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BLU Bombcart.png

Payload is an asymmetrical gamemode where BLU must push a bomb cart, the titular Payload, to the end of its tracks. RED must stop BLU from reaching the end and blowing up their base until the round-timer runs out. Along the tracks are checkpoints that, if BLU pushes the cart over, will give them extra time to complete the objective. If RED can keep BLU off the cart for a period of time, the cart will automatically begin to move backwards until BLU can push it again.

Payload Race is a similar gamemode where instead of just BLU pushing a cart, RED team pushes a cart as well. Both teams must stop the other team from pushing the enemy Payload while at the same time moving their own.

Payload maps are comprised of either one or multiple stages. For maps with multiple stages, BLU must win all stages to win the overall map.

Cart mechanics


The cart is pushed by people standing next to it, and the more people there are, the further it gets pushed.

  • Scouts count as 2 people pushing the cart.
  • If a member of the opposing team stands next to the cart, it is blocked until either the opposing player moves away or is killed.
  • Disguised Spies count normally as whichever team they are disguised as: If disguised as an enemy, they block the cart, if disgused as a friendly, they push the cart.
  • However Spies disguised as Scout do not get any bonuses Scout would normally have pushing the cart.
  • Players under the effect of an ÜberCharge from the Medi Gun do not count for nor block the Payload.
  • Once the cart passes over a point on the railroad tracks, it is captured and locked, moving the BLU spawn with it.
  • If the cart is left unattended it stops moving forwards, and after some time starts moving backwards until the previous checkpoint. The cart-pushing team must stand next to it again to get it to move.
  • Currently all Payload carts move at the same speed.


In Payload BLU team must push a cart through a series of checkpoints until they reach the final point. RED must stop them from doing so. Reaching a checkpoint and capturing it increases the round timer by a set amount. If a building is on the tracks, then it is destroyed. Speaking of buildings, the cart acts like a level one Dispenser, providing health and ammo to BLU team.

If BLU team does not push the cart after some time, the cart will begin to roll back to the last checkpoint. A BLU team member standing next to it stops the cart rolling back.

Payload Race

Payload Race is a gamemode similar to Payload, except both teams have a Payload to push. The objective for each team is to push their respective bomb cart while stopping the opposing team from doing so. Unlike in normal Payload, the carts in Payload race don't roll back after some time, and there is no round timer. The map only ends when one team's Payload is captured. This can result in Payload race maps theoretically going on indefinitely. Maps like Hightower are infamous for this.

Li'l Chew Chew

Li'l Chew Chew is a special bomb cart so far only present on Frontier, and replaces the standard Payload. It is a train engine painted blue with two headlights for eyes and a pair of jaws on the front.

Li'l Chew Chew is a lot bigger than all the other Payloads, and has a rideable platform towing behind it. BLU team can ride the platform towing behind Li'l Chew Chew to move alongside the train. The jaws in front cause damage to those in front, no matter which team they are on. The platform has a built in BLU Dispenser. Those on the Payload cart have a harder time seeing the front, considering how big Li'l Chew Chew is. The Front of Li'l Chew Chew also provides cover. It cannot be blocked by opposing players from RED team standing in front of it, only when opposing players stand near or on top of the train's platform.


Main article: Community Payload Strategy Main article: Community Payload Race Strategy


The Payload map Jinn

The following is a list of official Payload maps:

The following is a list of official Payload Race maps: