Difference between revisions of "Upward"

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{{Map infobox
 
{{Map infobox
   | game-type                 = Payload
+
   | map-status                = official
   | file-name                 = pl_upward
+
  | map-game-type             = Payload
 +
   | map-file-name             = pl_upward
 
   | map-image                = PL Upward.PNG
 
   | map-image                = PL Upward.PNG
 +
  | map-released              = {{Patch name|7|8|2010}}
 +
  | map-released-major        = Engineer Update
 
   | map-environment          = Desert
 
   | map-environment          = Desert
 
   | map-setting              = Daylight, sunny
 
   | map-setting              = Daylight, sunny
   | map-hazards              = [[Environmental_death#Pitfalls|Pitfall]]
+
   | map-hazards              = [[Environmental death#Payload Cart explosion|Payload Cart explosion]], [[Environmental death#Pitfalls|Pitfall]]
   | map-health-pickups-small  = 5
+
   | map-pickups-health-small  = 5
   | map-health-pickups-medium = 7
+
   | map-pickups-health-medium = 7
   | map-health-pickups-large  = 1
+
   | map-pickups-health-large  = 1
   | map-ammo-pickups-small    = 1
+
   | map-pickups-ammo-small    = 1
   | map-ammo-pickups-medium  = 15
+
   | map-pickups-ammo-medium  = 15
   | map-ammo-pickups-large    = 1
+
   | map-pickups-ammo-large    = 1
   | map-bots                 = 1
+
   | map-has-bots             = yes
 
}}
 
}}
{{Quotation|'''The Demoman''' defending the cart.|Incoming!|sound=Demoman_incoming02.wav}}
 
  
'''Upward''' is a [[Payload]] map included with the [[Engineer Update]] as an official Valve developed map. It is the first official Payload map to be developed and released since the [[Heavy Update]].
+
{{Quotation|'''[https://www.teamfortress.com/engineerupdate/ Engineer Update]''' page|Built on a mountain - why?}}
  
Upward is a single-stage map, similar in design and layout to [[Badwater Basin]], with multiple [[control point (objective)|control points]] in one round, unlike [[Gold Rush]] and [[Thunder Mountain]], featuring three short stages with 2-3 control points.
+
'''Upward''' is a [[Payload]] map added in the {{update link|Engineer Update}}. It is a facility built on a mountain with a circular spiral track going upwards to the top. Surrounding most of the map is a deadly [[Environmental death#Pitfalls|cliff]].  
  
== Locations ==
+
The [[Setup time|setup]] timer is 1 minute and 10 seconds.
'''Note''': If you're having trouble with finding the locations listed here, you can scroll down to the ''[[#Helpful overview|Helpful overview]]'' section to see their exact position marked on the map.
 
  
===Checkpoint A===
+
== {{heading|Locations}} ==
*'''BLU Spawn''': A large spawn with three exits. The left exit begins to lead to the slope, the middle exit to the Cart starting region, and the right exit being a corridor under the roof.
+
{{HelpfulOverviewNote}}
*'''Cart start''': The [[Cart]] starts in front of the Blu spawn's middle exit, to reach the first checkpoint, the cart will need to go through a gap in the cliff and pass a small house.
 
*'''Roof''': The [[Blu]]'s right spawn exit is actually a long building extending deep into the map. The roof of this building is standable on for both team. Positioning yourself on the roof gives you an overview of the entire area before the slope.
 
*'''Behind roof''': There is an area even more right of the roof itself. This area isn't really behind the roof but it is rather barren and mostly hidden by the roof so one could say that "it is behind the roof".
 
*'''Slope''': The area leading to the checkpoint A is split in two by the "slope". A large hill spanning from the top of the stairs to the edge of the map. The area in front of the slope contains the first stretches of track while the area behind the slope contains the house and the first checkpoint itself. There is a small gap in the slope through witch the cart passes in order to get to the other side of the slope.
 
