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Super Goldrush

Discussion in 'Map Factory' started by XFunc_CaRteR, Jun 9, 2010.

  1. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    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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    Last edited: Jun 22, 2010
  2. The Political Gamer

    aa The Political Gamer

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    I have always thought about doing this but I was too lazy. :V
     
  3. absurdistof

    aa absurdistof

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    Looks like you took a few liberalities of you own here, but as a future heads up remakes aren't always welcomed warmly here.
     
  4. Icarus

    aa Icarus

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    IIRC Valve increased the limit for payload caps to 8.
     
  5. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    Have to slot in the new caps if that's true. But does that show up on the team_train_watcher?
     
  6. Icarus

    aa Icarus

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    I believe so. They just never bothered to update the SDK FGD.
     
  7. Omnomnick

    Omnomnick L6: Sharp Member

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    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.
     
  8. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    I'll check it now.
     
  9. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    I just ran through the whole map and it played fine. After the explosion it switched teams, moved to next round.

    Anyone else have this issue?
     
  10. AgeNt_

    AgeNt_ L5: Dapper Member

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    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.
     
  11. Okrag

    aa Okrag Wall Staples

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    You should rename it from super goldrush to something more original still goldrushy. Try goldwar.
     
  12. lana

    aa lana Currently On: ?????

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    I was expecting a SNES version of goldrush.
     
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  13. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    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.
     
  14. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Goldstreak?
    Goldblitz?
    ...Goldiehawn
     
  15. Mr. Wimples

    Mr. Wimples L6: Sharp Member

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    I personally think "Goldkrieg" has a nice ring to it. (Goldwar in german)
     
  16. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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
     
  17. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Nice idea :)
     
  18. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    My only concern for this "mod" would be foward spawns and just the size of the map.
    - Do you have foward spawns?
     
  19. Fredrik

    Fredrik L6: Sharp Member

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    Seems realy cool, I'll test it soon.
     
  20. The Political Gamer

    aa The Political Gamer

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    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.