<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Enders+Flame</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Enders+Flame"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Enders_Flame"/>
	<updated>2026-05-05T13:40:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=User_talk:Enders_Flame&amp;diff=5284</id>
		<title>User talk:Enders Flame</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User_talk:Enders_Flame&amp;diff=5284"/>
		<updated>2013-08-24T11:25:21Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey there, thanks for helping out the wiki :) There're some pretty good templates for map pages, if you have some time take a look at them, they really make pages much more userfriendly&lt;br /&gt;
&lt;br /&gt;
http://comp.tf/wiki/Template:Map_locations&lt;br /&gt;
&lt;br /&gt;
http://comp.tf/wiki/Template:Map_infobox&lt;br /&gt;
&lt;br /&gt;
--[[User:Kaneco|Kaneco]] ([[User talk:Kaneco|talk]]) 12:04, 24 August 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
Hey there, no problem I think this is a good project potentially. I don't have too much time but hey every little helps I suppose. I have added the info box. As to map locations I don't tend to get these right anyway so I don't feel confident putting 'official' names down!&lt;br /&gt;
&lt;br /&gt;
--[[User:Enders Flame|Enders Flame]] ([[User talk:Enders Flame|talk]]) 12:25, 24 August 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Swiftwater&amp;diff=5282</id>
		<title>Swiftwater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Swiftwater&amp;diff=5282"/>
		<updated>2013-08-24T11:21:48Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Added info box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:pl_swiftwater}}&lt;br /&gt;
==Description==&lt;br /&gt;
'''pl_swiftwater''' is a custom payload map made by {{Steam|whatisschwa|text=&amp;quot;What Is Schwa?&amp;quot;}} that is commonly used in [[Highlander]] (9v9).&lt;br /&gt;
&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Swiftwater&lt;br /&gt;
| image = Pl swiftwater ugc.png&lt;br /&gt;
| maptype = Payload&lt;br /&gt;
| currentversion = pl_swiftwater_ugc&lt;br /&gt;
| developer = What Is Schwa&lt;br /&gt;
| download = http://tf2.wireplay.co.uk/9v9/index.php?pg=map&amp;amp;id=67&lt;br /&gt;
| playstyle = Favours defence&lt;br /&gt;
}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Swiftwater is exclusively a Highlander map. The 'pl_swiftwater_ugc' variation has been in the UGC league Map List since Season 8 and Wireplay since Season 9.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Attacking times on swiftwater tend to be longer than on other traditional payload maps such as Badwater and Upward. It is a more open map than either of those, with the layout offering a lot of height advantage as well to use for flanking and utility classes.&lt;br /&gt;
&lt;br /&gt;
Defensive strategy can vary quite a lot depending on the team involved, it really is a map where a degree of familiarity and team synchronisation is required to play well. At higher levels a top sniper can be a nightmare to play against!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''1st Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1st Point.jpg|Overview&lt;br /&gt;
File:FirstFlank.jpg|The flank doorway&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no definitive strategy for the first point hold although the consensus is this can be difficult to hold. If a team does try to hold they will typically be on the ledge in-front of the house. This can be vulnerable to spam and you run the risk of getting cut off if you lose your flank by the tunnel exit. Consequently many teams do not commit important classes to the defence of first at all, setting up in the tunnel. There can be interesting strategies to try and catch the attacking medic unawares and generally stall the push before 2nd.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''2nd Point and 3rd Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tunnel.jpg|Tunnel leading to 2nd and 3rd capture points&lt;br /&gt;
File:3rd Point.jpg|3rd from Attack's POV&lt;br /&gt;
File:3rd Point 2.jpg|3rd from Defence's POV&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defence here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 3rd (and 2nd) points due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. The 3rd point is traditionally one of the hardest points to attack in the map (along with the 4th and 5th). Teams can also place sentry guns and keep other players on the opposite side to the first point flank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''4th Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:4th point.jpg|4th Point coming from 3rd, poor picture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the attack can go a number of different routes this can be an unusual point to defend. The sentry overlooks the cart in some position, and all other classes positioning can vary heavily you do see the combo near he sentry more often than not). Soldiers tend to roam on the far side to the spawn looking for drops on the medic or vulnerable people walking through the doors, and scouts get out onto the left (3rd point) if they can. Once the attacking team take this point the spawn doors behind the defence close and they essentially get trapped (blue spawn changes to directly infront of you too). Not getting caught here is often the key to a good 5th point defence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''5th Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:5th point.jpg|5th Point from defence, Sniper spot!&lt;br /&gt;
