Community Upward strategy
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Expand the "General strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well. |
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 | |
Health Kits: | ×5 • ×7 • ×1 |
Ammo Boxes: | ×1 • ×15 • ×1 |
Map Photos | |
Map Overview | |
This article is about Community Upward strategy.
Note: It is recommended to read the main Upward article first to become familiar with the names of key map locations used in this article.
General strategy
- It is essential to observe all the many alternative routes, keeping away from the highly traveled ones if necessary.
- Do not jump against the wooden bearing in the tunnel (to the right if on BLU and the left if from RED side, otherwise you and other players doing alike can get stuck (clipping fault).
Class-specific strategy
Scout
- On offense, if RED Pyros force your team to split up right before saving the first control point, Mad Milk could extinguish your teammates. Mad Milk is more useful at this very map than the default Pistol or the Winger due to the close to medium attacking range area, especially at the first point.
- You can use the Force-A-Nature to push enemies off the corners of the map. Remember, the Force-A-Nature does not have a ridiculous knockback ability. Do not expect an ÜberCharged Heavy to fly off the map with one Force-A-Nature blast.
Soldier
- As it is likely you will face enemy Sentry Guns, the Cow Mangler 5000 is a bad choice for attacking them due to its drawbacks. Use the other launchers to fire and hide for cover to reload and get the buildings down.
- Soldiers cannot rocket-jump very often due to the map design, so instead use the Reserve Shooter against mid-air enemies or battle banners (Battalion's Backup, Buff Banner, Concheror) instead of the Mantreads or Gunboats.
- Soldiers are also large assets to the team effort in Upward. There are many regions in the game with little cover, and only a few rocky outcrops and walls here and there. Bazookas such as The Beggar's Bazooka and the Direct Hit are very useful here, with little to get in the way.
Pyro
- Due to the abundance of open cliffs, it is suggested that Pyros use the stock Flame Thrower's, Dragon's Fury's, or the Degreaser's compression blast to knock high-value targets like Heavies and Medics off the map. This is quick and effective and is helpful to give your teammates more time to set up defenses. It may even be a good idea to work in conjunction with an Engineer so that his Sentry Gun's knockback pushes ÜberCharged enemies off the map after you pop them into the air using airblast. The Backburner's drawback prevents as many blasts due to the higher cost of ammo used for airblasting.
- There are limited health packs, so the afterburn effect is very useful on this map. Try to ambush people within the buildings and corridors.
Demoman
- Due to the high amount of good Sentry Gun locations on this map, the default Stickybomb Launcher is the best choice.
- Some Engineer nests are placed to your team's flank so bouncing projectiles using the default Grenade Launcher are necessary. The first example on this map is the place right at the first medium health pickup close to the first control point.
- Demoknight can be quite effective here due to the high amount of spots that can be used for trimping and charging towards targets.
- On offense, while your team reaches the third checkpoint, Demomen can equip the B.A.S.E. Jumper in conjunction with the Stickybomb Launcher and return to the first spawn location. From there, it is possible to perform a sticky jump from the higher rock to get a view from the Valley area while you are parachuting with the B.A.S.E. Jumper. There are no invisible walls there, allowing you to shoot stickybombs to unexpecting players, as well as destroying Engineer buildings with relative ease. When getting low on health, either grab the small health pack, or go back to the first spawn and touch a resupply locker.[1]
- After you are done clearing enemies and buildings, and your team has reached the final area of the map, instead of going all the way back to the current spawn point (the one that your teammates respawn after dying), simply change classes from the first spawn point so that you are automatically spawned at the last spawn point.[2]
Heavy
- The map contains many spots where Heavies can hide quite easily. The Tomislav, with its fast spin-up time, can make surprise attacks easy, whereas the Brass Beast, with its weight and slow spin up time, might not be a good choice.
- On offense, call for a Medic to give you an ÜberCharge, then concentrate on waves of enemies and their buildings, which are problematic for your team's push.
Engineer
- There are many effective Sentry Gun positions on this map that you may take advantage of. This is especially so just before each capture point, as there are usually blind corners or the spawn room nearby.
- The first point as an Engineer can be a nightmare to cover. Due to the enemy team staying close to the cart and only two 100 metal ammo packs to share among your fellow Engineers, Dispensers are a time saving solution to this problem.
- Below the Sniper deck is a health pack, with a good amount of space for a one man Sentry nest. It is better to stick close to the health and set up your Sentry there, but with the threat of Spies lingering, be wary of the Sap and Stab method.
