and [[BLU]] teams have an explosive Payload. To win, each team must push their cart through enemy territory to reach the finishing point while preventing the enemy team from doing the same.
 +
 +
== Cart mechanics ==
 +
 +
=== General ===
 +
{{anchor|Cart Speed|Cart speed|Cart Speeds|Cart speeds|Speeds}}
 +
The cart is pushed by standing next to it – the more people there are, the faster it moves, up to a limit of 3 players. Any additional players who push it will not increase the speed further. [[Scout]]s and players carrying the [[Pain Train]] count as two people. If any opposing team member stands near the cart, it is [[defense|blocked]] and the cart will not move until the opposing player leaves or is killed. (Disguised Spies do not oppose the movement of the cart.) [[ÜberCharge]]d players who are [[Medi Gun|invulnerable]] do not count towards the number of players pushing the Payload cart and therefore cannot push the cart over a checkpoint by themselves. (Charges from the [[Kritzkrieg]] and [[Vaccinator]] mediguns do not have this effect.)
  
== Payload Race ==
+
If any buildings are placed on the tracks, the building will be destroyed as the cart passes through it. The cart works as a Level 1 [[Dispenser]] for the team it belongs to, restoring [[health]] and [[Ammo|ammunition]] to those pushing it. Unlike Level 1 Dispensers, the cart does not have a limit to the amount of metal it can give to Engineers. It will also provide ammo and health to disguised enemy Spies.
[[Image:Pipeline.jpg|thumb|right|300px|The third stage of Pipeline.]]
+
 
 +
{{Anchor|inclined slope|Rollback}}
 +
If a cart is left unattended on specifically marked '''incline slopes''' or '''rollback zones''', it will roll backwards. The cart-pushing team must push it continuously to get it up such hills. Sections of the track that can do this will have chevrons on the progress bar to help show how far the cart must be pushed to overcome them. Reaching an inclined slope becomes a sort of checkpoint that the cart cannot reverse past.
 +
 
 +
As of the [[July 8, 2010 Patch|Engineer Update]], the cart has a glowing, team-colored outline effect that enables its position to be identified through walls and from further away, allowing players to keep an eye on its whereabouts at all times.
 +
 
 +
=== Payload ===
 +
In '''Payload''', the BLU team must push a cart through a series of checkpoints and into the RED team's base within a certain amount of time. Reaching a checkpoint adds time to the timer.
 +
 
 +
If a BLU player does not push the cart after 30 seconds have passed, the cart will start slowly moving backwards until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. If the cart is not moving backwards when time runs out, [[Overtime]] will occur, which gives the attacking team five seconds to move the bomb until they lose. The timer resets each time the cart is pushed.
 +
 
 +
=== Payload Race ===
 +
In '''Payload Race''' mode, both teams are issued a cart. The teams must simultaneously push their cart through enemy territory while preventing the enemy team from doing the same. Unlike Payload maps, the cart will not move backwards after any length of time (unless it is on an inclined slope) and there is no time limit; the map only ends when one team successfully pushes their cart to the finish point.
 +
 
 +
Payload Race maps tend to use rolling slopes much more than standard Payload maps. During [[Overtime]], both carts will automatically move forward slowly to prevent [[Match outcomes#Stalemate|Stalemates]]. Pushing one cart stops the other from moving forward by itself.
  
Unlike Standard Payload maps, '''Payload Race''' maps feature both the [[RED]] and [[BLU]] teams issued with a cart, therefore teams are not defined to an attacking or defending role. To win, each team must simultaneously push their cart through enemy territory to reach the finishing point while preventing the enemy team from doing the same. As with Payload maps, team members push the cart by standing next to it, with more members increasing the speed of the cart and any opposing team member standing near the cart stopping it. Also like Payload, each cart works as a Level 1 Dispenser for their team (and disguised enemy [[Spy|Spies]]), restoring health and ammunition to those pushing the cart.
+
=== Li'l Chew Chew ===
 +
{{main|Frontier}}
  
Unlike Payload maps, the cart will not move backwards after any duration of time and there is no time limit; the map will only end when one team successfully pushes their cart to the finish point. Parts of the track may feature slopes or other obstacles on which the cart will quickly roll back down to the bottom unless being constantly pushed. Sections of the track that can do this will have chevrons on the progress bar to help show how far the cart must be pushed to overcome them.
+
On the Payload map [[Frontier]], a substantially larger mechanized train engine known as '''Li'l Chew-Chew''' is used in place of the standard BLU cart. It has movable jaws with razor-sharp teeth and two headlights as eyes, and a rideable platform on the back.
 