File:5th Point 2.jpg|5th Point in-game example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A long and potentially bloody attack up a hill for the 5th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defence, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defences perspective). The two teams snipers are often the deciding factors here, on defence the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 4th and prevent this ideal defence being set-up that saves valueable time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Last Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sentry gun is typically overlooking the cart. Power classes from both sides tend to contest the upper lobby overlooking this gun position. Whilst there are flanks available to try and get behind the attacking teams players the defensive team has to balance this potential threat they can cause with the need for players stop to the cart. This balance may depend on the amount of pressure on it (number of attacking players pushing cart, how close it is etc.).&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Swiftwater&amp;diff=5280</id>
		<title>Swiftwater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Swiftwater&amp;diff=5280"/>
		<updated>2013-08-24T11:04:52Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Added a few pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:pl_swiftwater}}&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:Pl swiftwater ugc.png|thumbnail|right|A Picture of Swiftwater]]&lt;br /&gt;
'''pl_swiftwater''' is a custom payload map made by {{Steam|whatisschwa|text=&amp;quot;What Is Schwa?&amp;quot;}} that is commonly used in [[Highlander]] (9v9).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Swiftwater is exclusively a Highlander map. The 'pl_swiftwater_ugc' variation has been in the UGC league Map List since Season 8 and Wireplay since Season 9.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Attacking times on swiftwater tend to be longer than on other traditional payload maps such as Badwater and Upward. It is a more open map than either of those, with the layout offering a lot of height advantage as well to use for flanking and utility classes.&lt;br /&gt;
&lt;br /&gt;
Defensive strategy can vary quite a lot depending on the team involved, it really is a map where a degree of familiarity and team synchronisation is required to play well. At higher levels a top sniper can be a nightmare to play against!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''1st Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1st Point.jpg|Overview&lt;br /&gt;
File:FirstFlank.jpg|The flank doorway&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no definitive strategy for the first point hold although the consensus is this can be difficult to hold. If a team does try to hold they will typically be on the ledge in-front of the house. This can be vulnerable to spam and you run the risk of getting cut off if you lose your flank by the tunnel exit. Consequently many teams do not commit important classes to the defence of first at all, setting up in the tunnel. There can be interesting strategies to try and catch the attacking medic unawares and generally stall the push before 2nd.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''2nd Point and 3rd Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tunnel.jpg|Tunnel leading to 2nd and 3rd capture points&lt;br /&gt;
File:3rd Point.jpg|3rd from Attack's POV&lt;br /&gt;
File:3rd Point 2.jpg|3rd from Defence's POV&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defence here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 3rd (and 2nd) points due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. The 3rd point is traditionally one of the hardest points to attack in the map (along with the 4th and 5th). Teams can also place sentry guns and keep other players on the opposite side to the first point flank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''4th Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:4th point.jpg|4th Point coming from 3rd, poor picture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the attack can go a number of different routes this can be an unusual point to defend. The sentry overlooks the cart in some position, and all other classes positioning can vary heavily you do see the combo near he sentry more often than not). Soldiers tend to roam on the far side to the spawn looking for drops on the medic or vulnerable people walking through the doors, and scouts get out onto the left (3rd point) if they can. Once the attacking team take this point the spawn doors behind the defence close and they essentially get trapped (blue spawn changes to directly infront of you too). Not getting caught here is often the key to a good 5th point defence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''5th Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:5th point.jpg|5th Point from defence, Sniper spot!&lt;br /&gt;
