Difference between revisions of "Payload"

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=== Lil' Chew Chew ===
 
=== Lil' Chew Chew ===
In the Payload map [[Frontier]], a substantially larger mechanized train engine known as "'''Lil' Chew-Chew'''" is used in place of the standard [[BLU]] cart. Providing cover from frontal attacks, the train is capable of instantly killing anyone who find themselves (whether willingly or forcibly) in its mouth when it is moving forwards, as long as at least three people are riding on the platform towed behind it. This platform also has a built-in BLU [[Dispenser]], however, those riding on it will have trouble seeing directly in front of the cart as the main body of the train is in the way. The cart will only do significant damage if there are one or two players pushing it, with damage rising with more players pushing. It has a noticeably increased pushing range when compared to normal carts.
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In the Payload map [[Frontier]], a substantially larger mechanized train engine known as "'''Lil' Chew-Chew'''" is used in place of the standard [[BLU]] cart. Providing cover from frontal attacks, the train is capable of significantly damaging anyone who finds themselves (whether willingly or forcibly) in its mouth when it is moving forwards; the damage done increases as more players ride its rear platform to the point where three or more attackers cause it to deal an instant kill. The platform also has a built-in BLU [[Dispenser]], however, those riding on it will have trouble seeing directly in front of the cart as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts.
  
 
{{anchor|Cart Speed|Cart speed|Cart Speeds|Cart speeds|Speeds}}
 
{{anchor|Cart Speed|Cart speed|Cart Speeds|Cart speeds|Speeds}}
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[[Image:Payload glitch.jpeg|thumb|The cart spinning bug.]]
 
[[Image:Payload glitch.jpeg|thumb|The cart spinning bug.]]
  
*Certain voice lines such as the "''Help!''" command mentioning control points play when near the Payload cart.
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*As the cart counts as a [[control point]] in many ways, certain [[voice commands]] (such as "Help!") use their control point variants when used near the cart.
*If a RED Spy is disguised as a BLU enemy class in a Payload map, he may sometimes say quotes about stopping the Payload bomb, or vice versa. This can be used to distinguish disguised Spies.
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*Spies that are disguised as the opposite team can spout [[responses]] about pushing or stopping the cart according to their true alleigance. Hearing a defending teammate complain the cart isn't moving forwards (or vice versa) is likely to blow the Spy's cover.
 
*The cart may sometimes randomly spin vertically.
 
*The cart may sometimes randomly spin vertically.
 
*The capture progress HUD sometimes does not report how many players are pushing the cart. It may also display the cart as being blocked when it is not.
 
*The capture progress HUD sometimes does not report how many players are pushing the cart. It may also display the cart as being blocked when it is not.

Revision as of 02:53, 16 September 2011

The third stage of Gold Rush, the first Payload map to be introduced to the game.
Onward, great bomb-cart!
The Heavy

In Payload maps, the BLU team must escort a cart full of explosives through a series of checkpoints and into the RED team's base within a certain amount of time. BLU team members move or "push" the cart by standing next to it - the more people near the cart, the faster it moves. Any RED team member standing near the cart will stop it from venturing further. If a BLU player does not push the cart after 30 seconds have passed, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. The cart works as a Level 1 Dispenser for the BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it.

Payload maps may or may not be split into multiple rounds. Some maps traditionally have one-way routes from the BLU team's side, sometimes closed off until a specific point is taken.

Maps such as Gold Rush, Hoodoo, and Thunder Mountain are split into three stages that the BLU team must advance through and win. Stages one and two have 2 checkpoints and stage three has 3 checkpoints (2 for Hoodoo), counting the final point as such. The Badwater Basin and Upward maps have a single round with 4 checkpoints, counting the final point as such. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing it to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage the Payload cart explodes, killing anyone standing too close to it and destroying the RED team's base, thus symbolizing the BLU team's victory.

Payload Race

The third stage of Pipeline.