Payload Race maps are either single- or multi-stage. [[Pipeline]] and [[Nightfall]] are split into three stages, whereas [[Hightower]] consists of only one stage. Winning in each of the first two stages will give an advantage to the winning team in the next stage (the cart is pushed slightly forward from the starting point).
 
  
{{anchor|Payload maps|Payload Maps|maps}}
+
Providing cover from frontal attacks, Li'l Chew Chew is capable of significantly damaging any player (of either team!) in its mouth when it is moving forwards. The damage done increases as more players ride its rear platform; three or more attackers cause the jaws to deal an instant-kill by "swallowing" the victim whole, leaving no corpse. The platform also has a built-in BLU [[Dispenser]], however, those riding on it will have trouble seeing directly in front of the cart as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts. It can't be blocked by opposing players from RED team standing in front of it, only when opposing players stand near or on top of the train's platform.
  
 
== Strategy ==
 
== Strategy ==
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{{main|Community Payload Race strategy}}
 
{{main|Community Payload Race strategy}}
  
 +
{{anchor|Payload maps|Payload Maps|maps}}
 
== Maps ==
 
== Maps ==
 +
Payload maps may be split into multiple rounds, such as [[Gold Rush]], [[Hoodoo]], and [[Thunder Mountain]]. These are split into three stages that the BLU team must advance through and win. Stages one and two have two checkpoints and stage three has three checkpoints (two for Hoodoo), counting the final point as such.
 +
 +
[[Badwater Basin]] and [[Upward]] have a single round with four checkpoints, including the final point. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing the cart to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the Payload cart will explode, killing anyone standing too close to it and destroying the RED team's base as well.
 +
 +
Payload Race maps can be single or multi-stage. [[Pipeline]] and [[Nightfall]] are split into three stages, whereas [[Hightower]] consists of only one stage. Winning in each of the first two stages gives an advantage to the winning team in the next stage (the cart starts slightly forward from the starting point).
 +
 
{{main|List of maps}}
 
{{main|List of maps}}
  
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| [[File:Plbadwater.jpg|160px|link=Badwater Basin]]
 
| [[File:Plbadwater.jpg|160px|link=Badwater Basin]]
 
| width="60px" |{{code|pl_badwater}}
 
| width="60px" |{{code|pl_badwater}}
 +
|-
 +
|style="background-color:#F9D483;" |'''[[Barnblitz]]'''
 +
| [[File:Barnblitz.PNG|160px|link=Barnblitz]]
 +
| width="60px" |{{code|pl_barnblitz}}
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Brimstone (map)|Brimstone]]'''''
 +
| [[File:Pl fifthcurve event.png|160px|link=Brimstone (map)]]
 +
| width="60px" |{{code|pl_fifthcurve_event}}
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Borneo]]'''''
 +
| [[File:Pl_Borneo.jpg|160px|link=Borneo]]
 +
| width="60px" |{{code|pl_borneo}}
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Enclosure]]'''''
 +
| [[File:Enclosure_main.jpg|160px|link=Enclosure]]
 +
| width="60px"  |{{code|pl_enclosure_final}}
 
|-
 
|-
 
|style="background-color:#F9D483;" |'''''[[Frontier]]'''''
 
|style="background-color:#F9D483;" |'''''[[Frontier]]'''''
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| [[File:Goldrush.jpg|160px|link=Gold Rush]]
 
| [[File:Goldrush.jpg|160px|link=Gold Rush]]
 
