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− | {{ | + | {{Map infobox |
− | | | + | | mapname = Upward |
− | | | + | | image = pl_upward.png |
− | | | + | | maptype = Payload |
+ | | currentversion = pl_upward | ||
+ | | developer = Valve | ||
+ | | download = Default Map | ||
+ | | links = | ||
}} | }} | ||
− | + | '''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 one of the staple Payload maps played in Highlander. | |
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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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| title = Upward, first point, attackers' perspective | | title = Upward, first point, attackers' perspective | ||
| image = pl_upward A2.png | | image = pl_upward A2.png | ||
− | | area1 = | + | | area1 = slope | x1=403px | y1=88px |
− | | area2 = | + | | area2 = entrance | x2=22px | y2=114px |
− | | area3 = | + | | area3 = cliff | x3=110px | y3=286px |
− | | area4 = | + | | 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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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. | 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. | ||
− | + | {{Maps navbox|collapsed}} | |
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− | + | [[Category:Maps]] | |
+ | [[Category:Payload maps]] |