File:5th Point 2.jpg|5th Point in-game example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A long and potentially bloody attack up a hill for the 5th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defence, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defences perspective). The two teams snipers are often the deciding factors here, on defence the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 4th and prevent this ideal defence being set-up that saves valueable time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Last Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sentry gun is typically overlooking the cart. Power classes from both sides tend to contest the upper lobby overlooking this gun position. Whilst there are flanks available to try and get behind the attacking teams players the defensive team has to balance this potential threat they can cause with the need for players stop to the cart. This balance may depend on the amount of pressure on it (number of attacking players pushing cart, how close it is etc.).&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Swiftwater&amp;diff=5277</id>
		<title>Swiftwater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Swiftwater&amp;diff=5277"/>
		<updated>2013-08-24T10:57:07Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:pl_swiftwater}}&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:Pl swiftwater ugc.png|thumbnail|right|A Picture of Swiftwater]]&lt;br /&gt;
'''pl_swiftwater''' is a custom payload map made by {{Steam|whatisschwa|text=&amp;quot;What Is Schwa?&amp;quot;}} that is commonly used in [[Highlander]] (9v9).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Swiftwater is exclusively a Highlander map. The 'pl_swiftwater_ugc' variation has been in the UGC league Map List since Season 8 and Wireplay since Season 9.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Attacking times on swiftwater tend to be longer than on other traditional payload maps such as Badwater and Upward. It is a more open map than either of those, with the layout offering a lot of height advantage as well to use for flanking and utility classes.&lt;br /&gt;
&lt;br /&gt;
Defensive strategy can vary quite a lot depending on the team involved, it really is a map where a degree of familiarity and team synchronisation is required to play well. At higher levels a top sniper can be a nightmare to play against!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''1st Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1st Point.jpg|Overview&lt;br /&gt;
File:FirstFlank.jpg|The flank doorway&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no definitive strategy for the first point hold although the consensus is this can be difficult to hold. If a team does try to hold they will typically be on the ledge in-front of the house. This can be vulnerable to spam and you run the risk of getting cut off if you lose your flank by the tunnel exit. Consequently many teams do not commit important classes to the defence of first at all, setting up in the tunnel. There can be interesting strategies to try and catch the attacking medic unawares and generally stall the push before 2nd.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''2nd Point and 3rd Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tunnel.jpg|Tunnel leading to 2nd and 3rd capture points&lt;br /&gt;
File:3rd Point.jpg|From Attack's POV&lt;br /&gt;
File:3rd Point 2.jpg|From Defence's POV&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defence here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 3rd (and 2nd) points due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. The 3rd point is traditionally one of the hardest points to attack in the map (along with the 4th and 5th). Teams can also place sentry guns and keep other players on the opposite side to the first point flank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''4th Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:4th point|thumbnail|4th Point coming in from 3rd Point]]&lt;br /&gt;
&lt;br /&gt;
Because the attack can go a number of different routes this can be an unusual point to defend. The sentry overlooks the cart in some position, and all other classes positioning can vary heavily you do see the combo near he sentry more often than not). Soldiers tend to roam on the far side to the spawn looking for drops on the medic or vulnerable people walking through the doors, and scouts get out onto the left (3rd point) if they can. Once the attacking team take this point the spawn doors behind the defence close and they essentially get trapped (blue spawn changes to directly infront of you too). Not getting caught here is often the key to a good 5th point defence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''5th Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:5th point.jpg|5th Point from defence, Sniper spot!&lt;br /&gt;
File:5th Point 2.jpg|5th Point in-game example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A long and potentially bloody attack up a hill for the 5th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defence, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defences perspective). The two teams snipers are often the deciding factors here, on defence the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 4th and prevent this ideal defence being set-up that saves valueable time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Last Point'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sentry gun is typically overlooking the cart. Power classes from both sides tend to contest the upper lobby overlooking this gun position. Whilst there are flanks available to try and get behind the attacking teams players the defensive team has to balance this potential threat they can cause with the need for players stop to the cart. This balance may depend on the amount of pressure on it (number of attacking players pushing cart, how close it is etc.).&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwarter_5th_point.jpg&amp;diff=5276</id>
