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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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=== 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 = | + | | area1 = slope | x1=158px | y1=72px |
− | | area2 = | + | | area2 = rocks | x2=230px | y2=81px |
− | | area3 = | + | | area3 = side tunnel | x3=386px | y3=84px |
− | | area4 = | + | | area4 = house | x4=479px | y4=95px |
− | | area5 = | + | | area5 = tunnel | x5=362px | y5=183px |
− | | area6 = | + | | area6 = cliffside | x6=379px | y6=383px |
− | | area7 = | + | | area7 = shack | x7=646px | y7=288px |
− | | area8 = | + | | 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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Choosing a push depends on how close the defenders choose to hold. | 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 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; | + | * If the defenders are holding the '''platform''' area, taking the point is much easier; pushing 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. | 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 ==== | ==== Defending ==== | ||
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=== Third point === | === Third point === | ||
− | ==== | + | ==== Attacking ==== |
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==== Defending ==== | ==== Defending ==== | ||
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=== Fourth point === | === Fourth point === | ||
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==== Attacking ==== | ==== Attacking ==== | ||
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==== Defending ==== | ==== Defending ==== | ||
− | + | {{Maps navbox|collapsed}} | |
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− | + | [[Category:Maps]] | |
+ | [[Category:Payload maps]] |