Super Goldrush

XFunc_CaRteR

L5: Dapper Member
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
 
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Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
I just quickly had a ride on the payload all the way through the map and when I got to the final point the explosion went off as normal but the final point didn't capture, leaving the map stuck.
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
You should rename it from super goldrush to something more original still goldrushy. Try goldwar.
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
i ran around the map and didnt have any problems with the final point.

however, i did find some models had shadows which were not supposed to have them.
and under the stairway leading to the sniper deck is pitch blackness, and thats where the other stairs go.

Yeah, I haven't compiled it so that the best shadows are drawn, since it's only an alpha. Will do that once some playtesting is done, since it takes a long time to compile that way, so I hear.

Maybe I need to stick in another light under that new stairway.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Uh yeah. They raised the watcher to 8 possible points after they found my note about it in my resource pack and asked me what I was talking about it. If you used my library you should have my FGD too, meaning you should have it shown :s
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
My only concern for this "mod" would be foward spawns and just the size of the map.
- Do you have foward spawns?
 
Apr 19, 2009
4,460
1,722
Personally I think the stage 1 to 2 path is horrible because you are shoved down a very tight tunnel that can be easily spammed to hell. I think it should go to the right were things are much more open around the cart.