Payload
Jump to navigation
Jump to search
| 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