Difference between revisions of "Upward"

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{{ambox
 
{{ambox
 
|type=content
 
|type=content
|image=Needimage_icon.png
+
|header=Needs Details
|header=Needs images
+
|smalltext= Some details about attacking/defending third and last are needed.
|smalltext=An image for the final point is needed, along with some details about attacking/defending third and last.
 
 
}}
 
}}
 
{{NewInfobox Map
 
{{NewInfobox Map
Line 97: Line 96:
 
  | area6 = Red Rocks | x6=500px | y6=50px
 
  | area6 = Red Rocks | x6=500px | y6=50px
 
  | area7 = Behind Playground | x7=250px | y7=240px
 
  | area7 = Behind Playground | x7=250px | y7=240px
  | area8 = Below Playground | x8=420px | y8=190px
+
  | area8 = Below Playground/Cubby | x8=420px | y8=190px
 
  | area9 = Behind Roof | x9=590px | y9=65px
 
  | area9 = Behind Roof | x9=590px | y9=65px
 
  | area10 = Left Spawn | x10=645px | y10=60px
 
  | area10 = Left Spawn | x10=645px | y10=60px
Line 134: Line 133:
 
  | area8 = Platform | x8=638px | y8=137px
 
  | area8 = Platform | x8=638px | y8=137px
 
  | area9 = Point | x9=580px | y9=245px
 
  | area9 = Point | x9=580px | y9=245px
 +
| area10 = Main | x10=445px | y10=160px
 +
| area11 = Secret | x11=590px | y11=380px
 
}}
 
}}
  
Line 142: Line 143:
 
  | area2 = Hill | x2=410px | y2=30px
 
  | area2 = Hill | x2=410px | y2=30px
 
  | area3 = Trench | x3=585px | y3=65px
 
  | area3 = Trench | x3=585px | y3=65px
  | area4 = Window | x4=470px | y4=22px
+
  | area4 = Window/Appartments(Apps) | x4=470px | y4=22px
 
  | area5 = Tunnel | x5=170px | y5=250px
 
  | area5 = Tunnel | x5=170px | y5=250px
 
  | area6 = Cliff | x6=700px | y6=120px
 
  | area6 = Cliff | x6=700px | y6=120px
 
  | area7 = Shack | x7=700px | y7=45px
 
  | area7 = Shack | x7=700px | y7=45px
 
  | area8 = Behind Shack | x8=760px | y8=95px
 
  | area8 = Behind Shack | x8=760px | y8=95px
 +
}}
 +
 +
{{Map locations
 +
| title = Upward, second and third points
 +
| image = Upward BC.jpg
 +
| area1 = Ramp | x1=465px | y1=200px
 +
| area2 = Main | x2=20px | y2=130px
 +
| area3 = Trench | x3=200px | y3=380px
 +
| area4 = Window/Appartments(Apps) | x4=95px | y4=45px
 +
| area5 = Sewer | x5=400px | y5=180px
 +
| area6 = House | x6=280px | y6=80px
 +
| area7 = Platform | x7=250px | y7=105px
 +
| area8 = Rollercoaster | x8=710px | y8=55px
 +
| area9 = Point | x9=30px | y9=225px
 
}}
 
}}
  
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=== Third point ===
 
=== Third point ===
 +
==== Callouts ====
 
{{Map locations
 
{{Map locations
 
  | title = Upward, third point
 
  | title = Upward, third point
 
  | image = pl_upward C.png
 
  | image = pl_upward C.png
  | area1 = Sewer | x1=180px | y1=200px
+
  | area1 = Sewer | x1=190px | y1=215px
  | area2 = Bridge | x2=280px | y2=100px
+
  | area2 = Catwalk | x2=280px | y2=120px
  | area3 = Inside | x3=535px | y3=94px
+
  | area3 = Elbow | x3=515px | y3=110px
  | area4 = Outside | x4=430px | y4=95px
+
  | area4 = Platform | x4=430px | y4=95px
  | area5 = Open | x5=550px | y5=183px
+
  | area5 = Point | x5=550px | y5=183px
  | area6 = Under Tracks | x6=425px | y6=270px
+
  | area6 = Under | x6=425px | y6=270px
  | area7 = Shithouse | x7=706px | y7=160px
+
  | area7 = Shithouse/C Hut | x7=706px | y7=160px
 +
| area8 = Rollercoaster | x8=540px | y8=320px
 +
| area9 = Main | x9=424px | y9=140px
 +
| area10 = Ramp | x10=125px | y10=220px
 +
| area11 = House | x11=280px | y11=160px
 +
| area12 = Trench | x12=50px | y12=230px
 +
| area14 = Far Back | x14=585px | y14=70px
 