*'''House''': Right behind the slope is small, two story house. The house is positioned side by side the checkpoint A.
 
*'''Cliff''': Opposite the house, right across the checkpoint A is a small cliff hugging the border of the map. One could say that the cliff is an extension of the slope.
 
  
===Checkpoint B===
+
{{Locations perspective|BLU}}
*'''Hill''': There is a very large hill spanning all the way from the checkpoint A to the checkpoint B. This hill isn't particularly high but it is very long as we mentioned earlier.
+
=== Checkpoint A ===
*'''Tunnel''': There is a large tunnel complex dug out through the aforementioned hill, the tunnel is also the place where the cart passes to get to the second checkpoint. The entrance to this tunnel begins just a few meters after the first checkpoint and the exit is also just a few meters before the second checkpoint. The people in the tunnel are shielded from people up above them on the hill, however, whoever controls the hill also controls the exit from the tunnel.
+
* '''First BLU Spawn''': A large spawn with three exits. The left exit begins to lead to the Slope, the middle exit leads to Cart Start, and the right exit takes the form of a narrow corridor under the Roof.
*'''BLU Forward Spawn''': A small single spawn room with one exit. It is located halfway in the tunnel, and is unlocked for BLU when they capture B.  
+
* '''Cart Start''': The cart starts in front of BLU Spawn's middle exit. To reach the first checkpoint, the cart needs to go through a gap in between the two Slopes and pass a small house.
*'''Flanking cliff''': One part of the tunnel branches out to the outer edge of the hill where it "breaks" outside to the edge of the map. From there on, a small cliff (which isn't anymore apart of the tunnel), slithers its way up while hugging the right side of the hill.
+
* '''Roof''': The [[BLU]]'s right spawn exit is actually a long building extending deep into the map. Both teams can stand on the roof of this building, giving players an overview of the entire area before the two Slopes.
*'''Rocks''': There is a group of rocks located in the middle of the hill, these rocks split the hill in two.  
+
* '''Behind Roof''': There is a barren and desolate area to the right of the Roof, bordering the edge of the pitfall.  
*'''B hut''': There is a small hut which sits right across the tunnel exit and is positioned side-by-side the checkpoint B.
+
* '''Slopes''': The area leading to checkpoint A is divided in two by the two Slopes; two gentle hills spanning from BLU's left spawn exit and extending all the way to the area behind the Roof. Located behind the two Slopes is the House as well as the first checkpoint itself. The left most Slope leads to the Cliff, while the right one takes players to a flank around the House. There is a small gap in between the two Slopes, which is meant for the cart to pass through on its way to checkpoint B.
*'''Platform''': Just as the [[Red]] team exit there spawn, they will find themselves on a small elevated platform sitting just behind the checkpoint.
+
* '''House''': Just behind the Slopes is small, two-story house right next to checkpoint A. It contains a medium health pack as well as a large ammo pack which can be found behind it.
*'''Apartments''': There is a two story building sitting on the left of the checkpoint overlooking it.
+
* '''Cliff''': Opposite the House, across the tracks, is a small cliff hugging the side of a stone wall.
  
===Checkpoint C===
+
<gallery>
*'''Sewers''':There is an small sewer system located right beneath the first Red spawn.  
+
File:Upward BLU spawn 1 outside.png|Outside view of BLU's first spawn.
*'''Spiraling bride''': After capturing the second checkpoint, the cart will cruise for a little while until it will find itself in front of a bridge which crosses a large gap. However, this bridge isn't like any bridge, it spiral upwards like a spiraling staircase. Once the cart has "climbed up" this bridge it will find itself practically right on top of the third checkpoint.
+
File:Upward BLU spawn 1 inside.png|Inside view of BLU's first spawn.
*'''Under bridge''': There is a small pathway sneaking its way under the spiral bridge toward the C hut.
+
File:Upward house.png|The 2-story House.
*'''C hut''': A small hut is positioned on the right side of the checkpoint.
+
File:Upward cliff.png|The cliffside parallel to the Slope.
*'''Balcony''': There is an elevated ledge located right across the C hut or on the left of the checkpoint C.
+
File:Upward1.png|First checkpoint.
 +
</gallery>
 +
 
