Editing Upward

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 1: Line 1:
 
{{ambox
 
{{ambox
 
|type=content
 
|type=content
|header=Needs Details
+
|image=Needimage_icon.png
|smalltext= Some details about attacking/defending third and last are needed.
+
|header=Needs images
 +
|smalltext=An image for the final point is needed, along with some details about attacking/defending third and last.
 
}}
 
}}
 
{{NewInfobox Map
 
{{NewInfobox Map
Line 52: Line 53:
 
== Strategy ==
 
== Strategy ==
 
=== First point ===
 
=== First point ===
==== Callouts ====
 
{{Map locations
 
| title = Upward, first point, attackers' perspective
 
| image = Upward A A1.jpg
 
| area1 = Blue Rocks | x1=68px | y1=200px
 
| area2 = Red Rocks | x2=400px | y2=350px
 
| area3 = Playground | x3=645px | y3=145px
 
| area4 = Cliff | x4=500px | y4=85px
 
| area5 = Main | x5=500px | y5=220px
 
| area6 = Secret | x6=665px | y6=200px
 
| area7 = Stairs | x7=330px | y7=135px
 
}}
 
 
 
{{Map locations
 
{{Map locations
 
  | title = Upward, first point, defenders' perspective
 
  | title = Upward, first point, defenders' perspective
  | image = Upward A D1.jpg
+
  | image = pl_upward A1.png
  | area1 = Behind Roof | x1=200px | y1=250px
+
  | area1 = Stairs | x1=700px | y1=77px
  | area2 = Roof | x2=300px | y2=165px
+
  | area2 = Large Ammo | x2=88px | y2=183px
  | area3 = Blue Rocks | x3=625px | y3=235px
+
  | area3 = Playground | x3=419px | y3=114px
  | area4 = Main Spawn | x4=450px | y4=135px
+
  | area4 = Main | x4=500px | y4=120px
  | area5 = Left Spawn | x5=345px | y5=240px
+
  | area5 = Point | x5=446px | y5=251px
| area6 = Red Rocks | x6=360px | y6=420px
 
 
}}
 
}}
  
Line 80: Line 67:
 
  | image = pl_upward A2.png
 
  | image = pl_upward A2.png
 
  | area1 = Slope | x1=403px | y1=88px
 
  | area1 = Slope | x1=403px | y1=88px
  | area2 = Large Ammo | x2=1030px | y2=350px
+
  | 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 = Point | x5=549px | y5=284px
 
  | area5 = Point | x5=549px | y5=284px
 
}}
 
}}
 
{{Map locations
 
| title = Upward, first point, defenders' perspective
 
| image = pl_upward A1.png
 
| area1 = Stairs | x1=700px | y1=77px
 
| area2 = Large Ammo | x2=88px | y2=183px
 
| area3 = Playground | x3=419px | y3=114px
 
| area4 = Main | x4=500px | y4=120px
 
| area5 = Point | x5=446px | y5=251px
 
| area6 = Red Rocks | x6=500px | y6=50px
 
| area7 = Behind Playground | x7=250px | y7=240px
 
| area8 = Below Playground/Cubby | x8=420px | y8=190px
 
| area9 = Behind Roof | x9=590px | y9=65px
 
| area10 = Left Spawn | x10=645px | y10=60px
 
}}
 
 
 
==== 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.
Line 120: Line 91:
  
 
=== Second point ===
 
=== Second point ===
==== Callouts ====
 
 
{{Map locations
 
{{Map locations
  | title = Upward, second point, defenders' perspective
+
  | 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 = Hill | x2=300px | y2=100px
+
  | area2 = Rocks | x2=230px | y2=81px
  | area3 = Side Tunnel | x3=386px | y3=84px
+
  | area3 = Side tunnel | x3=386px | y3=84px
  | area4 = Window | x4=479px | y4=95px
+
  | area4 = House | x4=479px | y4=95px
 
  | area5 = Tunnel | x5=362px | y5=183px
 
  | area5 = Tunnel | x5=362px | y5=183px
  | area6 = Cliff | x6=379px | y6=383px
+
  | 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
| area9 = Point | x9=580px | y9=245px
 
| area10 = Main | x10=445px | y10=160px
 
| area11 = Secret | x11=590px | y11=380px
 
}}
 
 
{{Map locations
 
| title = Upward, second point, attackers' perspective
 
| image = Upward B A1.jpg
 
| area1 = Ramp | x1=550px | y1=50px
 
| area2 = Hill | x2=410px | y2=30px
 
| area3 = Trench | x3=585px | y3=65px
 
| area4 = Window/Appartments(Apps) | x4=470px | y4=22px
 
| area5 = Tunnel | x5=170px | y5=250px
 
| area6 = Cliff | x6=700px | y6=120px
 
| area7 = Shack | x7=700px | y7=45px
 
| 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
 
}}
 
 
 
==== 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.
Line 180: Line 119:
  
 
=== 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=190px | y1=215px
+
  | area1 = Sewer | x1=180px | y1=200px
  | area2 = Catwalk | x2=280px | y2=120px
+
  | area2 = Bridge | x2=280px | y2=100px
  | area3 = Elbow | x3=515px | y3=110px
+
  | area3 = Inside | x3=535px | y3=94px
  | area4 = Platform | x4=430px | y4=95px
+
  | area4 = Outside | x4=430px | y4=95px
  | area5 = Point | x5=550px | y5=183px
+
  | area5 = Open | x5=550px | y5=183px
  | area6 = Under | x6=425px | y6=270px
+
  | area6 = Under Tracks | x6=425px | y6=270px
  | area7 = Shithouse/C Hut | x7=706px | y7=160px
+
  | area7 = Shithouse | 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 = Straight Stairs | x1=270px | y1=40px
+
  | area1 = Tiles | x1=260px | y1=35px
  | area2 = Casual / Pub Spot | x2=700px | y2=100px
+
  | area2 = Balcony/Pub Spot | x2=700px | y2=100px
  | area3 = Point | x3=160px | y3=270px
+
  | area3 = Ground | x3=300px | y3=170px
  | area4 = Lower Spawn | x4=785px | y4=240px
+
  | area4 = Crates | x4=380px | y4=170px
 
  | 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
 
 
}}
 
}}
  
Line 223: Line 148:
 
  | title = Upward, fourth point, attackers' perspective
 
  | title = Upward, fourth point, attackers' perspective
 
  | image = pl_upward D2.png
 
  | image = pl_upward D2.png
  | area1 = Casual / Pub Spot | x1=75px | y1 = 200px
+
  | area1 = Dropdown | x1=50px | y1 = 160px
  | area2 = Balcony | x2=370px | y2=130px
+
  | area2 = Upper Spawn | x2=370px | y2=120px
  | area3 = Lower Spawn | x3=250px | y3=220px
+
  | area3 = Lower Spawn | x3=420px | y3=185px
 
  | area4 = Toxic | x4=530px | y4=180px
 
  | area4 = Toxic | x4=530px | y4=180px
  | area5 = Crates | x5=750px | y5=140px
+
  | area5 = Upper | 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}}

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)