Payload: Difference between revisions
Jump to navigation
Jump to search
TeamSpecBot (talk | contribs) Game mode page for Payload |
TeamSpecBot (talk | contribs) Gallery: renders |
||
| (One intermediate revision by the same user not shown) | |||
| Line 2: | Line 2: | ||
| name = Payload | | name = Payload | ||
| goal = Push the cart to the end of the track | | goal = Push the cart to the end of the track | ||
| | | prefix = pl_ | ||
| maps = [[Kraken Pier]] | | maps = [[Kraken Pier]] | ||
}} | }} | ||
In '''Payload''' | In '''Payload''' one team attacks and escorts a cart along a track, and the other defends and tries to stop it until time runs out. Payload maps start with <code>pl_</code>. | ||
== Rules == | == Rules == | ||
* '''Setup:''' the cart is locked for the | * '''Setup:''' the cart is locked for a short setup time at the start. | ||
* '''Pushing:''' attackers standing next to the cart move it. More pushers move it faster, with each extra pusher adding less. | |||
* '''Pushing:''' attackers standing next to the cart move it. | * '''Blocking:''' a defender beside the cart stops it. | ||
* '''Blocking:''' a | * '''Checkpoints:''' reaching a checkpoint adds time to the clock, and the cart never rolls back past one. | ||
* ''' | * '''Rollback:''' a cart left alone for a while rolls back slowly. | ||
* '''Overtime:''' if time runs out while an attacker is on the cart, the round goes | * '''Overtime:''' if time runs out while an attacker is on the cart, the round goes on until the defenders clear it. | ||
* '''Winning:''' attackers win when the cart reaches the end; defenders win when the clock runs out. | * '''Winning:''' attackers win when the cart reaches the end; defenders win when the clock runs out. | ||
{{Tip|Dying on the cart and running back costs | Each map sets its own setup time, clock, push speeds and rollback; see the map's page. | ||
{{Tip|Dying on the cart and running back costs little, since rollback waits before it starts. Abandoning it to go hunting does.}} | |||
== Gallery == | |||
<gallery mode="packed" heights="200px"> | |||
Payload cart.png|The cart, its jar full of souls | |||
Payload terminus.png|The terminus at the end of the track, where the cart docks | |||
</gallery> | |||
== Maps == | |||
* [[Kraken Pier]] | |||
{{Game nav}} | {{Game nav}} | ||
[[Category:Game modes]] | [[Category:Game modes]] | ||
Latest revision as of 10:18, 20 October 2026
| Payload | |
|---|---|
| Goal | Push the cart to the end of the track |
| Map prefix | pl_
|
| Maps | Kraken Pier |
In Payload one team attacks and escorts a cart along a track, and the other defends and tries to stop it until time runs out. Payload maps start with pl_.
Rules
- Setup: the cart is locked for a short setup time at the start.
- Pushing: attackers standing next to the cart move it. More pushers move it faster, with each extra pusher adding less.
- Blocking: a defender beside the cart stops it.
- Checkpoints: reaching a checkpoint adds time to the clock, and the cart never rolls back past one.
- Rollback: a cart left alone for a while rolls back slowly.
- Overtime: if time runs out while an attacker is on the cart, the round goes on until the defenders clear it.
- Winning: attackers win when the cart reaches the end; defenders win when the clock runs out.
Each map sets its own setup time, clock, push speeds and rollback; see the map's page.
Tip: Dying on the cart and running back costs little, since rollback waits before it starts. Abandoning it to go hunting does.
Gallery
-
The cart, its jar full of souls
-
The terminus at the end of the track, where the cart docks