"Modded" Goldrush for public playing idea


(nUllSkillZ) #1

Hi,

an idea for Goldrush that (in my opinion) could be done by ET-Pro mapscripting (also available in ET-Pub).

After securing the Gold:

  • [li]Spawns
    [/li]Allies spawn in the bank spawn (axis second spawn)
    Axis spawn at allies first spawn
    Tank yard spawn isn’t used
    [li]Escape route
    [/li]Allies have to drive back the truck on the tank route to the tank yard.
    The truck barriers would be at the positions of the tank barriers.

Maptime should be increased (~ 5 minutes may be more).
Not sure of the original truck route part of the map.
As it wouldn’t be used that much (may be move command post to ammo / health racks).
But the axis would have a chance to stop the truck.


(=SC=Beef) #2

Hmmmm, prehaps get the truck all the way arround the map, forget the tank. Make the doors blown before round starts.
So the gold can be captured throughout the map, but the truck has to get to the end to win?..


(nUllSkillZ) #3

Nothing wrong with the first part of the map (steal tank and open bankdoor with the tank) in my opinion.
But the escape part is often very quick (may be this was intention).
So I thought the axis should get another chance to win the map.
First idea that I’ve had was to let the truck take the original escape route and exchange the spawns as described above (but allies spawn in the tank yard in addition).
But then the truck has to be escorted more or less through the axis spawn.
Bad idea.


(sodsm live) #4

it’s a good idea null, the spawn swap that is. i’ve always thought the second half of goldrush was just way too easy for allies. switching the chokepoint of the narrow street right before truck1 onto allies during escape would definitely rebalance the map.

disabling the tank yard spawn would give equal access to the command post(more often than not the command post is a lost cause for the axis after the tank is lost). i think the tankyard would be much better as a capturable spawn depending on who builds the command post.

so my recomendation is(only regarding spawnpoints, not sure how i feel about changing the truck path):

  • normal start
  • after tank is stolen, tankyard spawn is up for grabs depending on who builds cp(spawn is dead if no one has command post)
  • after both gold crates are in truck, allies spawn in bank spawn, axis spawn in allied original spawn(maybe the spawns don’t switch and “stolen the truck” message doesn’t fire untill truck actually moves to first spline like the tank at the beginning)

i just don’t like in the original beginning that the axis have to stay so focused on defending the tank and the allies just have brute force their way in to steal the tank. it takes no strategy or talent of any kind to get the tank in the first minute or two of the map.

of the original maps, i think this one is the most unbalanced. next up, Radar needs a balance tweak.


(carnage) #5

i think that that map can be hard enough to win when the bank is well defended without needing any extra objectives. i have seen the truck escape be defended for long amounts of time anyway as long as the defence can secure the truck before its too far away

the thing i like about that idea tho is that foolish engineers cant go xp whoring on barriers that realy are positless destroying/building till later in the map and making it harder to get or defend the tank


(SCDS_reyalP) #6

My dream is to play a 10 map campaign that is all variants of goldrush… hey, I didn’t say it was a GOOD dream :banana:

I think nUllSkillZ idea isn’t bad, if you wanted to make an even longer pub version of GR. However, on pubs the bank phase tends to drag on if teams are fairly equal. Extending the time to allow the allies enough to push the truck up the hill would also make even longer bank holds possible, unless you only extend the time if the gold is secured (like markos maps with extending time limits).


(sodsm live) #7

sorry, i misunderstood nUllSkillZ idea when i posted that earlier.

just to add to what i said before, i believe that giving the axis a capturable spawn would break the team up enough to make stealing the gold go a little quicker(engies mining the big door, field ops trying to control the health/ammo and the street behind cp). it would add a lot of xp temptation.

i have seen great matches where the truck escape is almost locked down and it’s a hard fought 10-15 minute battle to get the truck up the hill but those matches are very few and far between. what i mostly see is that when the gold is in the truck with more than a 1 1/2 minutes left it’s pretty much a win for allies.

anyway, sorry for the misunderstanding.