- If your team loses the first point, it is better to fall back on the second point itself. The tunnels catwalk is a viable area to cover as a lone Engineer, but with its spammable stairs and vulnerability to an ÜberCharged Medic and his partner, it is better to retreat from this area.
- The second point has its advantages, with a house used for a Sniper deck or a wrangled Sentry Gun, and a platform for an unwrangled, it is an excellent choice for a line of defense.
- The offensive Engineer can be a total nightmare for you, or the enemy team. Teleporters can reduce the long walk time for slower classes such as the Heavy or a non-rocket jumping Soldier. Using map knowledge of its many flanking passages and windows, Upward can be the map for smart Engineers.
- The upward in Upward comes from the deathly ascent of the cart towards the RED's main base. Engineers attacking or defending have the most trouble here than anywhere on the map. Flanking Engineer nests can prove good for BLU, but with Sentry Guns or capable RED teammates, BLU has to focus on the Engineer's Teleporters to overcome the Engineers.
- Try to hide your Sentry Guns on the enemy backyard during Setup time: Round the back of the base, under the overpass. These sort of areas are only visited by a few, but those few are destroyed on entering its range.
Medic
- Watch yourself and your Medic Buddy back in the section of the map between the first and second checkpoints. Since this is in the underground section of the map, there are many secluded positions and corners where it would be easy for a Spy to sneak up on you.
- The map hardly offers plain areas for easy aiming and healing with the Crusader's Crossbow, so concentrate on healing with your secondary weapon.
- The Kritzkrieg's type of ÜberCharge is not useful for destroying the many buildings your enemies might set up. Crits do not deal extra damage against buildings, so use the default Medi Gun instead for invincibility.
- When on BLU and trying to cap the final point be sure to watch your back in the two exits just past the previous point. There can often be Spies, Pyros, and Scouts running out and targeting you.
- There is often a Sentry Gun around the corner on the last point. Remember to run in first ahead of your Medic Buddy when ÜberCharging so the Sentry Guns target you and give your team the chance to take out the Sentry Guns.
- The opening seconds often lead to carnage and multiple kills from Snipers far away. Wait for five seconds before leaving to avoid the first round of headshots from the RED Snipers.
- Using the Medi Gun's ÜberCharge whilst on the spiraling bridge preceding point C can be a risky play due to the Pyro's compression blast, along with other knockback abilities, to push even invulnerable players off the cliff, killing them immediately. Use of the Quick-Fix's ÜberCharge would be safer due to its unique ability to negate knockback, whilst still providing sufficient healing.
Sniper
- On offense, your first job is to take out the Snipers trying to shoot your pushing teammates. It is also possible to take out players coming up the wooden path (small route) or the middle way. As soon as your teammates have taken the first checkpoint, you should climb up onto your base's roof and spot enemies crossing the tunnel area from above. It may take a while and depending on the situation to find the best position. With your back touching the wall, it makes it difficult (but possible) for Spies to backstab you.
- On defense, get your first kill by lurking upstairs above at the health pack. You have a perfect view towards the BLU middle base gate, the closest one to the cart. Searching for targets would be simple and you can also use the Machina's penetrating feature to hit multiple targets. Watch out for enemy Snipers who may kill you. You can team up with an Engineer; he can build a Dispenser near you behind the walls, as well as Teleporters for you to get to the location fast, and a Sentry to cover your whole team's back. If needed, jump down to the left for ammo or take the stairs down for health.
- If your team gives up the first checkpoint, Snipers should go back to the rocks / the little wall (area above the tunnel). Aiming without any cover makes it easy for BLU Snipers on their base's roof to kill you.
- When defending, feel free to move further behind the front lines by quite a bit. The open plains at the start, over the mine shaft and before the final stages of the round are open plains and common sniping zones. Be wary of Soldiers and flare gunning Pyros.
Spy
- Take advantage of the many side routes in this map; as people travel these much less on these than the main route, it is much safer not being caught in the crossfire.
- On defense, the best time to attack the enemies on the cart is when they are all focused on something else. Wait for an opportunity, and then attack.
- A good place on defense to be during setup is on the roof of the building by BLU spawn. You can jump down when the gates open, and perform a jump stab on the enemies below.
- Due to the open ended nature of some places on the map enemies are bound to forget to look at most nooks and crannies. You can take advantage of many places to recharge your Cloak meter or disguise/undisguise without getting noticed. Those who are more experienced with this map will be checking the unused areas, so no matter where you are you may be found. There are a lot of Sentry forts around so on a backstab without the Y.E.R. will usually result in your obliteration.