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	<updated>2026-05-05T07:39:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=59262</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=59262"/>
		<updated>2019-07-12T22:12:23Z</updated>

		<summary type="html">&lt;p&gt;69.246.125.18: /* Control Point B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=ad&lt;br /&gt;
|filename=cp_steel&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
|author1steam=76561197961877926&lt;br /&gt;
|author2=&lt;br /&gt;
|author2steam=&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=19 August 2008&lt;br /&gt;
|updated=10 July 2013&lt;br /&gt;
|official=1&lt;br /&gt;
&lt;br /&gt;
|gamemode1=hl&lt;br /&gt;
|gamemode2=&lt;br /&gt;
|gamemode3=&lt;br /&gt;
|adapted=&lt;br /&gt;
|pro=&lt;br /&gt;
|popularity=staple&lt;br /&gt;
|lpleague=ugchl&lt;br /&gt;
|lpseason=20&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/cp_steel.bsp&lt;br /&gt;
|workshop=&lt;br /&gt;
|tf2maps=&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Steel&lt;br /&gt;
|officialwiki2=Steel_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is a non-linear Attack/Defend map consisting of 5 points. &lt;br /&gt;
&lt;br /&gt;
Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero.&lt;br /&gt;
&lt;br /&gt;
BLU can capture point E at any time, but this is very difficult as the point requires certain classes to reach, and it is a slow point to capture and very exposed. To assist them in taking E, BLU may choose to attempt to capture the other four points instead, which reshape the map and extend the round timer to make it harder for RED to defend. These points, A through D, must be captured in order. &lt;br /&gt;
&lt;br /&gt;
Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E.&lt;br /&gt;
&lt;br /&gt;
The large amount of potential choices to be made on this map, for both RED and BLU teams, makes it an excellent arena for skilled strategists and good team players.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Steel/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit. &lt;br /&gt;
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Wishbone | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Wishbone | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
* When defending, stickies can be placed on the grate ceiling of Lower, and when detonated, they will harm people in both Beck and Lower. This may or may not be considered legal in your league.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>69.246.125.18</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=59261</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=59261"/>
		<updated>2019-07-12T22:12:02Z</updated>

		<summary type="html">&lt;p&gt;69.246.125.18: /* Control Point C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=ad&lt;br /&gt;
|filename=cp_steel&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
|author1steam=76561197961877926&lt;br /&gt;
|author2=&lt;br /&gt;
|author2steam=&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=19 August 2008&lt;br /&gt;
|updated=10 July 2013&lt;br /&gt;
|official=1&lt;br /&gt;
&lt;br /&gt;
|gamemode1=hl&lt;br /&gt;
|gamemode2=&lt;br /&gt;
|gamemode3=&lt;br /&gt;
|adapted=&lt;br /&gt;
|pro=&lt;br /&gt;
|popularity=staple&lt;br /&gt;
|lpleague=ugchl&lt;br /&gt;
|lpseason=20&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/cp_steel.bsp&lt;br /&gt;
|workshop=&lt;br /&gt;
|tf2maps=&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Steel&lt;br /&gt;
|officialwiki2=Steel_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is a non-linear Attack/Defend map consisting of 5 points. &lt;br /&gt;
&lt;br /&gt;
Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero.&lt;br /&gt;
&lt;br /&gt;
BLU can capture point E at any time, but this is very difficult as the point requires certain classes to reach, and it is a slow point to capture and very exposed. To assist them in taking E, BLU may choose to attempt to capture the other four points instead, which reshape the map and extend the round timer to make it harder for RED to defend. These points, A through D, must be captured in order. &lt;br /&gt;
&lt;br /&gt;
Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E.&lt;br /&gt;
&lt;br /&gt;
The large amount of potential choices to be made on this map, for both RED and BLU teams, makes it an excellent arena for skilled strategists and good team players.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Steel/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit. &lt;br /&gt;
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Wishbone | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
* When defending, stickies can be placed on the grate ceiling of Lower, and when detonated, they will harm people in both Beck and Lower. This may or may not be considered legal in your league.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>69.246.125.18</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=59257</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=59257"/>
		<updated>2019-07-07T15:03:27Z</updated>

