Team Fortress 2

Team Fortress 2

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Unnecessary Map Callouts: Goldrush
By Gray and 1 collaborators
Goldrush*, TF2's first payload map, hasn't been played competitively since before some current high school students were born. (This is to say nothing of the Goldrush League, an elite, Goldrush-only competitive division that I just made up). Because most of the people who played it competitively are now in nursing homes, the knowledge of the callouts that our forefathers used has been lost to time.

For the uninitiated: callouts refer to specific spots on a map so that a team can better coordinate themselves, even if they don't all see the same things. It's much more specific to say "Scout going through house" than "Scout going to that place over there."

Of course, since Goldrush is never played competitively anymore, why bother giving it callouts? Well, this guide caters to that very small subset of people who like to simultaneously play Goldrush and try to communicate, mostly aging ex-competitive players who refuse to admit that their glory days are behind them. This is a guide for you.

*Technically, it's officially called Gold Rush, but I think if I met someone who called it that, I'd call the police to tell them their undercover TF2 agent was doing a bad job.
   
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Stage 1
The first stage of Goldrush: it's the one with the impassable choke point.


Before the first capture point:
  • Rocks: There are rocks on the left and rocks on the right, and which side is which depends on where your team is coming from. In the first image, the rocks on the left are the ones that Spies like to climb on before the round starts; the rocks on the right are the ones that attackers will often take cover behind.
  • Roof: This isn't a very important callout, but now and again some wiseguy will get the idea of jumping up here as Soldier or Demo and picking people off as they leave spawn.
  • Valley: The main combat zone through which the cart passes. Watch out for attackers from the high ground that's all around you.
  • Bridge: Stretching all the way from the point to just by BLU spawn, the bridge is an elevated train trestle that helps defenders get the height advantage.
  • Big Health: A big health kit at the end of the bridge, kind of just sitting out there and ripe for the taking.
  • Shack: The only building before the first point, a ramshackle structure with an upper floor and a lower floor.
  • Deck: The deck coming off the shack's top floor. It gives a great sightline for Snipers, so watch carefully.

After the first capture point:
  • Choke: The impassable choke I warned you about. The cart has to pass through it, but it's a death trap while the enemy team is watching it. There must be a solution somehow.
  • Windows: For those too wise to go through the choke, a gate allows them to reach the windows, where they get a high ground advantage and sightlines. The windows are an important area for any team hoping to push into the last point.
  • Dropdown and Zoo: Through the gate that doesn't lead to the windows is the dropdown. Once you drop down and you're in the zoo (called that because you can see enemies through the wire), you can either go out through the choke or up into the attic or porch.
  • Attic: Up above the zoo, there's a room with a large ammo pack that looks down on the area, as do the Engineers who like to set up here.
  • Porch: Also accessible through the zoo. The porch is the solid concrete structure that attackers like to step out on, while defenders without blast jumps will find it difficult to get up to.
  • Yard and Bridge: A lot of combat will take place in the yard - the generalized low-ground area around the point and RED spawn - and on the bridge, the, well, wooden bridge.
  • Trench: A low-lying area below the bridge that's very fun to push people into. You can climb out via the ladder near the choke or just by going back up to the yard.
  • Concrete: The platform accessible by the stairs next to RED spawn. Because it gives an easily defensible position with a view of much of the area, it's a favorite for Engineers.
  • Back Route: A tunnel that leads from near the porch to RED spawn. If you know someone's in there, fire a grenade and there's about a one in two chance you'll hit them.
  • Spawn Roof: A highly defensible position for RED that's on top of their own roof, except when some BLU Soldier jumps in and fires down at people exiting spawn.
  • One Door: Behind RED spawn, off to the side, is a tunnel that leads to a single wire door. This will be a key exit point for BLU on the next stage, but for now, it's mostly a place where tricky BLU Spies like to hide.
  • Double Doors: Also behind RED spawn; in the next stage, these will serve as the main exit for BLU and the main ammo dump for RED. For now, they're shut, mainly serving as a reference point.
Stage 2
Welcome to Stage 2. The number "two" comes from an old Sanskrit word meaning "a place where spam is exchanged."


Before the first capture point:
  • Main: The main exit of BLU spawn, although RED can get in there too if they want to be really vicious.
  • Flank: The secondary exit of BLU spawn, which leads through a rocky tunnel. From there, you can go up to the yard or forward to the alley.
  • Alley: The darkened pathway leading under the house and coming out near the capture point. Don't talk to strangers here.
  • Wood: The wood platform just next to BLU spawn, from which defenders can mount a high-ground assault.
  • Tower: A sheltered tower above the battlefield. It boasts a large ammo pack, a medium health pack, and at least one or two stubborn Engineers.
  • Yard: The main area that the cart passes through. As you may have guessed, "yard" comes from a Sanskrit word meaning "a place where people are fired upon from above."
  • Porch: The concrete porch of the house. If you go inside, you can look out through the:
  • Windows: The windows of the house, which look out at the flank exit from BLU spawn. Deviously hard for attackers to shoot through.
  • 22: Another high-ground area close to the tower. Not often in use except by 1) teleporters and 2) Snipers. Nothing to do with the song.
  • Ditch: Below the bridge. Fiendishly tricky for most classes to get out of. Don't try to jump over it - you'll probably fall in.
  • Shack: The shack at the back, which you should fill with flak in case someone's hiding here.
  • Platform: An elevated wood platform just by the capture point, with a large ammo and health pack just below. It's a favorite spot for a forward hold.

