Upward

From Team Fortress Wiki
< Upward(Redirected from Upwards/es)
Jump to: navigation, search
Upward
Engineer Update Upward.png
Información básica
Tipo de mapa: Carga Explosiva
Nombre del archivo: pl_upward
Lanzamiento: Parche del 8 de julio de 2010
(Actualización del Engineer)
Variantes: Hassle Castle
Desarrollado por: Valve
Información del mapa
Entorno: Desierto
Escenario: Día, soleado
Peligros: Pozo
Compatible con bots:
Objetos del mapa
Healthico.png Botiquines: Smallhealth.png ×5  •  Mediumhealth.png ×7  •  
Largehealth.png ×1
Ammoico.png Cajas de munición: Smallammo.png ×1   •   Mediumammo.png ×15   •  
Largeammo.png ×1
Imágenes del mapa
Imágenes de la pantalla de carga.
Vista general
Upward overview.png
«
¡Ya llegan!
El Demoman defendiendo la vagoneta.
»

Upward es un mapa de Carga Explosiva añadido en la Actualización del Engineer como mapa oficial desarrollado por Valve. Es el primer mapa oficial de Carga Explosiva desarrollado y publicado desde la Actualización del Heavy.

Ubicaciones

Nota: Si tienes problemas para encontrar una de estas ubicaciones, visita Vista general para ver las posiciones exactas en el mapa.

Punto de control A

  • Base BLU: 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.
  • Inicio del trayecto: 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.
  • Tejado: 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.
  • Tejado trasero: 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".
  • Pendiente: 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.
  • Casa: Right behind the Slope is small, two-story house. The House is positioned next to Checkpoint A.
  • Barranco/Precipicio: 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.

Punto de control B

  • Colina: 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.
  • Túnel: 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.
  • Base avanzada BLU: A small single spawn room with one exit. It is located halfway in the Tunnel, and is unlocked for BLU when they capture B.
  • Barranco de flanqueo: 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.
  • Rocas: There is a group of rocks located in the middle of the Hill; these rocks split the Hill in two.
  • Caseta de B: There is a small hut which sits right across the Tunnel exit and is positioned side-by-side with Checkpoint B.
  • Plataforma: Just as the RED team exit their spawn, they find themselves on a small elevated platform sitting just behind the checkpoint.
  • Apartamentos: There is a two-story building sitting on the left of the checkpoint overlooking it.

Punto de control C

  • Alcantarillado/Cloacas: There is a small sewer system located right beneath the first RED spawn.
  • Puente espiral: 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.
  • Bajo el puente: There is a small pathway sneaking its way under the Spiraling Bridge toward the C Hut.
  • Caseta de C: A small hut is positioned on the right side of the checkpoint.
  • Balcón: There is an elevated ledge located right across the C Hut, or on the left of Checkpoint C.

Punto de control D

  • Valle: 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.
  • Zona final: A huge area encompassing the final RED spawn, Pit, and the Across Buildings.
  • Foso: A hole right in the center of the final area of the Final Area in which the cart is supposed to be thrown.
  • Entre edificios: A set of buildings sitting opposite of the RED spawn room right across the Pit.

Ayuda general

Ubicaciones de Upward
1.Tejado
2.Tejado trasero
3.Pendiente
4.Pendiente
5.Casa
6.Barranco/Acantilado
7.Colina
8.Rocas
9.Barranco de flanqueo
10.Caseta de B
11.Apartmentos
12.Plataforma
13.Balcón
14.Puente espiral
15.Bajo el puente
16.Caseta de C
17.Valle
18.Entre edificios
Diagonales rojas/azules: Primera base RED/BLU
Diagonales dobles rojas/azules: Segunda base RED/BLU
Diagonales dobles rojas/azules con círculo: Tercera base RED/BLU
Círculo amarillo: Primer punto de control
Círculo blanco: Segundo punto de control
Círculo rojo oscuro: Tercer punto de control
Círculo verde: Último punto de control

Estrategia

Artículo principal: Estrategia de la comunidad para Upward

Historial de actualización

Parche del 8 de julio de 2010 (Actualización del Engineer)
  • Se añadió Upward al juego.

Parche del 17 de agosto de 2010

  • Se corrigieron las entidades de la base, que no alcanzaban el nivel de las bases divididas.
  • Se corrigió la zona sujeta a posibles problemas en base BLU, situada frente a la base de RED.
  • Se añadió una gran ruta de flanqueo para BLU hacia la base de RED.
  • Se añadieron botiquines y munición tras la ruta de flanqueo de BLU hacia la base RED.
  • Se cerró la salida izquierda de la base BLU con entidades de bloqueo de balas.
  • Se corrigió el espacio entre C y base BLU para evitar el salto con bombas lapa y el abuso.
  • Se corrigió la barandilla de la base RED.
  • Se corrigió la entidad de muerte en la base de medio, que no se extendía hasta el techo.
  • Se añadió una entidad para bloquear balas en la reja del suelo en la base de medio.
  • Se corrigieron varios salientes accesibles mediante saltos con bombas lapa.

Parche del 15 de septiembre de 2011

  • Fixed ending the game mid-round when mp_timelimit has been reached.
  • Se corrigieron varias zonas con fallos.

Parche del 16 de noviembre de 2011

  • Se corrigió un abuso de la mecánica de juego con teleportadores en el punto B.

Parche del 10 de julio de 2013

  • 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.

Parche del 6 de diciembre de 2013

  • Fixed players getting stuck in the initial Red spawn room after control point 2 is capped.
  • Improved bot navigation.

Parche del 23 de enero de 2014

  • Fixed being able to construct buildings in the skybox.

Parche del 18 de junio de 2014

  • Fixed physics debris triggering the Payload cart's finale explosion.

Parche del 20 de noviembre de 2014

  • Added stairs to forward Blue spawn underground.
  • Updated the trigger hurt in the outer cliff area to cover the bottom of the map.

Parche del 25 de noviembre de 2015

  • Fixed a teleporter-trap exploit inside the tunnel after the first control point.

Parche del 7 de julio de 2016 #1 (Meet Your Match Update)

  • Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.

Parche del 26 de septiembre de 2022

  • Fixed exploit that allowed buildings to be built in an area that is later shut off from both teams

Errores

  • Se puede quedar un jugador atascado en la entrada del túnel después de B si el jugador se agacha delante de la vagoneta mientras esta avanza.
  • Es posible disparar fuera de la base BLU por una grieta en la pared. Pero es extremadamente difícil golpear a nadie.
  • En el camino derecho del edificio del último punto, se puede disparar a través de la pared a la primera base BLU.
  • En raras ocasiones, un jugador puede quedar atascado con la posición de la vagoneta antes de llegar al puente espiral. Durante este tiempo, estará como si cayera y acumulará velocidad, lo que hará que cuando se desatasque muera por caída al tocar con la superficie.
  • El armario de reabastecimiento de la última base se puede golpear a través del techo.[1]

Curiosidades

La foto original de Upward publicada por Robin Walker.
  • Upward se reveló oficialmente en el Día 2 de la Actualización del Engineer, pero fue enseñado previamente en una foto publicada por Robin Walker un poco antes.

Notas

  • Hay algunos hoyos grandes en la base BLU por donde se puede disparar. Aunque hay una pared invisible que los detiene.

Véase también

Enlaces externos

Referencias