Upward/zh-hans
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Upward | |
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基本信息 | |
地图变种: | 迷途城堡(Hassle Castle) |
开发者: | 未知 |
地图资料 | |
环境: | 沙漠 |
设定: | 白天,晴朗 |
危害: | 深渊 |
地图照片 | |
地图俯视图 | |
“ | 敌人来袭!
点击试听 (英语)
— 爆破手 正在防守弹头车
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Upward是一张工程师更新附带的Valve官方推车地图。这是自机枪手更新以来首次开发和发布的官方推车地图。 Upward是一张单阶段地图,设计和布局类似于Badwater Basin,在一回合中有多个控制点,不像Gold Rush和 Thunder Mountain有三个短阶段,每阶段中有2-3个控制点。
位置
- 推车轨道:推车轨道环绕着整个地图,从蓝队基地开始到红队基地结束,在地图开始前可以靠近但无法使用。
- 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.
- 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 flank RED by either route. This area offers perfect flanking opportunities for Spies as the area has the mine entrances, the ground level route and a thin side route.
- Wooden Bridge: After the secon 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 Scouts and Spies to recover and hide. Like the pathway along the cliffside this wooden bridge is mostly void of battle.
- 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.
- 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 Scouts and Soldiers 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.
- 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.
Strategy
Update history
2010年7月8日补丁 (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.
2016年7月7日补丁 #1 (Meet Your Match Update)
- Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.
Bugs
- 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.
- 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.
- 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.
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.
- Upward requires players to push the cart for 50 seconds in order to obtain one capture point, unlike most other maps which use 10 seconds.
External links
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