- May 14, 2009
- 248
- 17
This is a mod of Goldrush that I did in order to experiment with how to make Goldrush more friendly for large teams of players, but also to try to make the map (which has been somewhat played to death) a bit refreshed.
The major mods that make Super Goldrush different than Goldrush are:
Single Stage! (instead of Multi-Stage)
- Same Goldrush, but now it's one huge Single-Stage payload map!
- This makes Super Goldrush like the WW2 of payload maps. It's huge! The entire thing is one giant push of the cart from the start all the way to the end.
- But since there are a lot of players intimately familiar with Goldrush I think this will make the map refreshing and reinvigorate the gameplay.
- Red Team will now have to think about falling back and rebuilding more as Blu Team pushes the cart. But on the other hand, this won't be a payload map for the faint of heart.
Added New Blu Sniper Roost At Cap A
- Blu Team can now get up to a new sniper roost above the first major cap. This is to assist them in pushing toward Cap A (Cap A-1 in normal Goldrush). Valve's stats for Goldrush show nearly all the kills on that map occuring just after CapA-1, just before Cap A-2. I feel that, with large teams of players, Goldrush becomes more of a deathmatch map than a payload one - as Blu Team gets bottlenecked there and can't make forward progress. (I wrote a long discussion on Goldrush on my website for an earlier map I did: see that discussion here.)
Made Roof Accessible At Cap B
- Players can now get on the roof at Cap B (Cap B-2 in normal Goldrush).
- Hopefully this will make gameplay a little refreshing around there.
- To make up for the added defensiveness this gives Red, I moved Cap B a little closer to Blu.
Unofficial Intermediary "Caps"
- Because the team_train_watcher entity only permits 4 Caps, there are several "pseudo-caps" in between the official Caps. They function just like normal caps (give extra time; stop the payload from moving back; trigger certain doors to open), but they don't appear on the team_train_watcher at the bottom of the screen.
Credits
- Original Goldrush by Valve
- Super Goldrush gameplay mods by Tim Carter (tacarter@xfunc.com)
- Makes use of A Boojum Snark's Gametype Library
The major mods that make Super Goldrush different than Goldrush are:
Single Stage! (instead of Multi-Stage)
- Same Goldrush, but now it's one huge Single-Stage payload map!
- This makes Super Goldrush like the WW2 of payload maps. It's huge! The entire thing is one giant push of the cart from the start all the way to the end.
- But since there are a lot of players intimately familiar with Goldrush I think this will make the map refreshing and reinvigorate the gameplay.
- Red Team will now have to think about falling back and rebuilding more as Blu Team pushes the cart. But on the other hand, this won't be a payload map for the faint of heart.
Added New Blu Sniper Roost At Cap A
- Blu Team can now get up to a new sniper roost above the first major cap. This is to assist them in pushing toward Cap A (Cap A-1 in normal Goldrush). Valve's stats for Goldrush show nearly all the kills on that map occuring just after CapA-1, just before Cap A-2. I feel that, with large teams of players, Goldrush becomes more of a deathmatch map than a payload one - as Blu Team gets bottlenecked there and can't make forward progress. (I wrote a long discussion on Goldrush on my website for an earlier map I did: see that discussion here.)
Made Roof Accessible At Cap B
- Players can now get on the roof at Cap B (Cap B-2 in normal Goldrush).
- Hopefully this will make gameplay a little refreshing around there.
- To make up for the added defensiveness this gives Red, I moved Cap B a little closer to Blu.
Unofficial Intermediary "Caps"
- Because the team_train_watcher entity only permits 4 Caps, there are several "pseudo-caps" in between the official Caps. They function just like normal caps (give extra time; stop the payload from moving back; trigger certain doors to open), but they don't appear on the team_train_watcher at the bottom of the screen.
Credits
- Original Goldrush by Valve
- Super Goldrush gameplay mods by Tim Carter (tacarter@xfunc.com)
- Makes use of A Boojum Snark's Gametype Library
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