		<title>File:Swiftwarter 5th point.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwarter_5th_point.jpg&amp;diff=5276"/>
		<updated>2013-08-24T10:39:21Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: 5th point from defence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5th point from defence&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_5th_Point_2.jpg&amp;diff=5275</id>
		<title>File:Swiftwater 5th Point 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_5th_Point_2.jpg&amp;diff=5275"/>
		<updated>2013-08-24T10:38:28Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: 5th Point swiftwater (in-game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5th Point swiftwater (in-game)&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_4th_point.jpg&amp;diff=5274</id>
		<title>File:Swiftwater 4th point.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_4th_point.jpg&amp;diff=5274"/>
		<updated>2013-08-24T10:37:49Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Bad picture of 4th swiftwater&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bad picture of 4th swiftwater&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_3rd_Point.jpg&amp;diff=5273</id>
		<title>File:Swiftwater 3rd Point.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_3rd_Point.jpg&amp;diff=5273"/>
		<updated>2013-08-24T10:37:12Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: 3rd point from offence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3rd point from offence&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_3rd_Point_2.jpg&amp;diff=5272</id>
		<title>File:Swiftwater 3rd Point 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_3rd_Point_2.jpg&amp;diff=5272"/>
		<updated>2013-08-24T10:36:00Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Enders Flame uploaded a new version of &amp;amp;quot;File:3rd Point 2.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3rd point swiftwater from defence&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_3rd_Point_2.jpg&amp;diff=5271</id>
		<title>File:Swiftwater 3rd Point 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_3rd_Point_2.jpg&amp;diff=5271"/>
		<updated>2013-08-24T10:35:12Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Enders Flame uploaded a new version of &amp;amp;quot;File:3rd Point 2.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3rd point swiftwater from defence&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_3rd_Point_2.jpg&amp;diff=5270</id>
		<title>File:Swiftwater 3rd Point 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_3rd_Point_2.jpg&amp;diff=5270"/>
		<updated>2013-08-24T10:34:20Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: 3rd point swiftwater from defence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3rd point swiftwater from defence&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_Tunnel.jpg&amp;diff=5269</id>
		<title>File:Swiftwater Tunnel.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_Tunnel.jpg&amp;diff=5269"/>
		<updated>2013-08-24T10:33:48Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Tunnel on swiftwater&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tunnel on swiftwater&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_FirstFlank.jpg&amp;diff=5268</id>
		<title>File:Swiftwater FirstFlank.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_FirstFlank.jpg&amp;diff=5268"/>
		<updated>2013-08-24T10:32:27Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Enders Flame uploaded a new version of &amp;amp;quot;File:FirstFlank.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Swiftwater 1st Flank&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_FirstFlank.jpg&amp;diff=5267</id>
		<title>File:Swiftwater FirstFlank.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_FirstFlank.jpg&amp;diff=5267"/>
		<updated>2013-08-24T10:31:28Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Swiftwater 1st Flank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Swiftwater 1st Flank&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Swiftwater_1st_Point.jpg&amp;diff=5266</id>
		<title>File:Swiftwater 1st Point.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Swiftwater_1st_Point.jpg&amp;diff=5266"/>
		<updated>2013-08-24T10:29:45Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: 1st Point of swiftwater&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1st Point of swiftwater&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Swiftwater&amp;diff=5265</id>
		<title>Swiftwater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Swiftwater&amp;diff=5265"/>
		<updated>2013-08-24T10:17:09Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:pl_swiftwater}}&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:Pl swiftwater ugc.png|thumbnail|right|A Picture of Swiftwater]]&lt;br /&gt;
