Difference between revisions of "Upward"

From Team Fortress Wiki
Jump to: navigation, search
(Trivia)
(Free health and ammo in the ceiling)
 
(99 intermediate revisions by 52 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-image=PL Upward.PNG
+
  | map-file-name             = pl_upward
| map-environment = Desert
+
  | map-image                 = PL Upward.PNG
| map-setting = Daylight, sunny
+
  | map-released              = {{Patch name|7|8|2010}}
| map-hazards = [[Environmental_death#Pitfalls|Pitfall]]
+
  | map-released-major        = Engineer Update
| map-health-pickups-small = 5
+
  | map-environment           = Desert
| map-health-pickups-medium = 7
+
  | map-setting               = Daylight, sunny
| map-health-pickups-large = 1
+
  | map-hazards               = [[Environmental death#Pitfalls|Pitfall]]
| map-ammo-pickups-small = 1
+
  | map-pickups-health-small = 5
| map-ammo-pickups-medium = 15
+
  | map-pickups-health-medium = 7
| map-ammo-pickups-large = 1
+
  | map-pickups-health-large = 1
 +
  | map-pickups-ammo-small   = 1
 +
  | map-pickups-ammo-medium   = 15
 +
  | map-pickups-ammo-large   = 1
 +
  | map-has-bots              = yes
 
}}
 
}}
{{Quotation|'''The Demoman''' defending the cart.|Incoming!|sound=Demoman_incoming02.wav}}
+
 
 +
{{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]].
 
'''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]].
  
Upward uses a similar design and layout to [[Badwater Basin]], with multiple [[control point (objective)|control points]] in the same round, unlike [[Gold Rush]] and [[Thunder Mountain]], which focus on fast-paced, short rounds with only 2-3 control points per individual round.
+
== Locations ==
 +
{{HelpfulOverviewNote}}
  
'''''Objective:'''''
+
=== Checkpoint A ===
*'''[[BLU|BLU Team]]''': The BLU team's primary goal is to guide the blue-colored [[Payload#Carts|cart]] on its tracks throughout the map. By continuously pushing the cart forward and breaking through [[RED]] defensive positions, the bomb will detonate and the BLU team will be victorious. Failure to push the cart forward by having teammates near it will eventually result in the cart slowly moving backwards after a period of time, eroding your team's past progress.
+
* '''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 is a corridor under the Roof.
*'''[[RED|RED Team]]''': Opposite the BLU team's objective, the team function of RED, as a group, is to deter and stall the BLU team and prevent them from advancing the bomb to its final destination. By fighting off their opposition for a long enough period of time, the RED team will be victorious. The most effective way to stall the BLU team is to remain very close to the bomb cart, thereby halting it from moving even with BLU forces nearby.  
+
* '''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 the Cliff 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, which gives players an overview of the entire area before the Slope.
 +
* '''Behind Roof''': There is an area even more right of the Roof itself. This area is not 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 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 which 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 next to Checkpoint A.
 +
* '''Cliff''': Opposite the House, right across Checkpoint A, is a small cliff hugging the border of the map. One could say that the Cliff is an extension of the Slope.
 +
<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>
  
== Locations ==
+
=== Checkpoint B ===
[[Image:Upward overview.png|thumb|top|Overview of the map.(Large file)]]
+
* '''Hill''': There is a very large hill spanning all the way from Checkpoint A to Checkpoint B. This hill is not particularly high, but it is very long as we mentioned earlier.
Upward is played in similar fashion to [[Badwater Basin]]. It is a single huge stage with one track running through its entirety. Multiple checkpoints along the way add to the timer.
+
* '''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.
 +
* '''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.
 +
* '''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 a part of the tunnel) slithers its way up while hugging the right side of the Hill.
 +
* '''Rocks''': There is a group of rocks located in the middle of the Hill; these rocks split the Hill in two.
 +
* '''B Hut''': There is a small hut which sits right across the Tunnel exit and is positioned side-by-side with Checkpoint B.
 +
* '''Platform''': Just as the [[RED]] team exit their spawn, they find themselves on a small elevated platform sitting just behind the checkpoint.
 +
* '''Apartments''': There is a two-story building sitting on the left of the checkpoint overlooking it.
 +
<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 hut opposite the tunnel.
 +
File:Upward platform and apartments.png|The Platform and Apartments
 +
File:Upward2.png|Second Checkpoint
 +
</gallery>
  