}}
 
}}
=== Defending ===
+
 
 +
==== Defending ====
  
 
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.
 
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.
  
 
=== Fourth point ===
 
=== Fourth point ===
 +
==== Callouts ====
 
{{Map locations
 
{{Map locations
 
  | title = Upward, fourth point, defenders' perspective
 
  | title = Upward, fourth point, defenders' perspective
 
  | image = pl_upward D.png
 
  | image = pl_upward D.png
  | area1 = Tiles | x1=260px | y1=35px
+
  | area1 = Straight Stairs | x1=270px | y1=40px
  | area2 = Balcony/Pub Spot | x2=700px | y2=100px
+
  | area2 = Casual / Pub Spot | x2=700px | y2=100px
  | area3 = Ground | x3=300px | y3=170px
+
  | area3 = Point | x3=160px | y3=270px
  | area4 = Crates | x4=380px | y4=170px
+
  | area4 = Lower Spawn | x4=785px | y4=240px
 
  | area5 = Under | x5=460px | y5=215px
 
  | area5 = Under | x5=460px | y5=215px
 +
| area6 = Dropdown | x6=220px | y6=140px
 +
| area7 = Main | x7=490px | y7=100px
 +
| area8 = Upper / Tiles | x8=205px | y8=75px
 +
| area9 = Spiral Stairs | x9=585px | y9=60px
 +
| area10 = Secret | x10=210px | y10=400px
 
}}
 
}}
  
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  | title = Upward, fourth point, attackers' perspective
 
  | title = Upward, fourth point, attackers' perspective
 
  | image = pl_upward D2.png
 
  | image = pl_upward D2.png
  | area1 = Dropdown | x1=50px | y1 = 160px
+
  | area1 = Casual / Pub Spot | x1=75px | y1 = 200px
  | area2 = Upper Spawn | x2=370px | y2=120px
+
  | area2 = Balcony | x2=370px | y2=130px
  | area3 = Lower Spawn | x3=420px | y3=185px
+
  | area3 = Lower Spawn | x3=250px | y3=220px
 
  | area4 = Toxic | x4=530px | y4=180px
 
  | area4 = Toxic | x4=530px | y4=180px
  | area5 = Upper | x5=750px | y5=140px
+
  | area5 = Crates | x5=750px | y5=140px
 +
| area6 = Under | x6=240px | y6=410px
 +
| area7 = Secret | x7=650px | y7=350px
 +
| area8 = Point | x8=775px | y8=405px
 