'''pl_swiftwater''' is a custom payload map made by {{Steam|whatisschwa|text=&amp;quot;What Is Schwa?&amp;quot;}} that is commonly used in [[Highlander]] (9v9).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swiftwater is exclusively a Highlander map. The 'pl_swiftwater_ugc' variation has been in the UGC league Map List since Season 8 and Wireplay since Season 9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attacking times on swiftwater tend to be longer than on other traditional payload maps such as Badwater and Upward. It is a more open map than either of those, with the layout offering a lot of height advantage as well to use for flanking and utility classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defensive strategy can vary quite a lot depending on the team involved, it really is a map where a degree of familiarity and team synchronisation is required to play well. At higher levels a top sniper can be a nightmare to play against!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1st Point'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no definitive strategy for the first point hold although the consensus is this can be difficult to hold. If a team does try to hold they will typically be on the ledge in-front of the house. This can be vulnerable to spam and you run the risk of getting cut off if you lose your flank by the tunnel exit. Consequently many teams do not commit important classes to the defence of first at all, setting up in the tunnel. There can be interesting strategies to try and catch the attacking medic unawares and generally stall the push before 2nd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2nd Point and 3rd Point'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defence here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 3rd (and 2nd) points due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. The 3rd point is traditionally one of the hardest points to attack in the map (along with the 4th and 5th). Teams can also place sentry guns and keep other players on the opposite side to the first point flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th Point'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because the attack can go a number of different routes this can be an unusual point to defend. The sentry overlooks the cart in some position, and all other classes positioning can vary heavily you do see the combo near he sentry more often than not). Soldiers tend to roam on the far side to the spawn looking for drops on the medic or vulnerable people walking through the doors, and scouts get out onto the left (3rd point) if they can. Once the attacking team take this point the spawn doors behind the defence close and they essentially get trapped (blue spawn changes to directly infront of you too). Not getting caught here is often the key to a good 5th point defence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th Point'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long and potentially bloody attack up a hill for the 5th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defence, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defences perspective). The two teams snipers are often the deciding factors here, on defence the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 4th and prevent this ideal defence being set-up that saves valueable time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Last Point'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sentry gun is typically overlooking the cart. Power classes from both sides tend to contest the upper lobby overlooking this gun position. Whilst there are flanks available to try and get behind the attacking teams players the defensive team has to balance this potential threat they can cause with the need for players stop to the cart. This balance may depend on the amount of pressure on it (number of attacking players pushing cart, how close it is etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Swiftwater&amp;diff=5264</id>
		<title>Swiftwater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Swiftwater&amp;diff=5264"/>
		<updated>2013-08-24T10:16:22Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Brief History and then Strategy. I have lots of pictures to add as it needs it but i don't know how.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:pl_swiftwater}}&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:Pl swiftwater ugc.png|thumbnail|right|A Picture of Swiftwater]]&lt;br /&gt;
'''pl_swiftwater''' is a custom payload map made by {{Steam|whatisschwa|text=&amp;quot;What Is Schwa?&amp;quot;}} that is commonly used in [[Highlander]] (9v9).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Swiftwater is exclusively a Highlander map. The 'pl_swiftwater_ugc' variation has been in the UGC league Map List since Season 8 and Wireplay since Season 9.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Attacking times on swiftwater tend to be longer than on other traditional payload maps such as Badwater and Upward. It is a more open map than either of those, with the layout offering a lot of height advantage as well to use for flanking and utility classes.&lt;br /&gt;
&lt;br /&gt;
Defensive strategy can vary quite a lot depending on the team involved, it really is a map where a degree of familiarity and team synchronisation is required to play well. At higher levels a top sniper can be a nightmare to play against!&lt;br /&gt;
&lt;br /&gt;
1st Point&lt;br /&gt;
