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	<updated>2026-05-05T05:14:32Z</updated>
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	<entry>
		<id>http://comp.tf/index.php?title=Highlander&amp;diff=68112</id>
		<title>Highlander</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Highlander&amp;diff=68112"/>
		<updated>2022-12-08T03:04:19Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Stopwatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ETF2L first place medal.png|thumb|200px]right|[[ETF2L]] medal awarded to players finishing in the first place]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Highlander''', a form of '''9v9''', is the largest competitive Team Fortress format.  Its similarities to average public servers make it an ideal starting point for new players, and its requirement that each team has one of every class ensures a spot on the team for players maining any given class. &lt;br /&gt;
&lt;br /&gt;
== Highlander Competitive Format ==&lt;br /&gt;
Highlander is a competitive format with nine players on a team, each representing a different class. The name of the format comes from the quote &amp;quot;There can only be one [of each class]&amp;quot; from [http://en.wikipedia.org/wiki/Highlander_(film) Highlander], a movie released in 1986.&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
=== Stopwatch ===&lt;br /&gt;
''Main Article: [[Payload]], [[Attack/Defend]]''&lt;br /&gt;
[[File:Upward.jpg|thumb|Upward, the most iconic Highlander map]]&lt;br /&gt;
[[Payload]] and [[Attack/Defend]] maps are played using a stopwatch format, where teams alternate between attacking and defending after each round. The team that captures more points on offence wins. Should both teams capture the same number of points, the team that does so in a shorter duration wins.&lt;br /&gt;
&lt;br /&gt;
Payload maps played in Highlander include [[Upward]], [[Swiftwater]], and [[Vigil]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
Attack/Defend maps played in Highlander include [[Steel]].&lt;br /&gt;
&lt;br /&gt;
=== [[King_of_the_Hill|King of the Hill]] ===&lt;br /&gt;
''Main Article: [[King_of_the_Hill|KOTH]]''&lt;br /&gt;
[[File:Product.jpg|thumb|Product, the most commonly played KOTH map in Highlander]]&lt;br /&gt;
In a King of The Hill map, there is one central point on the map.  Each team must try to capture that point.  When one team does capture the point, their 3:00 timer will begin to time down.  When the other team captures the point, the other team's timer stops and their timer starts to tick down.  The first team whose clock reaches 0 wins the round.  It is important to note that if the point has capture progress on it when one team's timer reaches 0, the game will go into [[overtime]], where the defending team must wait for the capture progress to reverse fully or the attacking team must capture the point to continue ticking down their own timer.&lt;br /&gt;
&lt;br /&gt;
KOTH maps played in Highlander include [[Product]], [[Ashville]], and [[Warmtic]].&lt;br /&gt;
&lt;br /&gt;
=== 5CP ===&lt;br /&gt;
''Main Article: [[5CP]]''&lt;br /&gt;
[[File:Gullywash.jpg|thumb|Gullywash, the most commonly played 5CP map in Highlander]]&lt;br /&gt;
5CP maps involve both teams trying to capture all 5 control points to win a round. Capping the midpoint results in the winning team getting a forward spawn that allows the rest of the team to attack the next point quicker, and likewise for the fourth point. In Highlander, 5CP maps usually receive negative feedback due to stalemate situations that can last for an extensive amount of time. For example, on [[Gullywash]], when either team is unable to gain any significant advantage when trying to push forth, a typical three-four stalemate is seen where both teams play behind choke, waiting for the other to make a move. &lt;br /&gt;
&lt;br /&gt;
5CP maps played in Highlander include [[Gullywash]] and [[Vanguard]].&lt;br /&gt;
&lt;br /&gt;
== Highlander Leagues ==&lt;br /&gt;
[[File:RGL HL first place medal.png|thumb|10px]right|[[RGL]] medal awarded to players finishing in first place]]&lt;br /&gt;
[[File:UGC first place medal.png|thumb|10px]right|[[UGC]] medal awarded to players finishing in first place]]&lt;br /&gt;
&lt;br /&gt;
=== Multinational ===&lt;br /&gt;
&lt;br /&gt;
* [[UGC]] ([http://www.ugcleague.com Website])&lt;br /&gt;
&lt;br /&gt;
=== North American ===&lt;br /&gt;
&lt;br /&gt;
* [[RGL]] ([http://hl.rgl.gg Website])&lt;br /&gt;
&lt;br /&gt;
=== European ===&lt;br /&gt;
&lt;br /&gt;
* [[ETF2L]] ([http://www.etf2l.org Website])&lt;br /&gt;
&lt;br /&gt;
=== Asian ===&lt;br /&gt;
&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] ([https://discord.gg/sA68jQuXzK Discord])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Highlander Coverage ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/KritzKast Kritzkast]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/@RGLgg RGL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