 +
=== Checkpoint B ===
 +
* '''Hill''': Separating checkpoints A and B is a long hill which stretches in between them.
 +
* '''Tunnel''': The cart itself does not go atop the Hill, instead it travels through a tunnel located under it. Both the entrance and the exit of the Tunnel are located near checkpoints A and B respectively.
 +
** '''Second BLU Spawn''': A small single spawn room with one exit. It is located halfway in the Tunnel, and is unlocked when BLU captures checkpoint B.
 +
* '''Cliffside''': One part of the Tunnel branches out from the tracks and "breaks out" to the side of the Hill that borders a large pitfall. From here, a narrow Cliff slithers its way alongside the lethal pitfall until it reaches the B Hut.
 +
* '''Rocks''': A group of large boulders can be found atop the Hill, splitting it in two.
 +
* '''B Hut''': There is a small wooden hut that sits right across the Tunnel exit and is positioned side-by-side with checkpoint B.
 +
* '''Platform''': Exiting RED's first spawn building takes one to the Platform, a wooden slab located behind the second checkpoint.
 +
* '''Apartments''': Located above and to the side of the Platform is a small room with windows with an overview of checkpoint B.
 +
* '''First RED Spawn''' and '''Third BLU Spawn''': The building behind the Platform serves as the first RED spawn until the capture of checkpoint B. Once checkpoint C is captured, it becomes BLU's third spawn.
 +
 
 +
<gallery>
 +
File:Upward hill.png|The Hill leading from A to B.
 +
File:Upward tunnel.png|The Tunnel leading to checkpoint B.
 +
File:Upward cliff flank.png|The Cliffside flank.
 +
File:Upward B hut.png|The B Hut opposite the tunnel.
 +
File:Upward platform and apartments.png|The Platform and Apartments.
 +
File:Upward2.png|Second Checkpoint.
 +
</gallery>
  
===Checkpoint D===
+
=== Checkpoint C ===
*'''Valley''': After the cart has "climbed up" the spiral bridge and reached the third checkpoint, it will now stroll through a valley to the final area of the map.
+
* '''Sewers''': There is a small sewer system located right beneath the {{font colour|red|first}}/{{font colour|blue|third}} spawn.
*'''Final area''': A huge area encompassing the final Red spawn, pit, and the across buildings,
+
* '''Spiraling Bridge/Coaster''': A wooden bit of scaffolding that spirals up directly to the third checkpoint.
*'''Pit''': A hole right in the center of the final area of the final area in which the cart is supposed to be thrown.
+
* '''Under Bridge''': A concealed walkway located under the Spiraling Bridge that leads to the C Hut.
*'''Across buildings''': A set of buildings sitting opposite of the Red spawn room right across the pit.
+
* '''C Hut''': A small hut to the right of the third checkpoint. It contains a medium ammo pack inside it at the bottom of the stairs.
 +
* '''Balcony''': Located opposite the C Hut, or on the left side of checkpoint C, is an elevated ledge that leads to the Stairwell and the Shortcut.
 +
* '''Shortcut''': The Shortcut allows RED players to directly access the third checkpoint without needing to take the long route through the Valley. It is located on the Defender's Terrace. Once checkpoint C is captured, the Shortcut is sealed off with a shutter door and becomes permanently locked until the end of the match.
  