&lt;br /&gt;
There is no definitive strategy for the first point hold although the consensus is this can be difficult to hold. If a team does try to hold they will typically be on the ledge in-front of the house. This can be vulnerable to spam and you run the risk of getting cut off if you lose your flank by the tunnel exit. Consequently many teams do not commit important classes to the defence of first at all, setting up in the tunnel. There can be interesting strategies to try and catch the attacking medic unawares and generally stall the push before 2nd.&lt;br /&gt;
&lt;br /&gt;
2nd Point and 3rd Point&lt;br /&gt;
&lt;br /&gt;
The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defence here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 3rd (and 2nd) points due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. The 3rd point is traditionally one of the hardest points to attack in the map (along with the 4th and 5th). Teams can also place sentry guns and keep other players on the opposite side to the first point flank.&lt;br /&gt;
&lt;br /&gt;
4th Point&lt;br /&gt;
&lt;br /&gt;
Because the attack can go a number of different routes this can be an unusual point to defend. The sentry overlooks the cart in some position, and all other classes positioning can vary heavily you do see the combo near he sentry more often than not). Soldiers tend to roam on the far side to the spawn looking for drops on the medic or vulnerable people walking through the doors, and scouts get out onto the left (3rd point) if they can. Once the attacking team take this point the spawn doors behind the defence close and they essentially get trapped (blue spawn changes to directly infront of you too). Not getting caught here is often the key to a good 5th point defence.&lt;br /&gt;
&lt;br /&gt;
5th Point&lt;br /&gt;
&lt;br /&gt;
A long and potentially bloody attack up a hill for the 5th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defence, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defences perspective). The two teams snipers are often the deciding factors here, on defence the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 4th and prevent this ideal defence being set-up that saves valueable time.&lt;br /&gt;
&lt;br /&gt;
Last Point&lt;br /&gt;
&lt;br /&gt;
A sentry gun is typically overlooking the cart. Power classes from both sides tend to contest the upper lobby overlooking this gun position. Whilst there are flanks available to try and get behind the attacking teams players the defensive team has to balance this potential threat they can cause with the need for players stop to the cart. This balance may depend on the amount of pressure on it (number of attacking players pushing cart, how close it is etc.).&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=UGC&amp;diff=5261</id>
		<title>UGC</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=UGC&amp;diff=5261"/>
		<updated>2013-08-24T08:31:34Z</updated>

		<summary type="html">&lt;p&gt;Enders Flame: Put in some dates for when seasons are starting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{League infobox&lt;br /&gt;
| shortname = UGC&lt;br /&gt;
| image = UGC-Logo.png&lt;br /&gt;
| imagesize = 250px&lt;br /&gt;
| fullname = United Gaming Clans&lt;br /&gt;
| formats = [[6v6]], [[HL]] &lt;br /&gt;
| area = International&lt;br /&gt;
| current = Season 12 ([[6v6]]), Season 10 ([[HL]])&lt;br /&gt;
| website = http://www.ugcleague.com/&lt;br /&gt;
}}&lt;br /&gt;
'''United Gaming Clans''' (UGC) is a Team Fortress 2, Left 4 Dead, Fortress Forever and Team Fortress Classic League. UGC was founded in 2002 and has a solid history in Team Fortress Matchplay, hosting both [[6v6]] and 9v9 ([[Highlander]]) leagues.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
UGC runs three 6v6 and Highlander seasons a year, running alongside each other. The Spring season usually starts in January, the Summer season in June and the Fall season in September. The Spring and Fall seasons usually run for 12-14 weeks, with 8-10 weeks of regular season and 4 weeks of playoff brackets. The Summer season usually comprises of 8-10 regular season week with no playoffs or participation medals (usually deemed as the &amp;quot;fun&amp;quot; season) and comprising of a more experimental maplist than the standard Spring and Fall seasons. &lt;br /&gt;
&lt;br /&gt;
During the regular season, teams are placed against teams with a similar win-loss ratio and matchpoint score for each week. Before playoffs begin, rosters are locked so no more players can be added and brackets are created from the current team rankings in the league. During playoffs, single- or double-elimination knock-out brackets (depending on the region/division) are used. Finals are in a best of 3 maps format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, with two halves of 30 minutes. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[5CP]] maps, the first half is played until the time limit runs out, or one team wins 4 rounds; the second half and the match ends once the time limit runs out or one team wins 5 rounds. In case of a tie after both halves, an overtime round is played, which is won by capturing all points once. If overtime is inconclusive, a &amp;quot;sudden death&amp;quot; round is played.&lt;br /&gt;
* On [[King of the Hill]] maps, the second half and the match ends once the time limit runs out or one team wins 5 rounds;&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half.&lt;br /&gt;