}}
 
}}
 +
 +
==== Attacking ====
 +
 +
The fourth point is generally considered the hardest point to push in both a casual and competitive setting. In Highlander, some teams may elect to hold '''tiles''' on defense, in which case have your combo originate spiral, along with soldier and occasionally scout. Your combo should push '''under''' with demo-pyro uber up the stairs and into tiles, meanwhile heavy and soldier wait in '''spiral''', pushing in the post-exchange for a pincer attack. Teams may also sack waves into tiles if at full uber disadvantage. 
 +
 +
After tiles is taken, you must break the "pub hold". To achieve this, you must effectively spawn camp or completely wipe out the enemy team. Furthermore, breaking this hold should be approached as a step by step process:
 +
* Get your sniper into tiles.
 +
* Spam and kill the enemy sentry with coordination. While demoman and soldier are best at this, spy's enforcer and sniper's charged shots can help finish the job.
 +
* Take an uber exchange through tracks or dropping down from tiles, focusing damage on '''pub spot''' and '''balcony'''. Some teams even have their demoman jump onto pub spot, putting their backs against the rail in order to maintain the uber connection with their medic.
 +
* For the post-uber exchange, your soldier should get a full overheal and jump on to balcony, denying the enemy combo from stopping the cart. In the mean time, your sniper will now have a lot of space and assist in denial. At this point, you can now send miscellaneous players such as engineer, scout, and heavy to cap the cart. Demoman can move forward and use sticky traps on the lower spawn doors, further buying time for the payload capture.
 +
 +
==== Defending ====
 +
 +
While it is an older meta and has fallen out of use at higher levels, the '''tiles''' hold can be incredibly tough to break if an offense isn't ready for it. Typically a soldier will be holding spiral, a heavy will be holding stairs, and a demo will rotate in between the two, with the rest of the combo holding more passively in tiles. Keep in mind that is generally not advised for your team to hold here if are late to back out of the third point or you lose players, especially because of how difficult it is for spawning players to get back with their team.
 +
 +
The more standardized "pub hold" is notoriously difficult to push against, making it the more reliable option for most teams. Your combo controls the high ground via '''pub spot''', assisted with a leveled sentry and sniper on '''balcony'''. Your engineer can also place a dispenser on the stairs near toxic, which can prevent the spy from getting up entirely if placed correctly. In the mean time, your flank players can help control the low ground and even push through lower to get kills in tiles. If the cart is close, it is also viable to have a heavy sit in secret and peek when they see the payload being pushed.
  
 
{{Active Maps Navbox}}{{All Maps Navbox|y}}
 
{{Active Maps Navbox}}{{All Maps Navbox|y}}

Latest revision as of 00:27, 18 November 2024

Upward
[e][h]
Upward.jpg
Map Information
Map Type:
File Name:
pl_upward
Version:
Official Release
Author:
First Released:
8 July 2010
Last Updated:
7 July 2016
Official Map:
CorrectIcon.png
Competitive Information
Game Modes:
League Popularity:
Staple
In Current Rotations:
HL:
UGC-Icon2.png ETF2L-Icon2.png
Total Inclusions:
HL:
28 inclusions (1st)
Links
Download Link Official Team Fortress Wiki Page Official Team Fortress Wiki Page (Competitive)

pl_upward is a single-stage Payload map created by Valve. It was the third Payload map added to the game. Along with pl_badwater, it is considered one of the staple Payload maps played in Highlander. It also tops the most amount of inclusions for any highlander map with 28 inclusions across competitions.

Usage in competitive[edit]

Seasonal Inclusions by League
[view] Map version 4v4 6v6 Prolander Highlander
UGC-Icon2.png UGC UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L EseaLogo.png ESEA Ozfortress Icon.png ozfortress RGL Icon.png RGL AsiaFortress-Icon.png AsiaFortress RGL Icon.png RGL UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L RGL Icon.png RGL
pl_upward Season Season Season Season Season Season Season Season Season 20 Season 11 Season
Season Season Season Season Season Season Season Season Season 19 Season 10 Season
Season Season Season Season Season Season Season Season Season 18 Season 9 Season
Season Season Season Season Season Season Season Season Season 17 Season 8 Season
Season Season Season Season Season Season Season Season Season 16 Season 7 Season
Season Season Season Season Season Season Season Season Season 15 Season 6 Season
Season Season Season Season Season Season Season Season Season 14 Season 5 Season
Season Season Season Season Season Season Season Season Season 13 Season 4 Season
Season Season Season Season Season Season Season Season Season 12 Season 3 Season
Season Season Season Season Season Season Season Season Season 11 Season 2 Season
Season Season Season Season Season Season Season Season Season 10 Season 1 Season
Season Season Season Season Season Season Season Season Season 9 Season
Season Season Season Season Season Season Season Season Season 8 Season
Season Season Season Season Season Season Season Season Season 6 Season
Season Season Season Season Season Season Season Season Season 5 Season
Season Season Season Season Season Season Season Season Season 4 Season
Season Season Season Season Season Season Season Season Season 3 Season
Total inclusions out of 28 out of 41 out of 46 out of 30 out of 38 out of 21 out of 13 out of 10 17 out of 39 11 out of 30 out of 16