<gallery widths=140px heights=80px>
+
<gallery>
Image:Upward1.jpg|First Checkpoint
+
File:Upward sewers.png|The Sewers underneath first RED spawn.
Image:Upward2.jpg|Second Checkpoint
+
File:Upward spiral bridge.png| The Spiraling Bridge.
Image:Upward3.jpg|Third Checkpoint
+
File:Upward C hut.png|C Hut with a lower staircase leading to it.
Image:Upward4.jpg|Final Terminus
+
File:Upward balcony.png|The Balcony
 +
File:Upward3.png|Third Checkpoint
 
</gallery>
 
</gallery>
==Helpful overview==
+
 
[[Image:Upward overview with lines.png|left|Upward's locations|560px]]
+
=== Checkpoint D ===
 +
* '''Valley''': After the Spiraling Bridge is a large open space through which the cart must be pushed. It leads to the Final Area and connects to the Stairwell.
 +
* '''Final Area''': The last checkpoint of the map is located within an enclosed, circular structure with a huge pit in the middle. On one side of the structure is the final RED spawn, while on the other is the Tiles Building. It can be accessed through the main [[chokepoint]] (the one through which the cart passes) or through the paths from the Stairwell.
 +
* '''Pit''': A large hole right in the center of the Final Area. This is the place in which BLU must push the cart in order to win.
 +
* '''Tiles Building''': A set of buildings sitting opposite the RED spawn on the other side of the Pit.
 +
* '''Stairwell''': Located in the same building that houses the Balcony and the Shortcut. One part of the Stairwell descends down, taking players to a hidden area below the cart's tracks as wells as to a room with a [[Health|large health pickup]], while the other leads to the Tiles Building.
 +
* '''Defender's Terrace''': An elevated balcony which is apart of the final RED spawn. It provides an overview of the entire Final Area.
 +
* '''Second RED Spawn''': The final RED spawn has three exits. Two that lead to the Pit and one that leads to the Defender's Terrace.
 +
 
 +
<gallery>
 +
File:Upward valley.png|The Valley leading to the final point.
 +
File:Upward stairwell.png|The Stairwell.
 +
File:Upward large healthpack.png|The large health pack underneath the Stairwell.
 +
File:Upward across buildings.png|The Tiles Building opposite RED's spawn.
 +
File:Upward across buildings interior.png|Interior of the Tiles.
 +
File:Upward bottom flank.png|Bottom flank route.
 +
File:Upward defender's terrace.png|Defender's Terrace and the Shortcut.
 +
File:Upward4.png|Final Terminus
 +
File:Upward RED final spawn interior.png|RED's final spawn interior.
 +
File:Upward cart explosion.png|Cart exploding after being thrown into the Pit.
 +
</gallery>
 +
 
 +
== {{heading|Helpful overview}} ==
 +
[[File:Upward overview with lines.png|left|Upward's locations|560px]]
 
  1.Roof
 
  1.Roof
 
  2.Behind Roof
 
  2.Behind Roof
Line 71: Line 113:
 
  7.Hill
 
  7.Hill
 
  8.Rocks
 
  8.Rocks
  9.Flanking cliff
+
  9.Flanking Cliff
  10.B hut
+
  10.B Hut
 
  11.Apartments
 
  11.Apartments
 
  12.Platform
 
  12.Platform
 
  13.Balcony
 
  13.Balcony
  14.Spiraling bridge
+
  14.Spiraling Bridge
  15.Under bridge
+
  15.Under Bridge
  16.C hut
+
  16.C Hut
 
  17.Valley
 
  17.Valley
  18.Across buildings
+
  18.Tiles Building
  
  Blue/red diagonal lines: Blu/Red first spawn
+
  Blue/red diagonal lines: BLU/RED first spawn
  Blue/red double diagonal lines: Blu/Red second spawn
+
  Blue/red double diagonal lines: BLU/RED second spawn
  Blu/red double diagonal lines w/ a circle: Blu/Red third spawn
+
  Blue/red double diagonal lines w/ a circle: BLU/RED third spawn
  
 
  Yellow circle: First checkpoint
 
  Yellow circle: First checkpoint
Line 90: Line 132:
 
  Dark red circle: Third checkpoint
 
  Dark red circle: Third checkpoint
 
  Green circle: Final checkpoint and the Pit
 
  Green circle: Final checkpoint and the Pit
 +
 
{{clr}}
 
{{clr}}
== Strategy ==
+
== {{heading|Strategy}} ==
{{main|Community Upward strategy}}
+
{{map strategy link|Upward|main=yes|stub=yes}}
{{community strategy stub link}}
 
  
== Update history ==
+
== {{heading|Update history}} ==
{{Update history | '''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
+
{{Update history|
 +
'''{{Patch name|7|8|2010|major=Engineer Update|num=1}}'''
 
* Added Upward to the game.
 
