Editing
Upward
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Second point === ==== Callouts ==== {{Map locations | title = Upward, second point, defenders' perspective | image = pl_upward B.png | area1 = Slope | x1=158px | y1=72px | area2 = Hill | x2=300px | y2=100px | area3 = Side Tunnel | x3=386px | y3=84px | area4 = Window | x4=479px | y4=95px | area5 = Tunnel | x5=362px | y5=183px | area6 = Cliff | x6=379px | y6=383px | area7 = Shack | x7=646px | y7=288px | area8 = Platform | x8=638px | y8=137px | area9 = Point | x9=580px | y9=245px | area10 = Main | x10=445px | y10=160px | area11 = Secret | x11=590px | y11=380px }} {{Map locations | title = Upward, second point, attackers' perspective | image = Upward B A1.jpg | area1 = Ramp | x1=550px | y1=50px | area2 = Hill | x2=410px | y2=30px | area3 = Trench | x3=585px | y3=65px | area4 = Window/Appartments(Apps) | x4=470px | y4=22px | area5 = Tunnel | x5=170px | y5=250px | area6 = Cliff | x6=700px | y6=120px | area7 = Shack | x7=700px | y7=45px | area8 = Behind Shack | x8=760px | y8=95px }} {{Map locations | title = Upward, second and third points | image = Upward BC.jpg | area1 = Ramp | x1=465px | y1=200px | area2 = Main | x2=20px | y2=130px | area3 = Trench | x3=200px | y3=380px | area4 = Window/Appartments(Apps) | x4=95px | y4=45px | area5 = Sewer | x5=400px | y5=180px | area6 = House | x6=280px | y6=80px | area7 = Platform | x7=250px | y7=105px | area8 = Rollercoaster | x8=710px | y8=55px | area9 = Point | x9=30px | y9=225px }} ==== Attacking ==== After capturing the first point, the attackers should prepare for a push on the second point, while the flank classes should attempt to get the cart as close to the tunnel exit as possible. The attacking team usually holds somewhere between the cliff entrance and the side tunnel, but in doing that they need to be wary of the enemy Sniper, call his positions out accordingly and try to spam him out. Choosing a push depends on how close the defenders choose to hold. * If the opposing Heavy and Medic are holding inside the '''house''', the primary objective is to take it back, as it provides obvious height advantage and is close to both the sentry and the RED spawn. This hold is very hard to break however, as it is pretty much impossible to force the enemy combo while it's holding inside the house, therefore it's very important that the other attackers try to create a player advantage that would force the enemy to back out. * If the defenders are holding the '''platform''' area, taking the point is much easier; a push through the house is almost impossible to defend and will pretty much always mean that the Sentry will go down and the enemy Medic will either die or use the ÜberCharge to get out. As this is one of the major holds on the map, some teams will often overcommit and lose many players when defending. If that happens, it's vital to capitalise on this and spawncamp as much as possible, and push up quickly after the point is captured, to try and get the next point unopposed. ==== Defending ==== After the enemy team takes control of the first point, the combo should immediately take position on platform and holding there. Holding near rocks is too dangerous due to being so wide open to snipers and jumping classes. Generally the heavy sits on platform while the Demoman takes position closer to the tracks so he can spam the window, behind the rocks or into tunnel. Once the enemy team pops uber onto the sentry the combo can back up into the house behind platform, and either back up to third, or counter-pop and attempt to take control back of the area. Depending on what the team decides, you may want your spy to watch the entrance to house and call out when the enemy combo move through there. Then your combo can attempt to kill the enemy combo preemptively.
Summary:
Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
comp.tf:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Refresh
Search
Navigation
Main page
Recent changes
Random page
Help the Wiki!
Info for editors
Editing guidelines
Top contributors
Administration team
comp.tf
Discord
Steam Group
Youtube Channel
Twitter
Competitive TF2
teamfortress.tv
r/truetf2
EssentialsTF
ETF2L
RGL
ozfortress
AsiaFortress
UGC League
Tools
What links here
Related changes
Special pages
Page information