*'''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.
+
=== Checkpoint C ===
 +
* '''Sewers''': There is a small sewer system located right beneath the first RED spawn.
 +
* '''Spiraling Bridge''': After capturing the second checkpoint, the cart cruises for a little while until it finds itself in front of a bridge which crosses a large gap. However, this bridge is not like any bridge, as it spirals upwards like a spiraling staircase. Once the cart has "climbed up" this bridge, it finds itself practically right on top of the third checkpoint.
 +
* '''Under Bridge''': There is a small pathway sneaking its way under the Spiraling Bridge toward the C Hut.
 +
* '''C Hut''': A small hut is positioned on the right side of the checkpoint.
 +
* '''Balcony''': There is an elevated ledge located right across the C Hut, or on the left of Checkpoint C.
 +
<gallery>
 +
File:Upward sewers.png|The sewers underneath first RED spawn.
 +
File:Upward spiral bridge.png| The spiral 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>
  
*'''The 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.
+
=== Checkpoint D ===
 +
*'''Valley''': After the cart has "climbed up" the Spiraling Bridge and reached the third checkpoint, it now strolls through a valley to the final area of the map.
 +
* '''Final Area''': A huge area encompassing the final RED spawn, Pit, and the Across Buildings.
 +
* '''Pit''': A hole right in the center of the final area of the Final Area in which the cart is supposed to be thrown.
 +
* '''Across Buildings''': A set of buildings sitting opposite of the RED spawn room right across the Pit.
 +
<gallery>
 +
File:Upward valley.png|The valley leading to the final point.
 +
File:Upward across buildings.png|The buildings opposite RED's spawn.
 +
File:Upward bottom flank.png|Bottom flank route.
 +
File:Upward4.png|Final Terminus
 +
</gallery>
  
*'''The 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.
+
== Helpful overview ==
 +
[[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.Across Buildings
  
*'''The 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 section of the map.
+
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
  
*'''The Final Control Point Area''' - 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.
+
Yellow circle: First checkpoint
 +
White circle: Second checkpoint
 +
Dark red circle: Third checkpoint
 +
Green circle: Final checkpoint and the Pit
  
<gallery widths=140px heights=80px>
+
{{clr}}
Image:Upward1.jpg|First Checkpoint
+
== Strategy ==
Image:Upward2.jpg|Second Checkpoint
+
{{map strategy link|Upward|main=yes|stub=yes}}
Image:Upward3.jpg|Third Checkpoint
 
Image:Upward4.jpg|Final Terminus
 
</gallery>
 
 
 
==Strategy==
 
{{hatnote|See [[Community Upward strategy]]}}
 
  
 
== Update history ==
 
== Update history ==
{{update history|
+
{{Update history|
 
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
 
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
 
* 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 72: Line 144:
  
 
'''{{Patch name|7|10|2013}}'''
 
'''{{Patch name|7|10|2013}}'''
* Fixed exploit where Blu team could be trapped in their final spawn room
+
* 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 gap in collision which allowed Blu players to be shot in their first spawn.
* Fixed fade distances on props in Blu spawn
+
* Fixed fade distances on props in Blu spawn.
* Fixed players building under catwalk on the ledge of the final pit
+
* Fixed players building under catwalk on the ledge of the final pit.
* Fixed clip brush exploits
+
* Fixed clip brush exploits.
* Players can no longer be trapped by teleporting under stairs near final capture point
+
* 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 Red's final spawn room.
* Players can no longer build inside of spawn room doors
+
* Players can no longer build inside of spawn room doors.
* Players can no longer be trapped inside of the capture point sign
+
* Players can no longer be trapped inside of the capture point sign.
* Prevented Blu team from entering final spawn room while it is neutral
+
* Prevented Blu team from entering final spawn room while it is neutral.
* Smoothed clipping collision
+
* Smoothed clipping collision.
* Collision performance increases
+
* Collision performance increases.
* Handrails no longer collide with bullets and projectiles
+
* Handrails no longer collide with bullets and projectiles.
* Replaced floor texture in Red team final spawn room
+
* Replaced floor texture in Red team final spawn room.
 +
 
 +
'''{{Patch name|12|6|2013}}'''
 +
* Fixed players getting stuck in the initial Red spawn room after control point 2 is capped.
 +
* Improved [[bots|bot]] navigation.
 +
 
 +
'''{{Patch name|1|23|2014}}'''
 +
* Fixed being able to construct buildings in the skybox.
 +
 
