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+ | {{Stub}} | ||
{{ambox | {{ambox | ||
|type=content | |type=content | ||
− | |header=Needs | + | |image=Needimage_icon.png |
− | |smalltext= | + | |header=Needs images |
+ | |smalltext=An image for the final point is needed, along with some details about attacking/defending third and last. | ||
}} | }} | ||
− | {{ | + | {{Map infobox |
− | | | + | | mapname = Upward |
− | |image= | + | | image = pl_upward.png |
− | + | | maptype = [[Payload]] | |
− | + | | currentversion = pl_upward | |
− | |maptype= | + | | developer = Valve |
− | + | | default = Yes | |
− | + | | links = | |
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}} | }} | ||
− | '''pl_upward''' is a single-stage [[Payload]] map created by Valve. It was the third Payload map added to the game | + | '''pl_upward''' is a single-stage [[Payload]] map created by Valve. It was the third Payload map added to the game. |
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+ | Upward, alongside [[Badwater]], is a staple Payload map played in Highlander. | ||
== Usage in competitive == | == Usage in competitive == | ||
{{Upward/MapLeagueInclusionTable}} | {{Upward/MapLeagueInclusionTable}} | ||
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== Strategy == | == Strategy == | ||
=== First point === | === First point === | ||
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{{Map locations | {{Map locations | ||
| title = Upward, first point, defenders' perspective | | title = Upward, first point, defenders' perspective | ||
− | | image = | + | | image = pl_upward A1.png |
− | | area1 = | + | | area1 = Right | x1=700px | y1=77px |
− | | area2 = | + | | area2 = Left | x2=88px | y2=183px |
− | | area3 = | + | | area3 = Top | x3=419px | y3=114px |
− | | area4 = | + | | area4 = Under | x4=419px | y4=186px |
− | | area5 = | + | | area5 = Ground | x5=446px | y5=251px |
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}} | }} | ||
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| image = pl_upward A2.png | | image = pl_upward A2.png | ||
| area1 = Slope | x1=403px | y1=88px | | area1 = Slope | x1=403px | y1=88px | ||
− | | area2 = | + | | area2 = Entrance | x2=22px | y2=114px |
| area3 = Cliff | x3=110px | y3=286px | | area3 = Cliff | x3=110px | y3=286px | ||
| area4 = Tunnel | x4=321px | y4=210px | | area4 = Tunnel | x4=321px | y4=210px | ||
− | | area5 = | + | | area5 = Ground | x5=549px | y5=284px |
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}} | }} | ||
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==== Attacking ==== | ==== Attacking ==== | ||
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. | 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 | + | All viable push routes are located in open areas, which leaves the combo vulnerable to [[Sniper]]s. 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: | 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: | ||
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=== Second point === | === Second point === | ||
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{{Map locations | {{Map locations | ||
− | | title = Upward, second point | + | | title = Upward, second point |
| image = pl_upward B.png | | image = pl_upward B.png | ||
| area1 = Slope | x1=158px | y1=72px | | area1 = Slope | x1=158px | y1=72px | ||
− | | area2 = | + | | area2 = Rocks | x2=230px | y2=81px |
− | | area3 = Side | + | | area3 = Side tunnel | x3=386px | y3=84px |
− | | area4 = | + | | area4 = House | x4=479px | y4=95px |
| area5 = Tunnel | x5=362px | y5=183px | | area5 = Tunnel | x5=362px | y5=183px | ||
− | | area6 = | + | | area6 = Cliffside | x6=379px | y6=383px |
| area7 = Shack | x7=646px | y7=288px | | area7 = Shack | x7=646px | y7=288px | ||
| area8 = Platform | x8=638px | y8=137px | | area8 = Platform | x8=638px | y8=137px | ||
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}} | }} | ||
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==== Attacking ==== | ==== Attacking ==== | ||
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. | 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. | ||
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=== Third point === | === Third point === | ||
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{{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= | + | | area1 = Sewer | x1=180px | y1=200px |
− | | area2 = | + | | area2 = Bridge | x2=280px | y2=100px |
− | | area3 = | + | | area3 = Inside | x3=535px | y3=94px |
− | | area4 = | + | | area4 = Outside | x4=430px | y4=95px |
− | | area5 = | + | | area5 = Open | x5=550px | y5=183px |
− | | area6 = Under | x6=425px | y6=270px | + | | area6 = Under Tracks | x6=425px | y6=270px |
− | | area7 = | + | | area7 = C House | x7=706px | y7=160px |
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}} | }} | ||
− | {{ | + | {{Maps navbox}} |
− | + | [[Category:Maps]] | |
− | + | [[Category:Payload maps]] | |
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