| width="60px" |{{code|pl_goldrush}}
 
| width="60px" |{{code|pl_goldrush}}
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Hellstone]]'''''
 +
| [[File:Pl millstone event.jpg|160px|link=Hellstone]]
 +
| width="60px" |{{code|pl_millstone_event}}
 
|-
 
|-
 
|style="background-color:#F9D483;" |'''''[[Hoodoo]]'''''
 
|style="background-color:#F9D483;" |'''''[[Hoodoo]]'''''
 
| [[File:Plhoodoo.jpg|160px|link=Hoodoo]]
 
| [[File:Plhoodoo.jpg|160px|link=Hoodoo]]
 
| width="60px" |{{code|pl_hoodoo_final}}
 
| width="60px" |{{code|pl_hoodoo_final}}
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Snowycoast]]'''''
 +
| [[File:Pl snowycoast.jpg|160px|link=Snowycoast]]
 +
| width="60px" |{{code|pl_snowycoast}}
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Swiftwater]]'''''
 +
| [[File:Pl_swiftwater.jpg|160px|link=Swiftwater]]
 +
| width="60px" |{{code|pl_swiftwater}}
 
|-
 
|-
 
|style="background-color:#F9D483;" |'''[[Thunder Mountain]]'''
 
|style="background-color:#F9D483;" |'''[[Thunder Mountain]]'''
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| [[File:Engineer Update Upward.png|160px|link=Upward]]
 
| [[File:Engineer Update Upward.png|160px|link=Upward]]
 
| width="60px" |{{code|pl_upward}}
 
| width="60px" |{{code|pl_upward}}
|-
 
|style="background-color:#F9D483;" |'''[[Barnblitz]]'''
 
| [[File:Barnblitz.PNG|160px|link=Barnblitz]]
 
| width="60px" |{{code|pl_barnblitz}}
 
 
|}
 
|}
  
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! class="header"  |Picture
 
! class="header"  |Picture
 
! class="header"  |File name
 
! class="header"  |File name
 +
|-
 +
|style="background-color:#F9D483;" |'''''[[Banana Bay]]'''''
 +
| [[File:Bananabay_main.jpg|160px|link=Banana Bay]]
 +
| width="60px"  |{{code|plr_bananabay}}
 +
|-
 +
|style="background-color:#F9D483;" |'''[[Helltower]]'''
 +
| [[File:Plr hightower event centertower.jpg|160px|link=Helltower]]
 +
| width="60px" |{{code|plr_hightower_event}}
 
|-
 
|-
 
|style="background-color:#F9D483;" width="80px" |'''[[Hightower]]'''
 
|style="background-color:#F9D483;" width="80px" |'''[[Hightower]]'''
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| [[File:Pipeline.jpg|160px|link=Pipeline]]
 
| [[File:Pipeline.jpg|160px|link=Pipeline]]
 
| width="60px" |{{code|plr_pipeline}}
 
| width="60px" |{{code|plr_pipeline}}
|-
 
|style="background-color:#F9D483;" |'''[[Helltower]]'''
 
| [[File:Plr hightower event centertower.jpg|160px|link=Helltower]]
 
| width="60px" |{{code|plr_hightower_event}}
 
 
|}
 
|}
 
== Carts ==
 
'''Carts''' are the objective and focus of the Payload and Payload Race game modes.
 
 
Carts are attached to a line of railroad tracks; the objective being to push the cart along said tracks while the enemy team attempts to stop it. The cart is pushed by standing next to it – the more people, the faster it moves (up to a maximum of three – see [[#Speeds|Speeds]] section below). If any opposing team member gets near the cart, it is [[defense|blocked]] and the cart will not move until all opposition is removed. If any buildings get in its way, the building is destroyed as the cart runs into it. The cart acts as a Level 1 Dispenser for the team that owns it by restoring [[health]] and providing [[ammo]] and [[metal]]. Unlike Level 1 Dispensers, the cart does not have a limit to the amount of metal it can give to Engineers. It will also provide ammo and health to Spies disguised as its team.
 