Over time the community has written a handful of guides on how to play this popular format, some of them can be seen below:&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=2715815879 Guide to Highlander by Blitztank] &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Prolander]]&lt;br /&gt;
* [[4v4]]&lt;br /&gt;
* [[Competitive_Formats|Competitive Formats]]&lt;br /&gt;
[[Category:Competitive Formats]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Highlander&amp;diff=68111</id>
		<title>Highlander</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Highlander&amp;diff=68111"/>
		<updated>2022-12-08T03:03:32Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ETF2L first place medal.png|thumb|200px]right|[[ETF2L]] medal awarded to players finishing in the first place]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Highlander''', a form of '''9v9''', is the largest competitive Team Fortress format.  Its similarities to average public servers make it an ideal starting point for new players, and its requirement that each team has one of every class ensures a spot on the team for players maining any given class. &lt;br /&gt;
&lt;br /&gt;
== Highlander Competitive Format ==&lt;br /&gt;
Highlander is a competitive format with nine players on a team, each representing a different class. The name of the format comes from the quote &amp;quot;There can only be one [of each class]&amp;quot; from [http://en.wikipedia.org/wiki/Highlander_(film) Highlander], a movie released in 1986.&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
=== Stopwatch ===&lt;br /&gt;
''Main Article: [[Payload]] / [[Attack/Defend]]''&lt;br /&gt;
[[File:Upward.jpg|thumb|Upward, the most iconic Highlander map]]&lt;br /&gt;
[[Payload]] and [[Attack/Defend]] maps are played using a stopwatch format, where teams alternate between attacking and defending after each round. The team that captures more points on offence wins. Should both teams capture the same number of points, the team that does so in a shorter duration wins.&lt;br /&gt;
&lt;br /&gt;
Payload maps played in Highlander include [[Upward]], [[Swiftwater]], and [[Vigil]].&lt;br /&gt;
Attack/Defend maps played in Highlander include [[Steel]].&lt;br /&gt;
&lt;br /&gt;
=== [[King_of_the_Hill|King of the Hill]] ===&lt;br /&gt;
''Main Article: [[King_of_the_Hill|KOTH]]''&lt;br /&gt;
[[File:Product.jpg|thumb|Product, the most commonly played KOTH map in Highlander]]&lt;br /&gt;
In a King of The Hill map, there is one central point on the map.  Each team must try to capture that point.  When one team does capture the point, their 3:00 timer will begin to time down.  When the other team captures the point, the other team's timer stops and their timer starts to tick down.  The first team whose clock reaches 0 wins the round.  It is important to note that if the point has capture progress on it when one team's timer reaches 0, the game will go into [[overtime]], where the defending team must wait for the capture progress to reverse fully or the attacking team must capture the point to continue ticking down their own timer.&lt;br /&gt;
&lt;br /&gt;
KOTH maps played in Highlander include [[Product]], [[Ashville]], and [[Warmtic]].&lt;br /&gt;
&lt;br /&gt;
=== 5CP ===&lt;br /&gt;
''Main Article: [[5CP]]''&lt;br /&gt;
[[File:Gullywash.jpg|thumb|Gullywash, the most commonly played 5CP map in Highlander]]&lt;br /&gt;
5CP maps involve both teams trying to capture all 5 control points to win a round. Capping the midpoint results in the winning team getting a forward spawn that allows the rest of the team to attack the next point quicker, and likewise for the fourth point. In Highlander, 5CP maps usually receive negative feedback due to stalemate situations that can last for an extensive amount of time. For example, on [[Gullywash]], when either team is unable to gain any significant advantage when trying to push forth, a typical three-four stalemate is seen where both teams play behind choke, waiting for the other to make a move. &lt;br /&gt;
&lt;br /&gt;
5CP maps played in Highlander include [[Gullywash]] and [[Vanguard]].&lt;br /&gt;
&lt;br /&gt;
== Highlander Leagues ==&lt;br /&gt;
[[File:RGL HL first place medal.png|thumb|10px]right|[[RGL]] medal awarded to players finishing in first place]]&lt;br /&gt;
[[File:UGC first place medal.png|thumb|10px]right|[[UGC]] medal awarded to players finishing in first place]]&lt;br /&gt;
&lt;br /&gt;
=== Multinational ===&lt;br /&gt;
&lt;br /&gt;
* [[UGC]] ([http://www.ugcleague.com Website])&lt;br /&gt;
&lt;br /&gt;
=== North American ===&lt;br /&gt;
&lt;br /&gt;
* [[RGL]] ([http://hl.rgl.gg Website])&lt;br /&gt;
&lt;br /&gt;
=== European ===&lt;br /&gt;
&lt;br /&gt;
* [[ETF2L]] ([http://www.etf2l.org Website])&lt;br /&gt;
&lt;br /&gt;
=== Asian ===&lt;br /&gt;