* [[Capture the Flag]] are played over two halves, each 20 minutes long. The match ends once the time limit runs out or one of the teams reaches 10 total captures.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
UGC is currently accepting sign-ups for its Highlander Season 11 (Season beginning 9th Sept 2013). UGC runs three Highlander seasons each year: Spring, Summer and Fall. It currently has five different regions catered to for their Highlander league: North America (NA), Europe (EU), Asia, Australia/NZ and South America. There are also different skill-based divsions for the NA and EU leagues, with the latter three leagues not having enough participants as of yet to have more than one division and the EU lacking enough participants to create all five divisions. The NA divisions also have Steel and Iron split into Red and Blue factions due to a large amount of player participation.&lt;br /&gt;
&lt;br /&gt;
==== Map list ====&lt;br /&gt;
* '''Preseason Match''' - [[pl_borneo|pl_borneo_rc2]]&lt;br /&gt;
* '''Week 1''' - [[cp_granary]]&lt;br /&gt;
* '''Week 2''' - [[cp_gravelpit]]&lt;br /&gt;
* '''Week 3''' - [[pl_barnblitz_pro|pl_barnblitz_pro3]]&lt;br /&gt;
* '''Week 4''' - [[koth_lakeside_final]]&lt;br /&gt;
* '''Week 5''' - [[pl_swiftwater|pl_swiftwater_ugc]]&lt;br /&gt;
* '''Week 6''' - [[cp_gullywash|cp_gullywash_final1]]&lt;br /&gt;
* '''Week 7''' - [[koth_ashville|koth_ashville_rc1]]&lt;br /&gt;
* '''Week 8''' - [[pl_badwater]]&lt;br /&gt;
* '''Week 9 (Playoffs)''' - [[cp_process|cp_process_final]]&lt;br /&gt;
* '''Week 10 (Playoffs)''' - [[koth_pro_viaduct|koth_pro_viaduct_rc4]]&lt;br /&gt;
* '''Week 11 (Playoffs)''' - Bye Week&lt;br /&gt;
* '''Week 12 (Playoffs)''' - [[pl_upward]]&lt;br /&gt;
* '''Week 13 (Playoffs)''' - Finals (3 maps)&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
UGC is currently accepting sign-ups for its 6v6 Season 13 (Season beginning 11th Sept 2013). UGC 6v6 seasons are similar to Highlander; one in the spring, summer, and fall. UGC has a few different region specific divisions: North America (NA), Europe (EU), and South America (SA). UGC's 6v6 NA league currently consists of 4 skill divisions, whereas Europe and South America each contain a single division. Due to a large number of teams, the North American Steel Division is split into two different factions, Steel Red and Steel Blue.&lt;br /&gt;
&lt;br /&gt;
==== Map list ====&lt;br /&gt;
* '''Preseason Match''' - [[cp_warmerfront|cp_warmerfront_test_b6]]&lt;br /&gt;
* '''Week 1''' - [[cp_badlands]]&lt;br /&gt;
* '''Week 2''' - [[cp_granary]]&lt;br /&gt;
* '''Week 3''' - [[koth_pro_viaduct|koth_pro_viaduct_rc4]]&lt;br /&gt;
* '''Week 4''' - [[cp_metalworks|cp_metalworks_rc4]]&lt;br /&gt;
* '''Week 5''' - [[cp_snakewater]]&lt;br /&gt;
* '''Week 6''' - [[cp_gravelpit]]&lt;br /&gt;
* '''Week 7''' - [[cp_process|cp_process_final]]&lt;br /&gt;
* '''Week 8''' - [[cp_gullywash|cp_gullywash_final1]]&lt;br /&gt;
* '''Week 9 (Playoffs)''' - [[koth_ashville|koth_ashville_rc1]]&lt;br /&gt;
* '''Week 10 (Playoffs)''' - [[cp_granary]]&lt;br /&gt;
* '''Week 11 (Playoffs)''' - Bye Week&lt;br /&gt;
* '''Week 12 (Playoffs)''' - [[cp_badlands]]&lt;br /&gt;
* '''Week 13 (Playoffs)''' - Finals (3 maps)&lt;br /&gt;
&lt;br /&gt;
=== Divisions ===&lt;br /&gt;
In the order of the highest skill division to the lowest:&lt;br /&gt;
&lt;br /&gt;
* '''Platinum''' - Top tier. This division is for people considered to be at the top of their Highlander game. This division arguably requires the most time, dedication, coordination, and skill to compete in.&lt;br /&gt;
* '''Gold''' (NA only) - 2nd Tier. Competition gets more fierce. Those who have the time and dedication to practice 3-4+ scrims a week and the passion to get better belong here. &lt;br /&gt;
* '''Silver''' - 3rd Tier. This is for people who can list more than a couple seasons of experience and who are more committed to the upward path towards Gold/Platinum.&lt;br /&gt;
* '''Steel''' - 4th Tier. This is for people with a little competitive experience to people who have at a couple of seasons under their belt.&lt;br /&gt;
* '''Iron''' - Bottom Tier. Entry-level aimed at players with no prior competitive experience.&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Platinum winner&lt;br /&gt;
! EU Platinum winner&lt;br /&gt;
! South American winner&lt;br /&gt;
! Asian winner&lt;br /&gt;
! AUS-NZ winner&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| Classic Mixup&lt;br /&gt;
| Turbopoop eSports&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| Classic Mixup&lt;br /&gt;
| CommanderX and the Sex Kittens&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| Gangsta Gang Gaming&lt;br /&gt;
| Turbopoop eSports&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| Looking Handsome&lt;br /&gt;
| Turbopoop eSports&lt;br /&gt;
| Socios&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Looking Handsome&lt;br /&gt;
| Simply the Best ''(West Euro)''&amp;lt;br/&amp;gt;Kill Switch ''(East Euro)''&lt;br /&gt;
| BG y sus esclavos&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| The Syndicate&lt;br /&gt;
| Max-Play Highlander Team&lt;br /&gt;
| Les Watones&lt;br /&gt;
| Walaos&lt;br /&gt;
| velox Ðestruo&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 9'''&lt;br /&gt;
| Ginyu Force&lt;br /&gt;