 
If a cart is left unattended on specifically marked slopes, it will naturally roll down backwards. The cart-pushing team must push it continuously to get it up such hills, whereas reaching an inclined slope becomes a sort of checkpoint that the cart cannot reverse past. As of the [[July 8, 2010 Patch|Engineer Update]], the cart has a glowing, team-colored outline effect that enables its position to be identified through walls and from further away, allowing players to keep an eye on its whereabouts at all times.
 
 
=== Payload ===
 
In '''Payload''' mode, the BLU team must push a cart through a series of checkpoints and into the RED team's base within a certain amount of time. Reaching a checkpoint adds time to the timer. If a BLU player does not push the cart after 30 seconds have passed, the cart will start slowly moving backwards until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. If the cart is not moving backwards when time runs out [[Overtime]] will occur, which gives the attacking team five seconds to move the bomb or they lose. The timer resets each time the cart is touched.
 
 
=== Payload Race ===
 
In '''Payload Race''' mode, both teams are issued a cart. The teams must simultaneously push their cart through enemy territory while preventing the enemy team from doing the same. Unlike Payload maps, the cart will not move backwards after any length of time (unless it is on an inclined slope) and there is no time limit; the map only ends when one team successfully pushes their cart to the finish point. Payload Race maps tend to use rolling slopes much more than standard Payload maps. During [[Overtime]], both carts will automatically move forward slowly to prevent [[Match outcomes#Stalemate|Stalemates]]. Pushing one cart stops the other from moving forward by itself.
 
 
=== Lil' Chew Chew ===
 
On the Payload map [[Frontier]], a substantially larger mechanized train engine known as '''Lil' Chew-Chew''' is used in place of the standard BLU cart. Providing cover from frontal attacks, the [[Train]] is capable of significantly damaging anyone who finds themselves (whether willingly or forcibly) in its mouth when it is moving forwards; the damage done increases as more players ride its rear platform to the point where three or more attackers cause it to deal an instant-kill. The platform also has a built-in BLU [[Dispenser]], however, those riding on it will have trouble seeing directly in front of the cart as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts.
 
 
{{anchor|Cart Speed|Cart speed|Cart Speeds|Cart speeds|Speeds}}
 
 
=== Cart speeds ===
 
The '''cart speed''' depends on the amount of people (the multiplier) that are pushing. Currently, all Standard Payload maps use the same speeds. Speeds are measured in [[Hammer unit]]s per second. Note that the capture limit is 3 players, and any additional players who push it will not increase the speed further.
 
 
{{Cart speeds}}
 
 
{{youtube|Cm77RHyx05o}}
 
  
 
== Related achievements ==
 
== Related achievements ==
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== Update history ==
 
== Update history ==
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
+
{{Update history | '''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 
* Added Payload mode.
 
* Added Payload mode.
 
* Added map: Gold Rush.
 
* Added map: Gold Rush.
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'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
 
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
 +
* Added Payload Race mode.
 
* Added maps: Hoodoo and Pipeline.
 
* Added maps: Hoodoo and Pipeline.
  
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'''{{Patch name|06|18|2014}}''' ([[Love & War Update]])
 
'''{{Patch name|06|18|2014}}''' ([[Love & War Update]])
* Fixed physics debris triggering the payload cart's finale explosion in [[pl_upward|pl_upward]].
+
* Fixed physics debris triggering the Payload cart's finale explosion in [[pl upward|pl_upward]].
 
* {{Undocumented}} Added new voice lines for the Administrator for Payload Race.
 
* {{Undocumented}} Added new voice lines for the Administrator for Payload Race.
  
