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Goldrush - TF2 Servers’ most popular map

Monday, September 22nd, 2008

Goldrush is the most popular map on Team Fortress 2 servers (recent update insanity aside), even pushing the almighty Dustbowl from the top spot. What makes moving a cart along a fixed track so compelling?

TF2 Goldrush Stats

It can’t be the novelty - that fades a couple of weeks after each update, along with all the horrible TF2 achievementbox servers (aka “How to turn your favorite game into work in one easy step!”). As well as being added to the main rotation, loads of custom servers have cropped up offering Goldrush 24/7 and most tellingly of all, Goldrush/Dust TF2 servers.

TF2 Goldrush Win Stats

That’s your first hint: the dedicated attack/defense dynamic is tremendous fun. There’s no such thing as a stalemate on a one-way map: if things aren’t moving forward then RED is kicking your weak BLU ass. But with a map so well designed it never becomes an uncrackable Chokepoint Of Death: there are always alternate routes and counter-strategies to however they’re holding you back. Protip: 90% of the time the counter strategy is “You need more medics you BLU dumbasses”. Looking at the win/lose ratio, we can see that this happens a LOT.

Why does RED hold sway on this map so often? Half of any battle is intel, and a look at the valve-provided “Death Map” for the stage reveals a major hotspot:

TF2 Goldrush Thermal map

or as you normally see it:

TF2 Goldrush dead

This one section of corridor is slightly more lethal than a Predator wearing a necklace of nuclear warheads. A great stickybomb point, open to close-range sentries (and snipers from clear across the map), a Heavy buffet of Eety-Beety-victims and so wonderfully custom made for defensive pyros it might as well come with gas nozzles in the walls.

BLU can hide behing the corner and build an uber - but they never do seem to run fast enough when the RED counter-charge comes barreling round that wooden corner. I’ve seen more medics burned up at 90% uber than I care to count - and with so many medikits so close by, there’s really no excuse. Be ready to charge, but be ready to flee with that precious percentage at the first sign of trouble. Remember: a medic life without an ubercharge is a wasted life.

There are other hot spots (the final approach in stage 2 and the terminal corner in stage 3), but none nearly so deadly as that first tunnel. A few hints to help crack any of those hotspots:

- There are other routes. Outside of relay races, spending ten times as long running as fighting is not a good contribution, so don’t just march round the Corner of Instant Explosion trying to headbutt a level 3 sentry.
- Watch your back - and more importantly, watch your medics back! Some of the alternate routes work both ways.
- Are you a spy? Are you in the bottom half of the scoreboard? Then why not try going medic and NOT being hated by the rest of your team!
- If you must spy, be aware that after the first point is capped sapping the tele entrances does nothing but tell them you’re there.
- Don’t be an offensive scout on stage 1. What the hell is wrong with you?