* Added Upward to the game.
  
 
'''{{Patch name|8|17|2010}}'''
 
'''{{Patch name|8|17|2010}}'''
*Fixed respawnroom entities not reaching the floor of split-level spawns.
+
* Fixed respawnroom entities not reaching the floor of split-level spawns.
*Fixed griefable fence facing BLU spawn near RED base.
+
* Fixed griefable fence facing BLU spawn near RED base.
*Added BLU high flanking route at RED base.
+
* Added BLU high flanking route at RED base.
*Added health & ammo along BLU flanking route at RED base.
+
* Added health & ammo along BLU flanking route at RED base.
*Sealed BLU base left exit with block bullets brushes.
+
* Sealed BLU base left exit with block bullets brushes.
*Extended clip between C and BLU spawn to prevent sticky jump spawn camping.
+
* Extended clip between C and BLU spawn to prevent sticky jump spawn camping.
*Fixed non-clipped non-solid railing in RED base.
+
* Fixed non-clipped non-solid railing in RED base.
*Fixed kill brush in middle spawn not extending to the ceiling.
+
* Fixed kill brush in middle spawn not extending to the ceiling.
*Put a block bullets brush on grate below middle spawn.
+
* Put a block bullets brush on grate below middle spawn.
*Fixed some high micro-ledges accessible to sticky-jumpers.
+
* Fixed some high micro-ledges accessible to sticky-jumpers.
  
 
'''{{Patch name|9|15|2011}}'''
 
'''{{Patch name|9|15|2011}}'''
* Fixed ending the game mid-round when mp_timelimit has been reached.
+
* Fixed ending the game mid-round when {{code|mp_timelimit}} has been reached.
 
* Fixed several exploit areas.
 
* Fixed several exploit areas.
  
Line 142: Line 185:
  
 
'''{{Patch name|6|18|2014}}'''
 
'''{{Patch name|6|18|2014}}'''
* Fixed physics debris triggering the [[Cart|Payload cart's]] finale explosion
+
* Fixed physics debris triggering the Payload cart's finale explosion.
  
 
'''{{Patch name|11|20|2014}}'''
 
'''{{Patch name|11|20|2014}}'''
Line 151: Line 194:
 
* Fixed a teleporter-trap exploit inside the tunnel after the first control point.
 
* Fixed a teleporter-trap exploit inside the tunnel after the first control point.
  
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
+
'''{{Patch name|7|7|2016|major=Meet Your Match Update|num=1}}'''
 
* Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.
 
* Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.
  
Line 158: Line 201:
 
}}
 
}}
  
== Bugs ==
+
== {{heading|Notes}} ==
* It is possible to get stuck in the tunnel roof support beams in front of BLU's first forward spawn by jumping while underneath them.
+
* There are several large holes in BLU's spawn that look as though they can be shot through. However, an invisible wall prevents this.
* It's possible to shoot out of BLU spawn in a small crack in the wall, however, it is extremely difficult to hit any enemies due to it being extremely small.
+
 
 +
== {{heading|Bugs}} ==
 +
* It is possible to become stuck on the support beam of the Tunnel entrance after Checkpoint B. This occurs when a player crouches on the cart and continues to press forward into the second beam while on the cart.
 +
* It is possible to shoot out of BLU Spawn in a small crack in the wall. However, it is extremely difficult to hit any enemies due to it being extremely small.
 
* On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point.
 