== Unused content ==
+
'''{{Patch name|12|8|2014}}''' ([[End of the Line Update]])
The following models are present in the game files.
+
* {{Undocumented}} Added Payload carts, with bombs from the [[End of the Line (video)|End of the Line movie]].
<gallery perrow=5>
+
 
file:Prototrain1.png|The prototype rideable bomb cart.
+
'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
file:Prototrain1under.png|The prototype rideable bomb cart undercarriage.
+
* Added map: Borneo.
file:Prototrain2.png|The prototype rideable bomb cart car.
+
 
file:Prototrain2under.png|The prototype rideable bomb cart car undercarriage.
+
'''{{Patch name|7|4|2015}} #1'''
file:Spytechcartbomb.png|Cart bomb model found in game files that resembles concept art.
+
* Fixed an exploit related to taunting and then dying on the final control point of Payload maps.
</gallery>
+
 
 +
'''{{Patch name|7|15|2015}} #1'''
 +
* Fixed an exploit related to the final control point and dropped weapons on Badwater Basin, Barnblitz, Borneo, and Gold Rush.
 +
 
 +
'''{{Patch name|10|28|2015}} #1''' ([[Scream Fortress 2015]])
 +
* Added map: Hellstone.
 +
 
 +
'''{{Patch name|12|17|2015}} #1''' ([[Tough Break Update]])
 +
* Added map: Snowycoast.
 +
 
 +
'''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])
 +
* Added map: Swiftwater.
 +
 
 +
'''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]])
 +
* Added map: Brimstone.
 +
 
 +
'''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]])
 +
* Added map: Banana Bay and Enclosure.
 +
}}
  
 
== Bugs ==
 
== Bugs ==
 
[[Image:Payload glitch.jpeg|thumb|The cart spinning bug.]]
 
[[Image:Payload glitch.jpeg|thumb|The cart spinning bug.]]
 
[[Image:Derail.jpg|thumb|A cart derailed from the track.]]
 
[[Image:Derail.jpg|thumb|A cart derailed from the track.]]
 +
[[Image:Cart Headstart.jpg|thumb|A cart with a head start.]]
 
*The cart may sometimes randomly spin vertically.
 
*The cart may sometimes randomly spin vertically.
 
*The capture progress HUD sometimes does not report how many players are pushing the cart. It may also display the cart as being blocked when it is not.
 
*The capture progress HUD sometimes does not report how many players are pushing the cart. It may also display the cart as being blocked when it is not.
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*It is possible to derail the cart as it is falling by launching it with an explosion. This works because it becomes a physics prop when it reaches the end of the track.
 
*It is possible to derail the cart as it is falling by launching it with an explosion. This works because it becomes a physics prop when it reaches the end of the track.
 
*A very rare glitch occurs when the doors to BLU will not open, and the map will stay in Setup Time. The cart will slowly push itself and cannot be blocked.
 
*A very rare glitch occurs when the doors to BLU will not open, and the map will stay in Setup Time. The cart will slowly push itself and cannot be blocked.
 +
*Occasionally, a Payload cart may be already moved from its default position at the start of a round, even if it has not been pushed and the game is currently in [[Setup]] time.
 +
*If a player repeatedly picks up weapons on top of the final checkpoint on certain maps, the dropped weapon may slip through the hatch and detonate the final checkpoint early.
  
 
== Trivia ==
 
== Trivia ==
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File:Hoodoo Bombcart.png|The special model for the cart on [[Hoodoo]].
 
File:Hoodoo Bombcart.png|The special model for the cart on [[Hoodoo]].
 
File:Lil-chewchew.png|The special cart, [[#Lil' Chew Chew|Lil' Chew Chew]], found on [[Frontier]].
 
File:Lil-chewchew.png|The special cart, [[#Lil' Chew Chew|Lil' Chew Chew]], found on [[Frontier]].
 +
File:RED Helltower Bombcart.png|The RED team's bomb cart for Helltower.
 +
File:BLU Helltower Bombcart.png|The BLU team's bomb cart for Helltower.
 +
File:RED EOTL Bombcart.png|The RED team's special [[End of the Line Update|End of the Line]] bomb cart.
 +
File:BLU EOTL Bombcart.png|The BLU team's special [[End of the Line Update|End of the Line]] bomb cart.
 +
File:BLU Snowycoast Bombcart.png|The BLU team's special [[Snowycoast]] bomb cart.
 
</gallery>
 
</gallery>
  
Line 240: Line 295:
 
File:Lilchewchew_concept04.jpeg|Lil' Chew Chew size comparison to older train cart.
 
