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Latest revision Your text
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{{ambox
 
{{ambox
 
|type=content
 
|type=content
|header=Needs Details
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|image=Needimage_icon.png
|smalltext= Some details about attacking/defending third and last are needed.
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|header=Needs images
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|smalltext=An image for the final point is needed, along with some details about attacking/defending third and last.
 
}}
 
}}
 
{{NewInfobox Map
 
{{NewInfobox Map
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|filename=pl_upward
 
|filename=pl_upward
 
|version=Official Release
 
|version=Official Release
|author1=valve
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|download=
|author1steam=
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|creator1=valve
|author2=
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|creator1steam=
|author2steam=
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|creator2=
|author3=
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|creator2steam=
|author3steam=
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|creator3=
|released=8 July 2010
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|creator3steam=
|updated=7 July 2016
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|released=8 July, 2010
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|updated=20 November, 2014
 
|official=1
 
|official=1
  
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|gamemode2=
 
|gamemode2=
 
|gamemode3=
 
|gamemode3=
|adapted=
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|proof=
 
|pro=
 
|pro=
 
|popularity=staple
 
|popularity=staple
 
|lpleague=
 
|lpleague=
 
|lpseason=
 
|lpseason=
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|lpdate=
  
|download=http://fakkelbrigade.eu/maps/pl_upward.bsp
 
 
|workshop=
 
|workshop=
 
|tf2maps=
 
|tf2maps=
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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. Along with [[pl_badwater]], it is considered one of the staple Payload maps played in [[Highlander]].
 
'''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 ==
 
== Usage in competitive ==
 
{{Upward/MapLeagueInclusionTable}}
 
{{Upward/MapLeagueInclusionTable}}
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== 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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=== 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
 
 
}}
 
}}
 +
==== Attacking ====
 +
==== Defending ====
  
 +
=== Last Point ===
 +
==== 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.
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{{Maps navbox}}
 
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[[Category:Maps]]
=== Fourth point ===
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[[Category:Payload maps]]
==== 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
 
}}
 
 
 
{{Active Maps Navbox}}{{All Maps Navbox|y}}
 

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