Bold italics denotes the current or latest season

Official map
Pro version

Strategy[edit]

First point[edit]

Callouts[edit]

Upward, first point, attackers' perspective
Upward A A1.jpg
Blue Rocks
Red Rocks
Playground
Cliff
Main
Secret
Stairs
Upward, first point, defenders' perspective
Upward A D1.jpg
Behind Roof
Roof
Blue Rocks
Main Spawn
Left Spawn
Red Rocks
Upward, first point, attackers' perspective
Pl upward A2.png
Slope
Large Ammo
Cliff
Tunnel
Point
Upward, first point, defenders' perspective
Pl upward A1.png
Stairs
Large Ammo
Playground
Main
Point
Red Rocks
Behind Playground
Below Playground/Cubby
Behind Roof
Left Spawn

Attacking[edit]

As always on Payload, the attack starts by preparing the ÜberCharge in spawn and leaving the Medic there for a short period of time while the rest of the team attempt to create an advantage by suiciding. Once an advantage has been created, the team can prepare for a push.

All viable push routes are located in open areas, which leaves the combo vulnerable to a Sniper on Playground. Because of that, a Sniper pick is particularly useful on this point, as it allows to avoid a potential death of the Medic.

Generally, teams decide to push the first point through the cliff area, as most teams' combos will either hold the ground area or the under area. The only difference is the defense's sentry placement:

  • If the sentry is located in under, it forces the combo to use the ÜberCharge earlier, somewhere around the point area, to take it down. The main objective is to take the sentry down, as it allows for a point capture.
  • If the sentry is located on the slope, a team can attempt to flank the enemy by going directly through the entrance on the cliff and using the ÜberCharge closer to the Sentry Gun. If the enemy combo is unaware of the push, it cuts off their only viable escape route. The downside of this push is that if the Pyro is guarding the entrance, the ÜberCharged players can be easily knocked off the cliff. Going up to the sentry also takes longer, which means there's an elevated risk of a force or even a drop.

Defending[edit]

Due to the openness of the point, the defenders need to be particularly wary of jumping classes and sightlines. This means it's hard to establish a permanent hold on this point, so the defenders should seek only to delay the attackers.

The sentry's positioning is particularly important, as it shapes up the defense's game plan:

  • Placing the sentry under means that its purpose is to deny the flank by making it impossible to capture the point before it's taken down. That means the sentry will be the first to go down after an enemy ÜberCharge, and once it's down, the defending team leaves the point, unless the attackers overcommit and lose too many players.
  • Placing the sentry on slope means that it is a buffer zone. Once the enemy combo uses the ÜberCharge, the defenders can just back up to the sentry and then decide to either back out completely or go back in if possible. It allows to save the ÜberCharge for later, but the defenders need to be wary of the wrap-around push described above.

It's important to remember that the slope is the only viable escape route for the combo, as the tunnel area is easy to spam. The defenders need to keep that in mind and move early enough to be able to back out in time.

Second point[edit]

Callouts[edit]

Upward, second point, defenders' perspective
Pl upward B.png
Slope
Hill
Side Tunnel
Window
Tunnel
Cliff
Shack
Platform
Point
Main
Secret
Upward, second point, attackers' perspective
Upward B A1.jpg
Ramp
Hill
Trench
Window/Appartments(Apps)
Tunnel
Cliff
Shack
Behind Shack
Upward, second and third points
Upward BC.jpg
Ramp
Main
Trench
Window/Appartments(Apps)
Sewer
House
Platform
Rollercoaster
Point

Attacking[edit]

After capturing the first point, the attackers should prepare for a push on the second point, while the flank classes should attempt to get the cart as close to the tunnel exit as possible. The attacking team usually holds somewhere between the cliff entrance and the side tunnel, but in doing that they need to be wary of the enemy Sniper, call his positions out accordingly and try to spam him out.

Choosing a push depends on how close the defenders choose to hold.