		<summary type="html">&lt;p&gt;69.246.125.18: changed &amp;quot;upper&amp;quot; on last point to &amp;quot;tiles&amp;quot; to fit modern calls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
|type=content&lt;br /&gt;
|image=Needimage_icon.png&lt;br /&gt;
|header=Needs images&lt;br /&gt;
|smalltext=An image for the final point is needed, along with some details about attacking/defending third and last.&lt;br /&gt;
}}&lt;br /&gt;
{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=pl&lt;br /&gt;
|filename=pl_upward&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=valve&lt;br /&gt;
|author1steam=&lt;br /&gt;
|author2=&lt;br /&gt;
|author2steam=&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=8 July 2010&lt;br /&gt;
|updated=7 July 2016&lt;br /&gt;
|official=1&lt;br /&gt;
&lt;br /&gt;
|gamemode1=hl&lt;br /&gt;
|gamemode2=&lt;br /&gt;
|gamemode3=&lt;br /&gt;
|adapted=&lt;br /&gt;
|pro=&lt;br /&gt;
|popularity=staple&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_upward.bsp&lt;br /&gt;
|workshop=&lt;br /&gt;
|tf2maps=&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Upward&lt;br /&gt;
|officialwiki2=Upward_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_upward''' is a single-stage [[Payload]] map created by Valve. It was the third Payload map added to the game. Along with [[pl_badwater]], it is considered one of the staple Payload maps played in [[Highlander]].&lt;br /&gt;
It also tops the most amount of inclusions for any highlander map with 28 inclusions across competitions.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Upward/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = pl_upward A1.png&lt;br /&gt;
 | area1 = Right | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Left | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Under | x4=419px | y4=186px&lt;br /&gt;
 | area5 = Ground | x5=446px | y5=251px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = pl_upward A2.png&lt;br /&gt;
 | area1 = Slope | x1=403px | y1=88px&lt;br /&gt;
 | area2 = Entrance | x2=22px | y2=114px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Ground | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
As always on Payload, the attack starts by preparing the [[ÜberCharge]] in spawn and leaving the Medic there for a short period of time while the rest of the team attempt to create an advantage by suiciding. Once an advantage has been created, the team can prepare for a push.&lt;br /&gt;
&lt;br /&gt;
All viable push routes are located in open areas, which leaves the combo vulnerable to [[Sniper]]s. Because of that a Sniper pick is particularly useful on this point, as it allows to avoid a potential death of the Medic.&lt;br /&gt;
&lt;br /&gt;
Generally, teams decide to push the first point through the cliff area, as most teams' combos will either hold the ground area or the under area. The only difference is the defense's sentry placement:&lt;br /&gt;
* If the sentry is located in '''under''', it forces the combo to use the ÜberCharge earlier, somewhere around the point area, to take it down. The main objective is to take the sentry down, as it allows for a point capture.&lt;br /&gt;
* If the sentry is located on the '''slope''', a team can attempt to flank the enemy by going directly through the entrance on the cliff and using the ÜberCharge closer to the Sentry Gun. If the enemy combo is unaware of the push, it cuts off their only viable escape route. The downside of this push is that if the Pyro is guarding the entrance, the ÜberCharged players can be easily knocked off the cliff. Going up to the sentry also takes longer, which means there's an elevated risk of a force or even a drop.&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
Due to the openness of the point, the defenders need to be particularly wary of jumping classes and sightlines. This means it's hard to establish a permanent hold on this point, so the defenders should seek only to delay the attackers.&lt;br /&gt;
&lt;br /&gt;
The sentry's positioning is particularly important, as it shapes up the defense's game plan:&lt;br /&gt;
* Placing the sentry '''under''' means that its purpose is to deny the flank by making it impossible to capture the point before it's taken down. That means the sentry will be the first to go down after an enemy ÜberCharge, and once it's down, the defending team leaves the point, unless the attackers overcommit and lose too many players.&lt;br /&gt;
* Placing the sentry on '''slope''' means that it is a buffer zone. Once the enemy combo uses the ÜberCharge, the defenders can just back up to the sentry and then decide to either back out completely or go back in if possible. It allows to save the ÜberCharge for later, but the defenders need to be wary of the wrap-around push described above.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that the slope is the only viable escape route for the combo, as the tunnel area is easy to spam. The defenders need to keep that in mind and move early enough to be able to back out in time.&lt;br /&gt;
&lt;br /&gt;
=== Second point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Rocks | x2=230px | y2=81px&lt;br /&gt;
 | area3 = Side tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = House | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliffside | x6=379px | y6=383px&lt;br /&gt;
 | area7 = Shack | x7=646px | y7=288px&lt;br /&gt;
 | area8 = Platform | x8=638px | y8=137px&lt;br /&gt;
}}&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Choosing a push depends on how close the defenders choose to hold.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Third point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, third point&lt;br /&gt;
 | image = pl_upward C.png&lt;br /&gt;
 | area1 = Sewer | x1=180px | y1=200px&lt;br /&gt;
 | area2 = Bridge | x2=280px | y2=100px&lt;br /&gt;
 | area3 = Inside | x3=535px | y3=94px&lt;br /&gt;
 | area4 = Outside | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Open | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under Tracks | x6=425px | y6=270px&lt;br /&gt;
 | area7 = C House | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, fourth point, defenders' perspective&lt;br /&gt;
 | image = pl_upward D.png&lt;br /&gt;
 | area1 = Tiles | x1=260px | y1=35px&lt;br /&gt;
 | area2 = Balcony | x2=700px | y2=100px&lt;br /&gt;
 | area3 = Ground | x3=300px | y3=170px&lt;br /&gt;
 | area4 = Crates | x4=380px | y4=170px&lt;br /&gt;
 | area5 = Under | x5=460px | y5=215px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, fourth point, attackers' perspective&lt;br /&gt;
 | image = pl_upward D2.png&lt;br /&gt;
 | area1 = Dropdown | x1=50px | y1 = 160px&lt;br /&gt;
 | area2 = Upper Spawn | x2=370px | y2=120px&lt;br /&gt;
 | area3 = Lower Spawn | x3=420px | y3=185px&lt;br /&gt;
 | area4 = Toxic | x4=530px | y4=180px&lt;br /&gt;
 | area5 = Upper | x5=750px | y5=140px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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