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{{ambox
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{{DISPLAYTITLE:pl_upward}}
|type=content
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{{Map infobox
|header=Needs Details
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| mapname = Upward
|smalltext= Some details about attacking/defending third and last are needed.
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| image = pl_upward.png
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| maptype = [[Payload]]
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| currentversion = pl_upward
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| developer = Valve
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| default = Yes
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| links =
 
}}
 
}}
{{NewInfobox Map
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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.
|name=
 
|image=
 
|caption=
 
  
|maptype=pl
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Upward, alongside [[Badwater]], is one of the staple Payload maps played in Highlander.
|filename=pl_upward
 
|version=Official Release
 
|author1=valve
 
|author1steam=
 
|author2=
 
|author2steam=
 
|author3=
 
|author3steam=
 
|released=8 July 2010
 
|updated=7 July 2016
 
|official=1
 
 
 
|gamemode1=hl
 
|gamemode2=
 
|gamemode3=
 
|adapted=
 
|pro=
 
|popularity=staple
 
|lpleague=
 
|lpseason=
 
 
 
|download=http://fakkelbrigade.eu/maps/pl_upward.bsp
 
|workshop=
 
|tf2maps=
 
|gamebanana=
 
|tftv=
 
|tftv2=
 
|etf2l=
 
|ugc=
 
|officialwiki=Upward
 
|officialwiki2=Upward_(competitive)
 
 
 
|footnotes=
 
}}
 
'''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 ==
 
{{Upward/MapLeagueInclusionTable}}
 
  
 
== 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
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  | image = pl_upward A1.png
  | area1 = Behind Roof | x1=200px | y1=250px
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  | area1 = Right | x1=700px | y1=77px
  | area2 = Roof | x2=300px | y2=165px
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  | area2 = Left | x2=88px | y2=183px
  | area3 = Blue Rocks | x3=625px | y3=235px
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  | area3 = Top | x3=419px | y3=114px
  | area4 = Main Spawn | x4=450px | y4=135px
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  | area4 = Under | x4=419px | y4=186px
  | area5 = Left Spawn | x5=345px | y5=240px
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  | area5 = Ground | x5=446px | y5=251px
| area6 = Red Rocks | x6=360px | y6=420px
 
 
}}
 
}}
  
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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 = Large Ammo | x2=1030px | y2=350px
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  | 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
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  | area5 = Ground | 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.
  
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.
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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 ===
==== Callouts ====
 
 
{{Map locations
 
{{Map locations
  | title = Upward, second point, defenders' perspective
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  | 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
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  | area2 = Rocks | x2=230px | y2=81px
  | area3 = Side Tunnel | x3=386px | y3=84px
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  | area3 = Side tunnel | x3=386px | y3=84px
  | area4 = Window | x4=479px | y4=95px
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  | area4 = House | x4=479px | y4=95px
 
  | area5 = Tunnel | x5=362px | y5=183px
 
  | area5 = Tunnel | x5=362px | y5=183px
  | area6 = Cliff | x6=379px | y6=383px
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  | 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.
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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.  
 
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.
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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 the combo can pop crits on a demo and get that clutch med pick.
  
 
=== 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
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  | area1 = Sewer | x1=180px | y1=200px
  | area2 = Catwalk | x2=280px | y2=120px
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  | area2 = Bridge | x2=280px | y2=100px
  | area3 = Elbow | x3=515px | y3=110px
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  | area3 = Inside | x3=535px | y3=94px
  | area4 = Platform | x4=430px | y4=95px
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  | area4 = Outside | x4=430px | y4=95px
  | area5 = Point | x5=550px | y5=183px
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  | area5 = Open | x5=550px | y5=183px
  | area6 = Under | x6=425px | y6=270px
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  | area6 = Under Tracks | x6=425px | y6=270px
  | area7 = Shithouse/C Hut | x7=706px | y7=160px
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  | area7 = C House | 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
 
 
}}
 
}}
 
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==== Attacking ====
 
==== 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.
 
  
 
=== Fourth point ===
 
=== Fourth point ===
==== Callouts ====
 
{{Map locations
 
| title = Upward, fourth point, defenders' perspective
 
| image = pl_upward D.png
 
| area1 = Straight Stairs | x1=270px | y1=40px
 
| area2 = Casual / Pub Spot | x2=700px | y2=100px
 
| area3 = Point | x3=160px | y3=270px
 
| area4 = Lower Spawn | x4=785px | y4=240px
 
| 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
 
}}
 
 
{{Map locations
 
| title = Upward, fourth point, attackers' perspective
 
| image = pl_upward D2.png
 
| area1 = Casual / Pub Spot | x1=75px | y1 = 200px
 
| area2 = Balcony | x2=370px | y2=130px
 
| area3 = Lower Spawn | x3=250px | y3=220px
 
| area4 = Toxic | x4=530px | y4=180px
 
| 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 ====
 
==== 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 ====
 
==== 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.
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{{Maps navbox}}
 
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[[Category:Maps]]
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.
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[[Category:Payload maps]]
 
 
{{Active Maps Navbox}}{{All Maps Navbox|y}}
 

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