Goldrush Gameplay

Monkeybits

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You may know that we've been running Cave5 as a lead up to the new Goldrush map Valve is set to release soon (yes, we're likely to have a dedicated server). [link=http://www.shacknews.com/]Shacknews[/link] writer Nick Breckon had the chance to try this map out, and had a lot of [link=http://www.shacknews.com/featuredarticle.x?id=833]good things to say[/link]. For those interested in more details on the map, here are his impressions.

[blockquote]Goldrush--the first map following the "Payload" game type--had fully captured my attention when it was announced. I am happy to report that it does not disappoint.

For those not in the know: Payload tasks an attacking team with moving a mine cart--filled with a Fat Man-styled bomb--from one end of the map to another, the explosive eventually detonating in the defending team's base. The cart follows a set path, with players moving the transport forward by staying within a small perimeter, increasing the acceleration through greater numbers.

Payload feels like a one-way capture point (CP) map in a sense, as the attacking team will be passing checkpoints throughout the map that add time to their clock. The defending team can only hope to halt the assault through a variation of devious ambushes. If they manage to keep the attackers from touching the cart for 30 seconds, the cart will then begin to slip backwards, to the defenders' certain frustration.

All of this is far easier to understand with a quick glance at the simple HUD, which represents the cart's progress with a simple icon that slowly moves forward on a bar. The number of players currently moving the cart is also displayed, in addition to major checkpoints.

Just as Valve bills it, the essence of Payload resembles a combination of Dustbowl and TFC's Hunted. Because of the dynamic element of the mine cart, the map requires smart teamwork and fast, reflexive thinking. There are plenty of areas where the defending team has an advantage, whether it be by way of higher ground or choke points. The attackers must quickly adapt to continuously changing battle scenarios in order to see the bomb home.

The mine cart itself presents some strategic questions. The round begins with the cart on the defensive side of the starting gates, so the attackers must fight through hell to even get the wheels rolling. On the plus side, the bulbous bomb works as a convenient source of cover. Smart players will put such an advantage to use, sniping from behind the moving object, continuously positioning it between them and the enemy.

As in Dustbowl, I found myself equally divided when it came to my preference for attack or defense. On the one hand, defending on Goldrush was a matter of airborne ambushes and downright sadistic sticky-bomb traps, a guerrilla war of entertaining proportions. On the other, guiding the mine cart is one of the most purely team-based activities to be found in TF2, and thus is bound to provide for some classic scenarios.

Not to mention that attacking can often be the easier of the two tasks. In fact, the attackers won most of the rounds during our match. This may have something to do with everyone playing medic, but it also seems that defending will require a solid knowledge of the twists and turns of Goldrush's varied arrangements. While a good team can blast through a CP map in seconds, even the most clueless of public rabble will be able to stand next to a cart and push. Defenders must offer stiff resistance to provide for a good match.

After a while our defending team caught on, and not a moment too soon--the attacking team's cart had been stopped literally inches from the final goal. This triggered an Alamo-style battle, with attackers pouring out of holes to make a charge for the cart. The final point in this configuration clearly resembled Dustbowl, with a catwalk shortcut from above, a long way around to the right, and a nearby spawn.

We put up a good fight, but were eventually overwhelmed, the red team pushing the cart one last inch and blowing a hole in our dreams. [/blockquote]
 
this is a little old.... im think sarge snoodler already did this
 
i still stand by we make a map called batcave and instead of a cart its a batmobile.

i also heard theres a map called happy cow which you move the cow into a barn full of hay lol
 
Captain, I like those ideas.

Aiki, I think [link=http://edgegamers.org/e107_plugins/forum/forum_viewtopic.php?74311.0#post_74326]this may be the post you're referring to[/link], which is a different article. I don't think game play info on the new map had been posted yet.
 
I am fully ready to make an Uber-heavy-car-train-type-thingy. You just won't be able to stop it.
 
Now that would rock. Naturally, if the new map comes out along with the medic improvements, everyone's going to be playing medic, so it'll be pretty crazy.
 
i am hoping that valve releases it some time this wk...anyway great post Monkey...that is very interesting about the bomb and all;)
 
i know i'm not as fluent in english as you guys, but it seems to me that the writer of that article often mixed the words "attackers" and "defenders". Otherwise, that game's gonna be awesome. Medics, prepare to be head-shot targets, cause I won't be one at the start of the new achievements ^_^
 
[quote1209002988=Monkeybits]
Captain, I like those ideas.

Aiki, I think [link=http://edgegamers.org/e107_plugins/forum/forum_viewtopic.php?74311.0#post_74326]this may be the post you're referring to[/link], which is a different article. I don't think game play info on the new map had been posted yet.
[/quote1209002988]
oops :) sorry monkey ure right... he sent me another video through steam. U SHOULD ALL WATCH THIS watch from 9:30 up.

http://www.1up.com/do/newsStory?cId=3167461
 
lol but the game play for goldrush + the new achievements is amazing!
 
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