After the first capture point:
  • Choke: Another difficult-to-pass choke point. This one, however, branches both right and left, so you should name the side (relative to how your team is facing) in addition to the callout.
  • Attic: An enclosed area that looks over the next combat zone. RED team may find it necessary to hire an exterminator to deal with periodic infestations of BLU players.
  • Tires: Below the attic is the tires, the general name for the yard on this side of the choke. It's a good spot for either team to hold.
  • Windows: One side of the attic opens up to give some impressive sightlines, which attackers can easily use if the defenders don't keep an eye out.
  • Dropdown: Below the windows is a place where you can drop safely down to begin the decidedly unsafe assault on the final capture point.
  • Houses: Like the choke, these should be called as left/right. Both have ample ammo and health supplies, making them a vital area for a team trying to win this stage.
  • Porch: One of the two houses has an open porch that sits above the tire yard. It's a good place for RED to defend from thanks to its view of most entrances.
  • Walkway: This wood and concrete leads from the flank up to one of the houses. Be sure not to confuse with...
  • Crossing: The wood path that connects the houses. A great place to shoot people on, and occasionally to shoot people from.
  • Under (Walkway): The low ground that's underneath the walkway. An occasional battleground, situated on RED's right and BLU's left.
  • Cloister: This little alcove is a great place to set up a dispenser so your teammates can come and pray, and by "come and pray" we mean "cower in terror."
  • Concrete: More concrete? That's right. It seems to come from a Sanskrit word meaning "place near final goal where men in hard hats build."
Stage 3: Return of the Goldrush
Welcome to the third and final stage of Goldrush. This is the one that has so many stairs leading to small, concrete rooms in which players like to hide. Think of it like a fun game of Hide-and-Seek with guns.

Before the first capture point:
  • Main: As in the last stage, the main exit from BLU spawn, and an excellent place for RED to go if they want to be really mean.
  • Low Road: The tracks outside the main gate. You'll have to push the cart up them, but it won't be pleasant.
  • High Road: A much more pleasant walk than the low road, mostly because you can fire down at the cart-pushers from here.
  • Concrete: Unlike the past two, not a favored spot for holding, as it's open to attacks and relatively enclosed. But it's another way out of BLU spawn.
  • Flank: The side exit from the BLU spawn comes out here, leading through a dark tunnel and eventually up to the backyard.
  • Truck House: There's a truck, there's a house, and there's probably an Engineer building on or in one of them. You should probably check.
  • Yard: Once again, "yard" is used to describe an area that really doesn't have much to describe it by. But it's the area past the high road, just before the point.
  • Backyard: Behind those sheets of wood is the backyard, a helpful place for defenders to set up if they want to pop their heads out and take potshots. It also has health and ammo.


After the first capture point:
  • Choke: A low-lying, narrow hallway that's incredibly dangerous to push through. You may have seen a few of these in the recent past.
  • Hallway: Running parallel to the choke, the hallway is an enclosed space with gloomy lighting and concrete floors.
  • Alcove: Although the alcove is sheltered and has a good view of the cart down below, it has no viable avenues of escape, so if a defense is set up here, feel free to pin them and kill them.
  • Lumber: Overlooking the second point is a porch with a pile of lumber sitting on it. It's also connected to another hallway, but this one is also called lumber because that's easier.
  • Platform: Hidden next to the point is a platform with health and ammo. Like with the alcove, it's difficult to escape from here once attackers have taken the point, making it an unpopular choice for all but the most short-sighted defenders.

After the second capture point:
  • Upper Decker: An upper area that wraps around and ends in a dropdown leading to the final capture point.
  • Dump: A deep mineshaft that opens once the second point is captured, leading directly to an area from which BLU can try to assault the final point. No dumping allowed.
  • Choke (again): Hopefully you're past the first choke so you don't get them confused.
  • Cellar: Looking down the choke, you'll see a small window at ground level, likely inhabited by a teleporter, a Sniper, or both.
  • Dropdown: If you go through Upper Decker, you'll reach the dropdown. If you have trouble distinguishing this and Dump, go ahead and call it something else - maybe Lower Decker?
  • Cap: The open area just in front of the capture point.
  • Pit: Drop down through Dump and you'll take one of two paths leading to the pit, the low-ground area below the final point.
  • Stairs: The stairs are the only real point of exit from the pit. Don't confuse them with the narrow, twisting stairs that lead up to the windows - these stairs are in plain view to the defenders.
  • Geezer: Yet another enclosed concrete area, so called because of the Old Geezer sign it sports, and likely the cranky Engineer who has taken up residence.
  • Windows: Accessible only through the pit are some narrow windows, which are a favorite of wily BLU players attempting to assault the final point, as well as of RED Demomen who like to lob grenades in there and see how many kills they can get.
  • Battlements (Batts): The battlements/railings/balcony above RED spawn. A favorite place for Snipers to perch.
  • Boxes: Just below the battlements are the boxes, which are the only way most attackers can reach the battlements. Spies like to jump up on these.
  • Niche: Adjacent to the capture point (on RED's left) is Niche, a little place with health and ammo to facilitate an Engineer's last-ditch hold.
Final Notes
Hopefully this guide was of some use to you and your friends as you play Goldrush! If there's something you'd like to see added or changed, go ahead and leave a comment - I can't promise I'll keep it updated, but I do appreciate the feedback. And of course, you don't have to stick to these callouts - you can invent your own and use whatever works best for you. Most of these are what I've developed organically with friends, but you may feel more inclined to use other names.

Many thanks to the friends who've helped me come up with these callouts through many games of Goldrush, most especially the inimitable !! (pronounced Double-Ex), who has tolerated many games of TF2 and looked over this guide before it was published. He also threatened to cry if I didn't include "Upper Decker" as a callout.

Happy playing!