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How To Fix Goldrush

#  Sep 15, 2008 at 9:24 AM
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WarningSDE 85254
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Currently, RED wins Goldrush more than 80% of the time. This is a problem. Here, you can post your ideas of how to fix Goldrush (just ideas)

My ideas are to extend the starting time by 2 minutes (lessing the chance of the game ending on Stage 1) and on Stage 3, after capturing the 2nd Point, BLU's spawn moves up to where RED's shortcut used to be. An alternate exit would be availible in case of Spawn camping. What do you guys think?
#  Sep 15, 2008 at 9:29 AM
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sp3cialk 80790
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I say delete it.. problem solved... lol
#  Sep 15, 2008 at 9:45 AM
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WarningSDE 85254
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Quote:
Originally Posted by sp3cialk
I say delete it.. problem solved... lol

hopefully your kidding, since Goldrush is so popular. It's still fun to play, but the win perecentage annoys me.
#  Sep 15, 2008 at 9:46 AM
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Teufel389 83652
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I think a limit on engineers would help since 90% of the spugs don't know how to activate a uber to destory a sentry gun.
#  Sep 15, 2008 at 9:48 AM
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nipstaem 86049
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1- the should open some more rooms to get to the cart, on stage 1, after the 1ste cp the cart ,if it even gets that far, mostly doesnt get any further than that small hallway
2 -more time (like warning already said)
3 spawnpoints should change (like warning also said) on stage 3,if the cart is around the last part of the map,you have to walk an entire 30 seconds (even as a pyro/sniper) to get there.. time loss
#  Sep 15, 2008 at 10:04 AM
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Thisbymaster 82758
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on the last point the back spawn for the attacker should move up to the front spawn for the defenders.  Why remake the map when you can just do a simple change? 

#  Sep 15, 2008 at 10:51 AM
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Elandriel 81298
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Quote:
Originally Posted by Thisbymaster

on the last point the back spawn for the attacker should move up to the front spawn for the defenders.  Why remake the map when you can just do a simple change? 

this
#  Sep 15, 2008 at 10:51 AM
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WarningSDE 85254
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Quote:
Originally Posted by Thisbymaster

on the last point the back spawn for the attacker should move up to the front spawn for the defenders.  Why remake the map when you can just do a simple change? 


if your saying what I think your saying, i and another guy have already suggested that.
#  Sep 15, 2008 at 10:56 AM
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DurbanPoison 78453
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Forward spawn on stage 3.
Get rid of chokepoints all throughout the level - widen out those narrow areas, and add alternate routes like in badwater basin.
#  Sep 15, 2008 at 11:02 AM
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Numenor 85325
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Badwater seems to have done well in that it has a forward spawn point for BLU after capping the penultimate point, but Badwater differs greatly from Goldrush in that it's not spam-o-tastic. A forward spawn point may be good for Goldrush, perhaps after the penultimate point has been capped, but tbh Goldrush will always suffer from being a bad map in many people's eyes becuase of the chokiest chokepoint ever by the final terminus. People still seem to forget Goldrush has plenty of flanking routes that need to be used by BLU to ensure victory.
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