  • If the opposing Heavy and Medic are holding inside the house, the primary objective is to take it back, as it provides obvious height advantage and is close to both the sentry and the RED spawn. This hold is very hard to break however, as it is pretty much impossible to force the enemy combo while it's holding inside the house, therefore it's very important that the other attackers try to create a player advantage that would force the enemy to back out.
  • If the defenders are holding the platform area, taking the point is much easier; a push through the house is almost impossible to defend and will pretty much always mean that the Sentry will go down and the enemy Medic will either die or use the ÜberCharge to get out.

As this is one of the major holds on the map, some teams will often overcommit and lose many players when defending. If that happens, it's vital to capitalise on this and spawncamp as much as possible, and push up quickly after the point is captured, to try and get the next point unopposed.

Defending[edit]

After the enemy team takes control of the first point, the combo should immediately take position on platform and holding there. Holding near rocks is too dangerous due to being so wide open to snipers and jumping classes. Generally the heavy sits on platform while the Demoman takes position closer to the tracks so he can spam the window, behind the rocks or into tunnel.

Once the enemy team pops uber onto the sentry the combo can back up into the house behind platform, and either back up to third, or counter-pop and attempt to take control back of the area. Depending on what the team decides, you may want your spy to watch the entrance to house and call out when the enemy combo move through there. Then your combo can attempt to kill the enemy combo preemptively.

Third point[edit]

Callouts[edit]

Upward, third point
Pl upward C.png
Sewer
Catwalk
Elbow
Platform
Point
Under
Shithouse/C Hut
Rollercoaster
Main
Ramp
House
Trench
Far Back

Defending[edit]

The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.

Fourth point[edit]

Callouts[edit]

Upward, fourth point, defenders' perspective
Pl upward D.png
Straight Stairs
Casual / Pub Spot
Point
Lower Spawn
Under
Dropdown
Main
Upper / Tiles
Spiral Stairs
Secret
Upward, fourth point, attackers' perspective
Pl upward D2.png
Casual / Pub Spot
Balcony
Lower Spawn
Toxic
Crates
Under
Secret
Point

Attacking[edit]

The fourth point is generally considered the hardest point to push in both a casual and competitive setting. In Highlander, some teams may elect to hold tiles on defense, in which case have your combo originate spiral, along with soldier and occasionally scout. Your combo should push under with demo-pyro uber up the stairs and into tiles, meanwhile heavy and soldier wait in spiral, pushing in the post-exchange for a pincer attack. Teams may also sack waves into tiles if at full uber disadvantage.

After tiles is taken, you must break the "pub hold". To achieve this, you must effectively spawn camp or completely wipe out the enemy team. Furthermore, breaking this hold should be approached as a step by step process:

  • Get your sniper into tiles.
  • Spam and kill the enemy sentry with coordination. While demoman and soldier are best at this, spy's enforcer and sniper's charged shots can help finish the job.
  • Take an uber exchange through tracks or dropping down from tiles, focusing damage on pub spot and balcony. Some teams even have their demoman jump onto pub spot, putting their backs against the rail in order to maintain the uber connection with their medic.
  • For the post-uber exchange, your soldier should get a full overheal and jump on to balcony, denying the enemy combo from stopping the cart. In the mean time, your sniper will now have a lot of space and assist in denial. At this point, you can now send miscellaneous players such as engineer, scout, and heavy to cap the cart. Demoman can move forward and use sticky traps on the lower spawn doors, further buying time for the payload capture.

Defending[edit]

While it is an older meta and has fallen out of use at higher levels, the tiles hold can be incredibly tough to break if an offense isn't ready for it. Typically a soldier will be holding spiral, a heavy will be holding stairs, and a demo will rotate in between the two, with the rest of the combo holding more passively in tiles. Keep in mind that is generally not advised for your team to hold here if are late to back out of the third point or you lose players, especially because of how difficult it is for spawning players to get back with their team.

The more standardized "pub hold" is notoriously difficult to push against, making it the more reliable option for most teams. Your combo controls the high ground via pub spot, assisted with a leveled sentry and sniper on balcony. Your engineer can also place a dispenser on the stairs near toxic, which can prevent the spy from getting up entirely if placed correctly. In the mean time, your flank players can help control the low ground and even push through lower to get kills in tiles. If the cart is close, it is also viable to have a heavy sit in secret and peek when they see the payload being pushed.