* On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point.
* Rarely, a player can temporarily become stuck and build up velocity after being pushed into the displacements by the cart before Spiraling Bridge. After getting unstuck, the player will most likely fall to their death.
+
* Rarely, a player can temporarily become stuck and build up velocity after being pushed into the displacements by the cart before the Spiraling Bridge. After getting unstuck, the player most likely falls to their death.
 +
* The final spawn's Resupply Locker can be hit through the ceiling near BLU's last spawn<ref>[https://youtu.be/Jx0vabxnyuI Resupply Locker bug]</ref>
 +
* Jumping against the "capture point" sign outside of the Second BLU Spawn after the checkpoint A's capture causes players to become stuck.
  
== Trivia ==
+
== {{heading|Trivia}} ==
[[Image:Engineer_Update_Teaser_New_Map.jpg|thumb|right|150px|The original screenshot of Upward given by Robin Walker]]
+
* Upward was officially revealed on Day 2 of the Engineer Update, but was previously shown in a screenshot given by [[Robin Walker]] a short while before.
* Upward was officially revealed on Day 2 of The [[Engineer Update]], but was previously shown in a screenshot given by Robin Walker a short while before.
 
  
== Notes ==  
+
== {{heading|Gallery}} ==
* In BLU's spawn, there are several large holes that it looks like one can shoot through. However, an invisible wall prevents this.
+
<gallery>
 +
File:Engineer Update Teaser New Map.jpg|The original screenshot of Upward given by Robin Walker.
 +
</gallery>
  
== See also ==
+
== {{heading|External links}} ==
* [[Hassle Castle]]
+
* [https://www.teamfortress.com/engineerupdate/ Official Engineer Update Page]
  
== External links ==
+
== {{heading|References}} ==
*[http://www.teamfortress.com/engineerupdate/ Official Engineer Update Page]
+
<references/>
  
 +
{{Engineer Update Nav}}
 +
{{Maps Nav}}
  
{{EngineerUpdateNav}}
 
{{Maps nav}}
 
 
[[Category:Quickplay maps]]
 
[[Category:Quickplay maps]]

Latest revision as of 10:41, 8 September 2025

Upward
Engineer Update Upward.png
Basic Information
Map type: Payload
File name: pl_upward
Released: July 8, 2010 Patch
(Engineer Update)
Variants: Hassle Castle
Developer(s): Valve
Map Info
Environment: Desert
Setting: Daylight, sunny
Hazards: Payload Cart explosion, Pitfall
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×5  •  Mediumhealth.png ×7  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×15   •  
Largeammo.png ×1
Map Photos
Loading screen photos.
Map overview
Upward overview.png
Built on a mountain - why?

Upward is a Payload map added in the Engineer Update. It is a facility built on a mountain with a circular spiral track going upwards to the top. Surrounding most of the map is a deadly cliff.

The setup timer is 1 minute and 10 seconds.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Pictogram comment.png The following locations are described from the BLU perspective.

Checkpoint A

  • First BLU Spawn: A large spawn with three exits. The left exit begins to lead to the Slope, the middle exit leads to Cart Start, and the right exit takes the form of a narrow corridor under the Roof.
  • Cart Start: The cart starts in front of BLU Spawn's middle exit. To reach the first checkpoint, the cart needs to go through a gap in between the two Slopes and pass a small house.
  • Roof: The BLU's right spawn exit is actually a long building extending deep into the map. Both teams can stand on the roof of this building, giving players an overview of the entire area before the two Slopes.
  • Behind Roof: There is a barren and desolate area to the right of the Roof, bordering the edge of the pitfall.
  • Slopes: The area leading to checkpoint A is divided in two by the two Slopes; two gentle hills spanning from BLU's left spawn exit and extending all the way to the area behind the Roof. Located behind the two Slopes is the House as well as the first checkpoint itself. The left most Slope leads to the Cliff, while the right one takes players to a flank around the House. There is a small gap in between the two Slopes, which is meant for the cart to pass through on its way to checkpoint B.
  • House: Just behind the Slopes is small, two-story house right next to checkpoint A. It contains a medium health pack as well as a large ammo pack which can be found behind it.
  • Cliff: Opposite the House, across the tracks, is a small cliff hugging the side of a stone wall.

