Upward (competitive)

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This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Upward.
The community competitive scene changes frequently. Some or all info may be outdated.


Upward (competitive)
Engineer Update Upward.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Desert
Setting: Daylight, sunny
Hazards: Pitfall
Map Photos
Loading screen photos.

Upward is a single-stage Payload map with 4 points, all these points must be captured for the attacking team too win, the defending team must defend the last point within the time limit. Every time a point is captured time is added to the time limit. Like most maps, the Red team must defend the points whilst the Blu team must attack these points by standing near the payload cart. This map is played in most Highlander leagues and is one of the most popular payload maps. However, rarely or never played in 6v6.

Overview of the map.(Large file)

Locations

Checkpoint A

  • The left cliff: A small rocky platform which is a common place for the attacking Heavy, Demoman and the Medic to push out from.
  • The Right Bridge: A wooden bridge which leads to the right flank, with a pitfall hazard to the far right.
  • The Valley: Where the payload will be pushed down, the metal structure can be jumped on and is a common place for the Sniper to get picks.

Checkpoint B

  • The Over-watch: (Also known as the Hut and the right-flank) is a wooden staircase which leads to a over-watch hut with open windows. This is a common place for the combo to push from, especially an übered Heavy. The defending Engineer is likely too set up underneath the hut near the "rolling-spawn" to defend Checkpoint B.
  • The tunnel: The payload cart will be pushed out of this tunnel onto the point, the tunnel has wooden supports and two flanks on both the left and the right which lead up too the surface. Above the Tunnel is a wooden structure and a hill which is a very common place for defending Engineers to set up and defend Checkpoint A. The Tunnel also has a wooden balcony which is perfect for ambushing and the Blu teams next spawn point.
  • The Side path: (Also known as the Left flank) is a common place for the Spy too flank the defending team. It is also common with Snipers and Soldiers who can quickly get important picks and harass the Sentry Gun. It is a small footpath which leads too the tunnel supported by wooden scaffolding, it also has a pitfall hazard.

Checkpoint C

  • The Balcony: The Balcony consists of a long wooden structure to a flanking root inside the house. It is common for the Blu team to push through this way and also underneath it. It also makes a good spot for the attacking Engineer to place a Teleporter and a Dispenser as it is close too a ammo pack and a health pack. The Balcony also allows the Blu team to flank behind the Red team too their last point.
  • Scaffolding: The payload cart will be pushed on this "wooden scaffolding" which is very close too point C and also has some small ramps which the payload will slide down if not being pushed. Underneath allows players too drop onto a health kit which is used by defending Spys too escape.
  • The House: The House is on the left flank, it is a small metal hut with an ammo pack leading too a health kit which is under the Scaffolding. It isn't used often as Demomen can easily spam into the house and kill anyone inside it.

Checkpoint D (The Last Checkpoint)

  • The Balcony: The Balcony is a long stretch of high ground opposite too the Red's final spawn room. It is a common place for the attacking combo too hold and allows for the attacking Sniper too have an over view of the enemy team.
  • Main entrance: The payload cart will come through this large entrance onto more scaffolding too be finally dropped into a large pitfall hazard. Attacking Scouts can easily push the cart into the pitfall with out being damaged due too his small hitbox size.
  • The under-passage: Underneath the main entrance is a small platform which leads too Checkpoint C, it is commonly used by Spys too escape or flank the opposing team.


Gallery