Unlike standard Payload maps, Payload Race maps feature both the RED and BLU teams issued with a cart, therefore teams are not defined to an attacking or defending role. To win, each team must simultaneously push their cart through enemy territory to reach the finishing point while preventing the enemy team from doing the same. As with Payload maps, team members push the cart by standing next to it, with more members increasing the speed of the cart and any opposing team member standing near the cart will stop it. Also like Payload, each cart works as a Level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart.

Unlike Payload maps, the cart will not move backwards after any duration of time and there is no time limit; the map will only end when one team successfully pushes their cart to the finish point. However, parts of the track may feature slopes or other obstacles on which the cart will quickly roll back down to the bottom unless it is being constantly pushed. Sections of the track that can do this will have chevrons on the progress bar to help show how far the cart must be pushed to overcome them.

Payload Race maps are either multi-stage or single-stage. Pipeline and Nightfall are split into 3 stages, whereas Hightower is 1 stage only. Winning in each of the first two stages will give an advantage to the winning team in the next stage (the cart is pushed slightly forward from the starting point).

Strategy

Main article: Community Payload strategy
Main article: Community Payload Race strategy

Maps

Main article: List of maps

Payload

Payload maps carry the pl_ prefix; Community maps are identified with italic font.

Name Picture File name
Badwater Basin 160px pl_badwater
Frontier Pl frontier.jpg pl_frontier_final
Gold Rush Goldrush.jpg pl_goldrush
Hoodoo 160px pl_hoodoo_final
Thunder Mountain PL Thunder Mountain.png pl_thundermountain
Upward Engineer Update Upward.png pl_upward
Barnblitz Barnblitz.PNG pl_barnblitz

Payload Race

Payload Race maps carry the plr_ prefix; Community maps are identified with italic font.

Name Picture File name
Hightower Engineer Update Hightower.png plr_hightower
Nightfall Nightfall stage2.png plr_nightfall_final
Pipeline Pipeline.jpg plr_pipeline

Carts

Carts are the objective and focus of the Payload and Payload Race game modes.

Carts are attached to a line of railroad tracks; the objective is to push the cart along said tracks, while the enemy team attempts to stop it. The cart is pushed by standing next to it – the more people, the faster it moves (up to a maximum of 3 – see Speeds section below). If any opposing team member gets near the cart, it is blocked and the cart will not move until any opposition is removed. If any buildings get in its way, the building is destroyed as the cart runs into it. The cart acts as a level 1 Dispenser for the team that owns it, restoring health and providing ammo and metal. However, unlike Level 1 Dispensers the cart has no limit in the amount of metal it can give to Engineers.

If a cart is left unattended on specific slopes that ramp backwards, it will naturally roll down it. The cart-pushing team must push it continuously to get it up such hills, whereas reaching a downwards slope becomes a sort of checkpoint that the cart cannot reverse past. As of the Engineer Update, the cart has a glowing, team-colored outline effect that enables its position to be identified through walls and from further away, allowing players to keep an eye on its whereabouts at all times.

Payload

In Payload mode, the BLU team must push a cart through a series of checkpoints and into the RED team's base within a certain amount of time. Reaching a checkpoint adds time to the timer. If a BLU player does not push the cart after 30 seconds have passed, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. If the cart is not moving backwards when time runs out, Overtime will occur, which gives the attacking team five seconds to move the bomb or they lose. The timer resets each time the cart is touched.

Payload Race

In Payload Race mode, both teams are issued with a cart. The teams must simultaneously push their cart through enemy territory while preventing the enemy team from doing the same. Unlike Payload maps, the cart will not move backwards after any length of time (unless it is on a downward slope) and there is no time limit; the map only ends when one team successfully pushes their cart to the finish point. Payload Race maps tend to use rolling slopes much more than standard Payload maps. During Overtime, both carts will automatically move forward slowly to prevent stalemates. Pushing one cart stops the other from moving forward by itself.

