Difference between revisions of "Upward (Competitive)"

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m (Diesel, you can't use the correct form of "to", it seems. I'll revisit this tonight when I am not at college to polish the changes off.)
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#Redirect [[Upward (competitive)]]
 
 
{{competitive|generic=Upward}}
 
 
 
 
 
{{Map infobox
 
|game-type=Payload
 
|file-name=pl_upward
 
|map-image=PL Upward.PNG
 
| map-environment = Desert
 
| map-setting = Daylight, sunny
 
| map-hazards = [[Environmental_death#Pitfalls|Pitfall]]
 
| map-health-pickups-small = 5
 
| map-health-pickups-medium = 7
 
| map-health-pickups-large = 1
 
| map-ammo-pickups-small = 1
 
| map-ammo-pickups-medium = 15
 
| map-ammo-pickups-large = 1
 
| map-bots = 1
 
}}
 
 
 
Upward is a single-stage [[Payload]] map with 4 points. All these points must be captured for the attacking team to win, and the defending team must defend the points within the time limit. Every time a point is captured, time is added to the clock. 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. It is very rarely played in [[6v6]].
 
 
 
[[Image:Upward overview.png|thumb|top|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.
 
<gallery widths=140px heights=80px>
 
Image:Upward1.jpg|First Checkpoint
 
</gallery>
 
=== 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 Medic combo to push from, especially if his pocket is a Heavy. The defending Engineer is likely to 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 a flank on both the left and the right which both lead up to 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 to 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 to the tunnel supported by wooden scaffolding, it also has a pitfall hazard.
 
<gallery>
 
Image:Upward2.jpg|Second Checkpoint
 
</gallery>
 
=== 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 to a ammo pack and a [[health pack]]. The Balcony also allows the Blu team to flank behind the Red team to their last point.
 
*'''Scaffolding:''' The payload cart will be pushed on this "wooden scaffolding" which is very close to point C and also has some small ramps which the payload will slide down if not being pushed. Underneath allows players to drop onto a health kit which is used by defending [[Spy|Spies]] to escape.
 
*'''The House:''' The House is on the left flank, it is a small metal hut with an [[Pickups|ammo pack]] leading to 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.
 
<gallery>
 
Image:Upward3.jpg|Third Checkpoint
 
</gallery>
 
=== Checkpoint D (The Last Checkpoint) ===
 
*'''The Balcony:''' The Balcony is a long stretch of high ground opposite to the Red's final [[spawn room]]. It is a common place for the attacking [[combo]] to hold and allows the attacking Sniper to have an overview of the enemy team.
 
*'''Main entrance:''' The payload cart will come through this large entrance onto more scaffolding to be finally dropped into a large pitfall hazard. Attacking Scouts can easily push the cart into the pitfall without being damaged due to his small [[hitbox]] size.
 
*'''The under-passage:''' Underneath the '''main entrance''' is a small platform which leads to Checkpoint C, it is commonly used by Spys to escape or flank the opposing team.
 
<gallery>
 
Image:Upward4.jpg|Final Terminus
 
</gallery>
 
 
 
== Gallery ==
 
<gallery widths=140px heights=80px>
 
Image:Upward1.jpg|First Checkpoint
 
Image:Upward2.jpg|Second Checkpoint
 
Image:Upward3.jpg|Third Checkpoint
 
Image:Upward4.jpg|Final Terminus
 
</gallery>
 

Latest revision as of 15:00, 18 September 2014