File:Lilchewchew_concept04.jpeg|Lil' Chew Chew size comparison to older train cart.
 
</gallery>
 
</gallery>
 +
 +
== Unused content ==
 +
The following models are present in the game files.
 +
<gallery perrow=5>
 +
file:Prototrain1.png|The prototype rideable bomb cart.
 +
file:Prototrain1under.png|The prototype rideable bomb cart undercarriage.
 +
file:Prototrain2.png|The prototype rideable bomb cart car.
 +
file:Prototrain2under.png|The prototype rideable bomb cart car undercarriage.
 +
file:Spytechcartbomb.png|Cart bomb model found in game files that resembles concept art.
 +
</gallery>
 +
  
 
{{GoldrushUpdateNav}}
 
{{GoldrushUpdateNav}}
 
{{Maps nav}}
 
{{Maps nav}}
 
 
[[Category:Game modes]]
 
[[Category:Game modes]]

Revision as of 21:01, 23 February 2018

The third stage of Gold Rush, the first Payload map to be introduced into the game.
The RED base and final checkpoint of Badwater Basin.
Onward, great bomb-cart!
The Heavy

Payload is a game mode in which the BLU team must escort a cart full of explosives through a series of checkpoints and into the RED team's base within a certain amount of time.

The third stage of Pipeline.

Payload Race is another game mode based on Payload, in which both the RED and BLU teams have an explosive Payload. To win, each team must push their cart through enemy territory to reach the finishing point while preventing the enemy team from doing the same.

Cart mechanics

General

The cart is pushed by standing next to it – the more people there are, the faster it moves, up to a limit of 3 players. Any additional players who push it will not increase the speed further. Scouts and players carrying the Pain Train count as two people. If any opposing team member stands near the cart, it is blocked and the cart will not move until the opposing player leaves or is killed. (Disguised Spies do not oppose the movement of the cart.) ÜberCharged players who are invulnerable do not count towards the number of players pushing the Payload cart and therefore cannot push the cart over a checkpoint by themselves. (Charges from the Kritzkrieg and Vaccinator mediguns do not have this effect.)

If any buildings are placed on the tracks, the building will be destroyed as the cart passes through it. The cart works as a Level 1 Dispenser for the team it belongs to, restoring health and ammunition to those pushing it. Unlike Level 1 Dispensers, the cart does not have a limit to the amount of metal it can give to Engineers. It will also provide ammo and health to disguised enemy Spies.

If a cart is left unattended on specifically marked incline slopes or rollback zones, it will roll backwards. The cart-pushing team must push it continuously to get it up such hills. Sections of the track that can do this will have chevrons on the progress bar to help show how far the cart must be pushed to overcome them. Reaching an inclined slope becomes a sort of checkpoint that the cart cannot reverse past.

As of the Engineer Update, the cart has a glowing, team-colored outline effect that enables its position to be identified through walls and from further away, allowing players to keep an eye on its whereabouts at all times.

Payload

In Payload, the BLU team must push a cart through a series of checkpoints and into the RED team's base within a certain amount of time. Reaching a checkpoint adds time to the timer.

If a BLU player does not push the cart after 30 seconds have passed, the cart will start slowly moving backwards until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. If the cart is not moving backwards when time runs out, Overtime will occur, which gives the attacking team five seconds to move the bomb until they lose. The timer resets each time the cart is pushed.

Payload Race

In Payload Race mode, both teams are issued a cart. The teams must simultaneously push their cart through enemy territory while preventing the enemy team from doing the same. Unlike Payload maps, the cart will not move backwards after any length of time (unless it is on an inclined slope) and there is no time limit; the map only ends when one team successfully pushes their cart to the finish point.

Payload Race maps tend to use rolling slopes much more than standard Payload maps. During Overtime, both carts will automatically move forward slowly to prevent Stalemates. Pushing one cart stops the other from moving forward by itself.

Li'l Chew Chew

Main article: Frontier

On the Payload map Frontier, a substantially larger mechanized train engine known as Li'l Chew-Chew is used in place of the standard BLU cart. It has movable jaws with razor-sharp teeth and two headlights as eyes, and a rideable platform on the back.