Checkpoint B

  • Hill: Separating checkpoints A and B is a long hill which stretches in between them.
  • Tunnel: The cart itself does not go atop the Hill, instead it travels through a tunnel located under it. Both the entrance and the exit of the Tunnel are located near checkpoints A and B respectively.
    • Second BLU Spawn: A small single spawn room with one exit. It is located halfway in the Tunnel, and is unlocked when BLU captures checkpoint B.
  • Cliffside: One part of the Tunnel branches out from the tracks and "breaks out" to the side of the Hill that borders a large pitfall. From here, a narrow Cliff slithers its way alongside the lethal pitfall until it reaches the B Hut.
  • Rocks: A group of large boulders can be found atop the Hill, splitting it in two.
  • B Hut: There is a small wooden hut that sits right across the Tunnel exit and is positioned side-by-side with checkpoint B.
  • Platform: Exiting RED's first spawn building takes one to the Platform, a wooden slab located behind the second checkpoint.
  • Apartments: Located above and to the side of the Platform is a small room with windows with an overview of checkpoint B.
  • First RED Spawn and Third BLU Spawn: The building behind the Platform serves as the first RED spawn until the capture of checkpoint B. Once checkpoint C is captured, it becomes BLU's third spawn.

Checkpoint C

  • Sewers: There is a small sewer system located right beneath the first/third spawn.
  • Spiraling Bridge/Coaster: A wooden bit of scaffolding that spirals up directly to the third checkpoint.
  • Under Bridge: A concealed walkway located under the Spiraling Bridge that leads to the C Hut.
  • C Hut: A small hut to the right of the third checkpoint. It contains a medium ammo pack inside it at the bottom of the stairs.
  • Balcony: Located opposite the C Hut, or on the left side of checkpoint C, is an elevated ledge that leads to the Stairwell and the Shortcut.
  • Shortcut: The Shortcut allows RED players to directly access the third checkpoint without needing to take the long route through the Valley. It is located on the Defender's Terrace. Once checkpoint C is captured, the Shortcut is sealed off with a shutter door and becomes permanently locked until the end of the match.

Checkpoint D

  • Valley: After the Spiraling Bridge is a large open space through which the cart must be pushed. It leads to the Final Area and connects to the Stairwell.
  • Final Area: The last checkpoint of the map is located within an enclosed, circular structure with a huge pit in the middle. On one side of the structure is the final RED spawn, while on the other is the Tiles Building. It can be accessed through the main chokepoint (the one through which the cart passes) or through the paths from the Stairwell.
  • Pit: A large hole right in the center of the Final Area. This is the place in which BLU must push the cart in order to win.
  • Tiles Building: A set of buildings sitting opposite the RED spawn on the other side of the Pit.
  • Stairwell: Located in the same building that houses the Balcony and the Shortcut. One part of the Stairwell descends down, taking players to a hidden area below the cart's tracks as wells as to a room with a large health pickup, while the other leads to the Tiles Building.
  • Defender's Terrace: An elevated balcony which is apart of the final RED spawn. It provides an overview of the entire Final Area.
  • Second RED Spawn: The final RED spawn has three exits. Two that lead to the Pit and one that leads to the Defender's Terrace.