Lil' Chew Chew

In the Payload map Frontier, a substantially larger mechanized train engine known as "Lil' Chew-Chew" is used in place of the standard BLU cart. Providing cover from frontal attacks, the train is capable of significantly damaging anyone who finds themselves (whether willingly or forcibly) in its mouth when it is moving forwards; the damage done increases as more players ride its rear platform to the point where three or more attackers cause it to deal an instant kill. The platform also has a built-in BLU Dispenser, however, those riding on it will have trouble seeing directly in front of the cart as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts.

Cart speeds

The cart speed depends on the amount of people (the multiplier) that are pushing. Currently, all stock Payload maps use the same speeds. Speeds are measured in Hammer units per second. Note that the capture limit is 3 players, and any additional players who push will not increase the speed further.

Multiplier Speed Rate
(Backwards) -9 -10%
x1 50 55%
x2 70 77%
x3 90 100%

tf2tactics.com video on cart cap speed (October 2009).

Gallery

Carts

Concept art

Unused models

The following models are present in the game files, however, remain unused.

Related achievements

Leaderboard class scout.png Scout

Brushback
Brushback
Stun 50 enemies while they are capturing a point or pushing the cart.


Leaderboard class soldier.png Soldier

Hamburger Hill
Hamburger Hill
Defend a cap point 30 times.


Ride of the Valkartie
Ride of the Valkartie
Ride the cart for 30 seconds.


Leaderboard class demoman.png Demoman

Bravehurt
Bravehurt
Kill 25 players defending a capture point or cart.


Scotch Guard
Scotch Guard
Kill 3 enemies capping or pushing a cart in a single stickybomb detonation 3 separate times.


Leaderboard class heavy.png Heavy

Pushkin the Kart
Pushkin the Kart
Get 50 caps on payload maps.


Stalin the Kart
Stalin the Kart
Block the enemy from moving the payload cart 25 times.


Leaderboard class engineer.png Engineer

No Man's Land
No Man's Land
Use a sentry gun to kill 25 enemy players that are capturing a point.


Leaderboard class spy.png Spy

Is It Safe?
Is It Safe?
Backstab 50 enemies who are capturing control points.


Update history

April 29, 2008 Patch (Gold Rush Update)

  • Added the Payload gametype
  • Added Gold Rush map

August 19, 2008 Patch (A Heavy Update)

  • Added Badwater Basin
  • Added proper handling of cart blocking recognition to Payload maps

June 3, 2011 Patch

  • Added new community contributed Payload Cart response rules for Sniper.

Bugs

The cart spinning bug.
  • As the cart counts as a control point in many ways, certain voice commands (such as "Help!") use their control point variants when used near the cart.
  • Spies that are disguised as the opposite team can spout responses about pushing or stopping the cart according to their true alleigance. Hearing a defending teammate complain the cart isn't moving forwards (or vice versa) is likely to blow the Spy's cover.
  • The cart may sometimes randomly spin vertically.
  • The capture progress HUD sometimes does not report how many players are pushing the cart. It may also display the cart as being blocked when it is not.
  • Dying to the Payload cart explosion causes the deathcam to focus on an specific point of the map while displaying the name of an opponent, even if no enemy was involved in the player's death.


Trivia

Concept drawing depicting a different style of cart.
  • The default Payload takes the shape of a "Fat Man" implosion-style plutonium atomic bomb. This type of bomb was dropped over Nagasaki during World War II.
  • Originally, an Engineer could upgrade the Dispenser on the cart, allowing it to give increased healing, ammo, and metal. This has since been fixed.
  • Hoodoo uses a different cart model. The map description reveals the cart to be carrying a "dirty bomb" – a nuclear explosive consisting of little more than radioactive material strapped to conventional explosives, such as TNT.
  • On all of the carts, there is a Heavy quote written into the paintwork:
    • The default cart bears the words 'Cry some more' scratched into the paintwork.
    • The Hoodoo cart has the words 'So much blood!' painted in white on the front-most barrel and the word 'Bonk' written in dust underneath one of the straps (likely by the Scout).
    • Li'l Chew-Chew bears the words 'All of you are dead!' scratched into the paintwork in front of the smoke stack.
  • The light on the Payload cart is duct-taped on the Combat Mini-Sentry Gun.