Providing cover from frontal attacks, Li'l Chew Chew is capable of significantly damaging any player (of either team!) in its mouth when it is moving forwards. The damage done increases as more players ride its rear platform; three or more attackers cause the jaws to deal an instant-kill by "swallowing" the victim whole, leaving no corpse. The platform also has a built-in BLU Dispenser, however, those riding on it will have trouble seeing directly in front of the cart as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts. It can't be blocked by opposing players from RED team standing in front of it, only when opposing players stand near or on top of the train's platform.

Strategy

Main article: Community Payload strategy
Main article: Community Payload Race strategy

Maps

Payload maps may be split into multiple rounds, such as Gold Rush, Hoodoo, and Thunder Mountain. These are split into three stages that the BLU team must advance through and win. Stages one and two have two checkpoints and stage three has three checkpoints (two for Hoodoo), counting the final point as such.

Badwater Basin and Upward have a single round with four checkpoints, including the final point. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing the cart to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the Payload cart will explode, killing anyone standing too close to it and destroying the RED team's base as well.

Payload Race maps can be single or multi-stage. Pipeline and Nightfall are split into three stages, whereas Hightower consists of only one stage. Winning in each of the first two stages gives an advantage to the winning team in the next stage (the cart starts slightly forward from the starting point).

Main article: List of maps

Payload

Payload maps carry the pl_ prefix; community maps are identified with an italic font.

Name Picture File name
Badwater Basin Plbadwater.jpg pl_badwater
Barnblitz Barnblitz.PNG pl_barnblitz
Brimstone Pl fifthcurve event.png pl_fifthcurve_event
Borneo Pl Borneo.jpg pl_borneo
Enclosure Enclosure main.jpg pl_enclosure_final
Frontier Pl frontier.jpg pl_frontier_final
Gold Rush Goldrush.jpg pl_goldrush
Hellstone Pl millstone event.jpg pl_millstone_event
Hoodoo Plhoodoo.jpg pl_hoodoo_final
Snowycoast Pl snowycoast.jpg pl_snowycoast
Swiftwater Pl swiftwater.jpg pl_swiftwater
Thunder Mountain PL Thunder Mountain.png pl_thundermountain
Upward Engineer Update Upward.png pl_upward

Payload Race

Payload Race maps carry the plr_ prefix; Community maps are identified with an italic font.

Name Picture File name
Banana Bay Bananabay main.jpg plr_bananabay
Helltower Plr hightower event centertower.jpg plr_hightower_event
Hightower Engineer Update Hightower.png plr_hightower
Nightfall Nightfall stage2.png plr_nightfall_final
Pipeline Pipeline.jpg plr_pipeline

Related achievements

Leaderboard class scout.png Scout

Brushback
Brushback
Stun 50 enemies while they are capturing a point or pushing the cart.


Leaderboard class soldier.png Soldier

Hamburger Hill
Hamburger Hill
Defend a cap point 30 times.


Ride of the Valkartie
Ride of the Valkartie
Ride the cart for 30 seconds.


Leaderboard class demoman.png Demoman

Bravehurt
Bravehurt
Kill 25 players defending a capture point or cart.


Scotch Guard
Scotch Guard
Kill 3 enemies capping or pushing a cart in a single Stickybomb detonation 3 separate times.


Leaderboard class heavy.png Heavy

Pushkin the Kart
Pushkin the Kart
Get 50 caps on payload maps.


Stalin the Kart
Stalin the Kart
Block the enemy from moving the payload cart 25 times.


Leaderboard class engineer.png Engineer

No Man's Land
No Man's Land
Use a sentry gun to kill 25 enemy players that are capturing a point.


Leaderboard class spy.png Spy

Is It Safe?
Is It Safe?
Backstab 50 enemies who are capturing control points.


Update history

April 29, 2008 Patch (Gold Rush Update)
  • Added Payload mode.
  • Added map: Gold Rush.