| Sookie Doin' Work&lt;br /&gt;
| Restaurante De Wesker&lt;br /&gt;
| Walaos v2&lt;br /&gt;
| velox Ðestruo &lt;br /&gt;
|-&lt;br /&gt;
| '''Season 10'''&lt;br /&gt;
| MenaceToSociety&lt;br /&gt;
| Team Poland&lt;br /&gt;
| Tor Project&lt;br /&gt;
| Team Bless&lt;br /&gt;
| velox Ðestruo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Platinum winner&lt;br /&gt;
! EU winner&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| Crump's bros are ill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| BöNK.name&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Get Burnt Son&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Yancy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 9'''&lt;br /&gt;
| Octo-Pussy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 10'''&lt;br /&gt;
| Octo-Pussy&lt;br /&gt;
| team_gg&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 11'''&lt;br /&gt;
| MAX4heads Next Door&lt;br /&gt;
| team_gg&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 12'''&lt;br /&gt;
| Game of Throws&lt;br /&gt;
| [WASP]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff ==&lt;br /&gt;
The table below contains a full list of UGC staff.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=2 | List of UGC staff&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;centered&amp;quot; colspan=2 | &amp;lt;big&amp;gt;'''Active staff'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;centered&amp;quot; colspan=2 | '''Head Admins &amp;amp; Top Tier Managers'''&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;12em&amp;quot; | '''Fornaught'''&lt;br /&gt;
| UGC Head Admin, League Manager, Website Operator/Development&lt;br /&gt;
|-&lt;br /&gt;
| '''RedRum'''&lt;br /&gt;
| HL Head Admin, HL NA Steel/HL EU Iron manager&lt;br /&gt;
|-&lt;br /&gt;
| '''BlazingBoy'''&lt;br /&gt;
| 6v6 Head Admin &amp;amp; schedule management&lt;br /&gt;
|-&lt;br /&gt;
| '''snowblindfrog'''&lt;br /&gt;
| 6v6 Head Admin, HL NA Platinum &amp;amp; Gold Manager, 6v6 News&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;centered&amp;quot; colspan=2 | '''Managers'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Firefly'''&lt;br /&gt;
| HL NA Silver Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Ms. X3na'''&lt;br /&gt;
| HL NA Steel Red Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Kumori'''&lt;br /&gt;
| HL NA Iron Manager, Steam Group manager&lt;br /&gt;
|-&lt;br /&gt;
| '''SuddenlyStarMia'''&lt;br /&gt;
| HL EU Silver Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Khaleesi'''&lt;br /&gt;
| HL EU Steel Manager, Social Media manager&lt;br /&gt;
|-&lt;br /&gt;
| '''BubbleBobbler'''&lt;br /&gt;
| HL EU Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Verdugo'''&lt;br /&gt;
| 6v6 &amp;amp; HL South American Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''W4keLife'''&lt;br /&gt;
| HL Asia Admin&lt;br /&gt;
|-&lt;br /&gt;
| '''Spade Ace'''&lt;br /&gt;
| HL Asia Admin&lt;br /&gt;
|-&lt;br /&gt;
| '''Tommy'''&lt;br /&gt;
| HL Asia Admin&lt;br /&gt;
|-&lt;br /&gt;
| '''Durzo Blint'''&lt;br /&gt;
| HL AUS/NZ Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Evolved'''&lt;br /&gt;
| HL AUS/NZ Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Sylon'''&lt;br /&gt;
| HL Admin&lt;br /&gt;
|-&lt;br /&gt;
| '''Gregor'''&lt;br /&gt;
| HL Manager&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;centered&amp;quot; colspan=2 | '''Fortress Forever Admins'''&lt;br /&gt;
|-&lt;br /&gt;
| '''JuiceDD'''&lt;br /&gt;
| FF Head Admin&lt;br /&gt;
|-&lt;br /&gt;
| '''HadeZtheBoss'''&lt;br /&gt;
| FF Admin&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;centered&amp;quot; colspan=2 | '''Non-managerial staff'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stellarhopper'''&lt;br /&gt;
| HL Adviser, operator of pug.nahl&lt;br /&gt;
|-&lt;br /&gt;
| '''Roman_Anderson'''&lt;br /&gt;
| Website &amp;amp; Technology Development, Statistics&lt;br /&gt;
|-&lt;br /&gt;
| '''HelenAngel'''&lt;br /&gt;
| Marketing&lt;br /&gt;
|-&lt;br /&gt;
| '''Floatin'''&lt;br /&gt;
| Marketing&lt;br /&gt;
|-&lt;br /&gt;
| '''radio!'''&lt;br /&gt;
| Graphics, HL Staff&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold--'''&lt;br /&gt;
| HL News, Promotional media development, Caster, Script development&lt;br /&gt;
|-&lt;br /&gt;
| '''Hein'''&lt;br /&gt;
| HL Articles &amp;amp; Guides&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;centered&amp;quot; colspan=2 | &amp;lt;big&amp;gt;'''Inactive staff'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Xarlor'''&lt;br /&gt;
| HL Admin&lt;br /&gt;
|-&lt;br /&gt;
| '''Ubiquitous'''&lt;br /&gt;
| HL Manager&lt;br /&gt;
|-&lt;br /&gt;
| '''Marxist'''&lt;br /&gt;
| 6v6 Admin&lt;br /&gt;
|- &lt;br /&gt;
| '''Spade Ace'''&lt;br /&gt;
| HL Admin&lt;br /&gt;
|- &lt;br /&gt;
| '''Infinite'''&lt;br /&gt;
| HL Admin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.ugcleague.com Official UGC website]&lt;br /&gt;
* [http://ugcleague.com/rules_tf2h.cfm UGC Highlander rules]&lt;br /&gt;
* [http://ugcleague.com/rules_tf26.cfm UGC 6v6 rules]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;br /&gt;
[[Category:European TF2 leagues]]&lt;br /&gt;
[[Category:South American TF2 leagues]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Australian TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Enders Flame</name></author>
		
	</entry>
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