 +
'''{{Patch name|6|18|2014}}'''
 +
* Fixed physics debris triggering the Payload cart's finale explosion.
 +
 
 +
'''{{Patch name|11|20|2014}}'''
 +
* Added stairs to forward Blue spawn underground.
 +
* Updated the trigger hurt in the outer cliff area to cover the bottom of the map.
 +
 
 +
'''{{Patch name|11|25|2015}}'''
 +
* Fixed a teleporter-trap exploit inside the tunnel after the first control point.
 +
 
 +
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
 +
* Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.
 +
 
 +
'''{{Patch name|9|26|2022}}'''
 +
* Fixed exploit that allowed buildings to be built in an area that is later shut off from both teams
 
}}
 
}}
  
==Trivia==
+
== Bugs ==
[[Image:Engineer_Update_Teaser_New_Map.jpg|thumb|right|150px|The original screenshot of Upward given by Robin Walker]]
+
* 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.
*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.
+
* 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.
*The cargo ship docked at the foot of the mountain is also in [[Granary (Control Point)|Granary]], although it seems to be missing a roof on the superstructure.
+
* 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.
*Previous to the July 10, 2013 Update Patch, there was a small gap between two slates of metal that bullets, rockets, stickies, and other bullets or projectiles could pass through. It was located on the BLU's left side of spawn, located on the right hill if viewed from RED's perspective. [http://www.youtube.com/watch?v=g_PKaXNYKZc A demonstration of this exploit can be found here.]
+
* 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>
 +
 
 +
== Trivia ==
 +
[[File: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.
 +
 
 +
== 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.
 +
 
 +
== See also ==
 +
* [[Hassle Castle]]
  
 
== External links ==
 
== External links ==
*[http://www.teamfortress.com/engineerupdate/ Official Engineer Update Page]
+
* [https://www.teamfortress.com/engineerupdate/ Official Engineer Update Page]
 +
 
 +
== References ==
 +
<references/>
 +
 
 +
{{Engineer Update Nav}}
 +
{{Maps Nav}}
  
{{EngineerUpdateNav}}
+
[[Category:Quickplay maps]]
{{Maps nav}}
 

Latest revision as of 23:23, 31 July 2024

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: 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
Incoming!
The Demoman defending the cart

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.

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 is a 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 the Cliff 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, which gives players an overview of the entire area before the Slope.
  • Behind Roof: There is an area even more right of the Roof itself. This area is not 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 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 which 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 next to Checkpoint A.
  • Cliff: Opposite the House, right across 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

  • Hill: There is a very large hill spanning all the way from Checkpoint A to Checkpoint B. This hill is not particularly high, but it is very long as we mentioned earlier.
  • 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.
  • 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.
  • 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 a part of the tunnel) slithers its way up while hugging the right side of the Hill.
  • Rocks: There is a group of rocks located in the middle of the Hill; these rocks split the Hill in two.
  • B Hut: There is a small hut which sits right across the Tunnel exit and is positioned side-by-side with Checkpoint B.
  • Platform: Just as the RED team exit their spawn, they find themselves on a small elevated platform sitting just behind the checkpoint.
  • Apartments: There is a two-story building sitting on the left of the checkpoint overlooking it.

Checkpoint C

  • Sewers: There is a small sewer system located right beneath the first RED spawn.
  • Spiraling Bridge: After capturing the second checkpoint, the cart cruises for a little while until it finds itself in front of a bridge which crosses a large gap. However, this bridge is not like any bridge, as it spirals upwards like a spiraling staircase. Once the cart has "climbed up" this bridge, it finds itself practically right on top of the third checkpoint.
  • Under Bridge: There is a small pathway sneaking its way under the Spiraling Bridge toward the C Hut.
  • C Hut: A small hut is positioned on the right side of the checkpoint.
  • Balcony: There is an elevated ledge located right across the C Hut, or on the left of Checkpoint C.

Checkpoint D

  • Valley: After the cart has "climbed up" the Spiraling Bridge and reached the third checkpoint, it now strolls through a valley to the final area of the map.
  • Final Area: A huge area encompassing the final RED spawn, Pit, and the Across Buildings.
  • Pit: A hole right in the center of the final area of the Final Area in which the cart is supposed to be thrown.
  • Across Buildings: A set of buildings sitting opposite of the RED spawn room right across the Pit.

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.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

Update history

July 8, 2010 Patch (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

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

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.

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.

See also

External links

References