Upward
(Redirected from Pl upward)
Upward | |
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Basic Information | |
Map type: | Payload |
File name: | pl_upward
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Released: | July 8, 2010 Patch (Engineer Update) |
Variants: | Hassle Castle |
Developer(s): | Valve |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Hazards: | Pitfall |
Bot support: | Yes |
Map Items | |
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Map Photos | |
Map Overview | |
“ | Built on a mountain - why?
— Engineer Update page
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” |
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.
Contents
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.
Checkpoint A
- 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 split in two by the two Slopes; two gentle inclines 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 (from the attackers' perspective) 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 B.
- House: Just behind the Slopes is small, two-story house right next to checkpoint A.
- 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 inbetween 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.
- BLU Forward Spawn: A small single spawn room with one exit. It is located halfway in the Tunnel, and is unlocked when BLU captures 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 fall 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 leads 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.
Checkpoint C
- Sewers: There is a small sewer system located right beneath the first RED spawn.
- Spiraling Bridge: 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 checkpoint (when facing away from the cliff). 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 are the Across Buildings. 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.
- Across Buildings: 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 Across Buildings.
- Defender's Terrace: An elevated balcony which is apart of the final RED spawn. It provides an overview of the entire Final Area.
Helpful overview
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.Across Buildings
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
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
July 8, 2010 Patch (Engineer Update)
- Added Upward to the game.
- 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.
- Fixed ending the game mid-round when
mp_timelimit
has been reached. - Fixed several exploit areas.
- Fixed a teleporter griefing position near control point B.
- 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.
- Fixed players getting stuck in the initial Red spawn room after control point 2 is capped.
- Improved bot navigation.
- Fixed being able to construct buildings in the skybox.
- Fixed physics debris triggering the Payload cart's finale explosion.
- Added stairs to forward Blue spawn underground.
- Updated the trigger hurt in the outer cliff area to cover the bottom of the map.
- 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.
- 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]
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
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