Upward: Difference between revisions
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Ratboy Slim (talk | contribs) Created page with "{{Infobox map |map-image = pl_upward.webp |game-type = Payload |file-name = pl_upward |release-date = December 26, 2015<br>(2.0.0 (BETA 2)) |developer = Valve |map-environment = Desert |map-setting = Day }} '''Upward''' is an official Payload map, set on a desert mountaintop with a winding track around a mining settlement in the middle of the ocean. The last point and the first point are physically close to each other, separated by spiralling walls. Mineside was..." |
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'''Upward''' is an official [[Payload]] map, set on a desert mountaintop with a winding track around a mining settlement in the middle of the ocean. The last point and the first point are physically close to each other, separated by spiralling walls. | '''Upward''' is an official [[Payload]] map, set on a desert mountaintop with a winding track around a mining settlement in the middle of the ocean. The last point and the first point are physically close to each other, separated by spiralling walls. | ||
'''Upward''' was added to Team Fortress 2 Classic in December 26, 2015, in [[2.0.0 (BETA 2)]]. It was created by Valve, and was prior added to Team Fortress 2 on July 8, 2010. | |||
== Locations == | == Locations == | ||
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== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.0.0 (BETA 2)}} | |||
* Added pl_upward | * Added pl_upward | ||
{{Update|2.0.0}} | |||
* Added pl_upward (again) | * Added pl_upward (again) | ||
{{Update|2.1.0}} | |||
* Updated select stock maps to improve clipping, fix exploits, and improve visuals | * Updated select stock maps to improve clipping, fix exploits, and improve visuals | ||
{{Update|2.1.1}} | |||
* Disabled collision on some scaffolding that's above the intended playspace, and could be used as a vantage point | * Disabled collision on some scaffolding that's above the intended playspace, and could be used as a vantage point | ||
{{Update|2.1.3}} | |||
* Fix exploit where you could build teleporters in RED's final spawn | * Fix exploit where you could build teleporters in RED's final spawn | ||
* Fix some pixelwalks and minor clipping issues across the map | * Fix some pixelwalks and minor clipping issues across the map | ||
* Reduce map size from 36MiB to 11MiB | * Reduce map size from 36MiB to 11MiB | ||
{{Update|2.1.4}} | |||
* Added back occluders from stock Upward | |||
* Added more hints, areaportals and occluders for optimization | |||
* Redone skybox brushes for optimization | |||
* Changed the doors in dropdown to never be opened after closing | |||
* Changed the doors in dropdown from silent to making a sound when closing | |||
* Fixed detail brushes flickering on 1st point | |||
* Fixed some lighting issues | |||
* Fixed some props and brushes being solid | |||
* Fixed water brushes in skybox with various cubemaps | |||
* Fixed unoptimized visleaves next to the hill | |||
* Fixed floating barrel near 2nd | |||
* Improved clip alignment under balcony on 3rd | |||
* Added blockbullets in front of window and dropdown-elbow | |||
* Added resupply sign on last RED last spawn | |||
* Reduced t-junctions and edict usage | |||
}} | }} | ||
{{Nav_Maps}} | |||