Helpful overview

Upward's locations
1.Roof
2.Behind Roof
3.Slope
4.Slope
5.House
6.Cliff
7.Hill
8.Rocks
9.Flanking Cliff
10.B Hut
11.Apartments
12.Platform
13.Balcony
14.Spiraling Bridge
15.Under Bridge
16.C Hut
17.Valley
18.Tiles Building
Blue/red diagonal lines: BLU/RED first spawn
Blue/red double diagonal lines: BLU/RED second spawn
Blue/red double diagonal lines w/ a circle: BLU/RED third spawn
Yellow circle: First checkpoint
White circle: Second checkpoint
Dark red circle: Third checkpoint
Green circle: Final checkpoint and the Pit

Strategy

Main article: Community Upward strategy

Update history

July 8, 2010 Patch 1 (Engineer Update)
  • Added Upward to the game.

August 17, 2010 Patch

  • Fixed respawnroom entities not reaching the floor of split-level spawns.
  • Fixed griefable fence facing BLU spawn near RED base.
  • Added BLU high flanking route at RED base.
  • Added health & ammo along BLU flanking route at RED base.
  • Sealed BLU base left exit with block bullets brushes.
  • Extended clip between C and BLU spawn to prevent sticky jump spawn camping.
  • Fixed non-clipped non-solid railing in RED base.
  • Fixed kill brush in middle spawn not extending to the ceiling.
  • Put a block bullets brush on grate below middle spawn.
  • Fixed some high micro-ledges accessible to sticky-jumpers.

September 15, 2011 Patch

  • Fixed ending the game mid-round when mp_timelimit has been reached.
  • Fixed several exploit areas.

November 16, 2011 Patch

  • Fixed a teleporter griefing position near control point B.

July 10, 2013 Patch

  • Fixed exploit where Blu team could be trapped in their final spawn room.
  • Fixed gap in collision which allowed Blu players to be shot in their first spawn.
  • Fixed fade distances on props in Blu spawn.
  • Fixed players building under catwalk on the ledge of the final pit.
  • Fixed clip brush exploits.
  • Players can no longer be trapped by teleporting under stairs near final capture point.
  • Players can no longer build inside of Red's final spawn room.
  • Players can no longer build inside of spawn room doors.
  • Players can no longer be trapped inside of the capture point sign.
  • Prevented Blu team from entering final spawn room while it is neutral.
  • Smoothed clipping collision.
  • Collision performance increases.
  • Handrails no longer collide with bullets and projectiles.
  • Replaced floor texture in Red team final spawn room.

December 6, 2013 Patch

  • Fixed players getting stuck in the initial Red spawn room after control point 2 is capped.
  • Improved bot navigation.

January 23, 2014 Patch

  • Fixed being able to construct buildings in the skybox.

June 18, 2014 Patch

  • Fixed physics debris triggering the Payload cart's finale explosion.

November 20, 2014 Patch

  • Added stairs to forward Blue spawn underground.
  • Updated the trigger hurt in the outer cliff area to cover the bottom of the map.

November 25, 2015 Patch

  • Fixed a teleporter-trap exploit inside the tunnel after the first control point.

July 7, 2016 Patch 1 (Meet Your Match Update)

  • Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.

September 26, 2022 Patch

  • Fixed exploit that allowed buildings to be built in an area that is later shut off from both teams

Notes

  • There are several large holes in BLU's spawn that look as though they can be shot through. However, an invisible wall prevents this.

Bugs

  • It is possible to become stuck on the support beam of the Tunnel entrance after Checkpoint B. This occurs when a player crouches on the cart and continues to press forward into the second beam while on the cart.
  • It is possible to shoot out of BLU Spawn in a small crack in the wall. However, it is extremely difficult to hit any enemies due to it being extremely small.
  • On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point.
  • Rarely, a player can temporarily become stuck and build up velocity after being pushed into the displacements by the cart before the Spiraling Bridge. After getting unstuck, the player most likely falls to their death.
  • The final spawn's Resupply Locker can be hit through the ceiling near BLU's last spawn[1]
  • Jumping against the "capture point" sign outside of the Second BLU Spawn after the checkpoint A's capture causes players to become stuck.

Trivia

  • Upward was officially revealed on Day 2 of the Engineer Update, but was previously shown in a screenshot given by Robin Walker a short while before.

Gallery

External links

References