August 19, 2008 Patch (Heavy Update)

  • Added map: Badwater Basin.
  • Added proper handling of cart blocking recognition to Payload maps

May 21, 2009 Patch (Sniper vs. Spy Update)

  • Added Payload Race mode.
  • Added maps: Hoodoo and Pipeline.

July 8, 2010 Patch (Engineer Update)

  • Added maps: Hightower, Thunder Mountain, and Upward.

February 24, 2011 Patch (Community Map Pack Update)

  • Added maps: Frontier and Nightfall.

June 23, 2011 Patch (Über Update)

  • Added map: Barnblitz.

April 17, 2012 Patch

  • [Undocumented] Payload carts no longer maintain player overheal.

May 10, 2012 Patch

  • Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity.

June 27, 2012 Patch

  • Fixed cases where the Payload HUD looked like the cart is still on a hill when it isn't.

February 1, 2013 Patch

  • Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.

June 18, 2014 Patch (Love & War Update)

  • Fixed physics debris triggering the Payload cart's finale explosion in pl_upward.
  • [Undocumented] Added new voice lines for the Administrator for Payload Race.

December 8, 2014 Patch (End of the Line Update)

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Added map: Borneo.

July 4, 2015 Patch #1

  • Fixed an exploit related to taunting and then dying on the final control point of Payload maps.

July 15, 2015 Patch #1

  • Fixed an exploit related to the final control point and dropped weapons on Badwater Basin, Barnblitz, Borneo, and Gold Rush.

October 28, 2015 Patch #1 (Scream Fortress 2015)

  • Added map: Hellstone.

December 17, 2015 Patch #1 (Tough Break Update)

  • Added map: Snowycoast.

July 7, 2016 Patch (Meet Your Match Update)

  • Added map: Swiftwater.

October 21, 2016 Patch (Scream Fortress 2016)

  • Added map: Brimstone.

October 20, 2017 Patch (Jungle Inferno Update)

  • Added map: Banana Bay and Enclosure.

Bugs

The cart spinning bug.
A cart derailed from the track.
A cart with a head start.
  • The cart may sometimes randomly spin vertically.
  • The capture progress HUD sometimes does not report how many players are pushing the cart. It may also display the cart as being blocked when it is not.
  • Dying due to the cart explosion causes the Deathcam to focus on a specific point of the map while displaying the name of an opponent, even if no enemy was involved in the player's death.
  • It is possible to derail the cart as it is falling by launching it with an explosion. This works because it becomes a physics prop when it reaches the end of the track.
  • A very rare glitch occurs when the doors to BLU will not open, and the map will stay in Setup Time. The cart will slowly push itself and cannot be blocked.
  • Occasionally, a Payload cart may be already moved from its default position at the start of a round, even if it has not been pushed and the game is currently in Setup time.
  • If a player repeatedly picks up weapons on top of the final checkpoint on certain maps, the dropped weapon may slip through the hatch and detonate the final checkpoint early.

Trivia

Concept drawing depicting a different style of cart.
  • The default Payload takes the shape of a "Fat Man" implosion-style plutonium atomic bomb. This type of bomb was dropped over Nagasaki during World War II.
  • Originally, an Engineer could upgrade the Dispenser on the cart, allowing it to give increased healing, ammo, and metal. This has since been fixed.
  • Hoodoo uses a different cart model. The map description reveals the cart to be carrying a "dirty bomb" – a nuclear explosive consisting of little more than radioactive material strapped to conventional explosives, such as TNT.
  • On all of the carts, there is a Heavy quote written into the paintwork:
    • The default cart bears the words 'Cry some more' scratched into the paintwork.
    • The Hoodoo cart has the words 'So much blood!' painted in white on the front-most barrel and the word 'Bonk' written in dust underneath one of the straps (most likely by the Scout).
    • Lil' Chew-Chew bears the words 'All of you are dead!' scratched into the paintwork in front of the smoke stack.
  • The light on the Payload cart is the same as the one duct-taped on the Combat Mini-Sentry Gun.

Gallery

Carts

Concept art

Unused content

The following models are present in the game files.