Difference between revisions of "Upward"

From Team Fortress Wiki
Jump to: navigation, search
(Trivia)
(Encyclopedic wording)
 
(75 intermediate revisions by 30 users not shown)
Line 1: Line 1:
 
{{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 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.
  
* '''Payload Track''': The Payload track loops around the entire map, starting at the BLU base and ending at the RED base, close to but inaccessible from the start of the map.
+
== {{heading|Locations}} ==
 +
{{HelpfulOverviewNote}}
  
* '''Path to the Mine''': The start of the cart's journey begins with a small incline up a hill and wooden paths built to carry the bomb to the first control point. This area focuses on open combat focused down from the hills and balcony's on RED's defensive line.
+
{{Locations perspective|BLU}}
 +
=== 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.
  
* '''Mine''': After the first control point, the cart track drops into a shallow mine below the balconies defending A. RED must focus their attention on the mine and ground level, otherwise BLU players will be able to [[Ambushing|flank]] RED by either route. This area offers perfect flanking opportunities for [[Spy|Spies]] as the area has the mine entrances, the ground level route and a thin side route.
+
<gallery>
 +
File:Upward BLU spawn 1 outside.png|Outside view of BLU's first spawn.
 +
File:Upward BLU spawn 1 inside.png|Inside view of BLU's first spawn.
 +
File:Upward house.png|The 2-story House.
 +
File:Upward cliff.png|The cliffside parallel to the Slope.
 +
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.
  
* '''Wooden Bridge''': After the second control point, there is a thin wooden bridge which hangs over a small sewer door leading into the RED base. It offers a good flanking route for BLU before B is captured as well as offering areas for [[Scout]]s and Spies to recover and hide. Like the pathway along the cliffside this wooden bridge is mostly void of battle.
+
<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>
  
* '''Spiral Bridge''': After the Payload moves across the Wooden Bridge and up a small incline, it arrives at a spiral wooden bridge leading up to the final level of the map. It features automatic cart rollbacks which make the cart roll backwards if it is not being pushed by BLU team. After the struggle up the ramps, BLU are able to capture Point C and move on to the final sections of the map.
+
=== Checkpoint C ===
 +
* '''Sewers''': There is a small sewer system located right beneath the {{font colour|red|first}}/{{font colour|blue|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.
  
* '''Roadway''': At the top of the spiral bridge is a small, open track that the cart must be pushed along. The area is surrounded by a few flank routes. This area is usually rather easy for BLU to push the cart along  as RED will normally not put up much resistance; this is because this zone gives RED time to build up their defences on the final point. RED teams [[Scout]]s and [[Soldier]]s however will usually appear to try and slow the carts progress along the track by getting a few kills, slowing the BLU teams cap speed.
+
<gallery>
 +
File:Upward sewers.png|The Sewers underneath first RED spawn.
 +
File:Upward spiral bridge.png| The Spiraling Bridge.
 +
File:Upward C hut.png|C Hut with a lower staircase leading to it.
 +
File:Upward balcony.png|The Balcony
 +
File:Upward3.png|Third Checkpoint
 +
</gallery>
  
* '''Final Control Point''': Around the corner from the third control point lies the heart of RED base. A group of large buildings surrounding a wide hole in the ground. Once the cart arrives in the area it must be pushed up a small wooden incline before it can be dropped into the Final Control Point pit. Once the cart drops into the hole, BLU team wins the round and the cart's bomb will explode as soon as it hits the ground, destroying the center of the mountain base. This area features balconies and underground areas which RED can use to their defensive advantage. It also features windows and balconies connecting to buildings captured by BLU when the third control point is taken, these can be used to BLU's offensive advantage.
+
=== 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 widths=140px heights=80px>
+
<gallery>
Image:Upward1.jpg|First Checkpoint
+
File:Upward valley.png|The Valley leading to the final point.
Image:Upward2.jpg|Second Checkpoint
+
File:Upward stairwell.png|The Stairwell.
Image:Upward3.jpg|Third Checkpoint
+
File:Upward large healthpack.png|The large health pack underneath the Stairwell.
Image:Upward4.jpg|Final Terminus
+
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>
 
</gallery>
  
== Strategy ==
+
== {{heading|Helpful overview}} ==
{{main|Community Upward strategy}}
+
[[File:Upward overview with lines.png|left|Upward's locations|560px]]
 +
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
  
== Update history ==
+
Blue/red diagonal lines: BLU/RED first spawn
{{Update history | '''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
+
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
 +
 
 +
{{clr}}
 +
== {{heading|Strategy}} ==
 +
{{map strategy link|Upward|main=yes|stub=yes}}
 +
 
 +
== {{heading|Update history}} ==
 +
{{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 93: 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 102: 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.
  
== Bugs ==
+
'''{{Patch name|9|26|2022}}'''
* It's possible to get stuck in a support beam in front of BLU's first forward spawn by jumping while underneath it.
+
* Fixed exploit that allowed buildings to be built in an area that is later shut off from both teams
* Due to an invisible texture, it is possible for BLU to see out of spawn during the setup phase yet BLU team can not shoot at RED due to an invisible wall in place.
+
}}
* 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|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.
 +
 
 +
== {{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 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.
 +
 +
== {{heading|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.
 +
 +
== {{heading|Gallery}} ==
 +
<gallery>
 +
File:Engineer Update Teaser New Map.jpg|The original screenshot of Upward given by Robin Walker.
 +
</gallery>
  
== Trivia ==
+
== {{heading|External links}} ==
[[Image:Engineer_Update_Teaser_New_Map.jpg|thumb|right|150px|The original screenshot of Upward given by Robin Walker]]
+
* [https://www.teamfortress.com/engineerupdate/ Official Engineer Update Page]
* 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 requires players to push the cart for 50 seconds in order to obtain one [[scoreboard|capture point]], unlike most other maps which use 10 seconds.
 
* The [https://www.youtube.com/watch?v=gvuqLylQOoE Meet Your Match SFM Short] was shot on Upward using a location that can only be found in the map's skybox.
 
  
== 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