&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] ([https://discord.gg/sA68jQuXzK Discord])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Highlander Coverage ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/KritzKast Kritzkast]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/@RGLgg RGL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
Over time the community has written a handful of guides on how to play this popular format, some of them can be seen below:&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=2715815879 Guide to Highlander by Blitztank] &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Prolander]]&lt;br /&gt;
* [[4v4]]&lt;br /&gt;
* [[Competitive_Formats|Competitive Formats]]&lt;br /&gt;
[[Category:Competitive Formats]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=68110</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=68110"/>
		<updated>2022-12-08T02:11:07Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Other Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Competitive Team Fortress 2 can be an extremely fruitful and enriching experience as it greatly rewards players for their skills. However, if a player is starting from scratch, it might seem daunting to grasp the vast discrepancy between how competitive TF2 and casual is played. This page aims to help integrate new players into the competitive scene by inducting them into the basics of competitive TF2.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for newcomers to stick with one until they have grasped the basics of the game as the gameplay of different classes in different game modes vary to great degrees.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it. You should consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these. Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Watching and learning from top players and teams is an invaluable way to rapidly improve at the game. &lt;br /&gt;
&lt;br /&gt;
Competitive matches at the top levels are often cast by organizations such as '''[[TeamFortressTV]]''', '''[[RGL]]''' or '''[[Kritzcast]]'''. &lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn a game mode and understand its meta, as well as to pick up general strategies on a particular map.&lt;br /&gt;
&lt;br /&gt;
Point of View (POV) demos are uploaded by some players onto their respective YouTube channels. New players may also gain insights into how a particular class is played on a particular map by watching top-level POVs. Not all players upload their POV demos online, and thus, players might find their demos manually by searching their profile on [https://demos.tf/ demos.tf]. In addition, [[ETF2L]] features a [https://etf2l.org/demos/ Demo archive] of top players that new players can download for their reference.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV''' &lt;br /&gt;
* {{Twitch|rglgg}} {{YouTube|RGLgg}} '''RGL'''&lt;br /&gt;
* {{Twitch|kritzkast}} {{YouTube|KritzKast}} '''KritzKast'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your region, there are various different leagues that host different formats. All major leagues are free-to-play for most skill divisions; some feature an entry fee and a prize pool for the highest division. [[RGL]] has a newcomer division for both HL and 6v6 specifically targeted towards newer players, and [[ETF2L]] features an open division for the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — Highlander / 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[RGL]] — Highlander / 6v6 / 7v7&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
* [[UGC]] — 4v4 / Ultiduo&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
== Game Customization and Optimization ==&lt;br /&gt;
Given the suboptimal default settings of stock TF2, competitive players often customize their game to maximise game performance.&lt;br /&gt;
All players are highly recommended to pick up a '''[[Custom HUD]]''' and a performance '''[[Configs (CFG)|config]]'''. Additionally, certain [[Configs (CFG)|scripts]] such as null-movement scripts and quick build scripts are helpful in providing a soft advantage by optimising players' gameplay.&lt;br /&gt;
&lt;br /&gt;
== Getting Gamplay Experience ==&lt;br /&gt;
There are numerous avenues to gain firsthand competitive TF2 experience that does not require joining a dedicated team. [https://tf2center.com/ TF2 Center] provides players of varying skill levels from North America and Europe with entry-level competitive games. While, in terms of quality, it pales in comparison to other dedicated Pick-Up Game (PUG) servers, it serves as an entry to each gamemode.&lt;br /&gt;
&lt;br /&gt;
The next bar would be to participate in region-sepcific PUGs. Due to the transient nature of most PUG servers, it is suggested that new players join their region's official league Discord servers (which may be found on their website) to inquire about these newbie-oriented PUG servers.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [https://docs.rgl.gg/guides/welcome/ Introduction to Competitive TF2 by RGL]&lt;br /&gt;
* [https://etf2l.org/new/ 6v6 Newcomer Guide by ETF2L]&lt;br /&gt;
* [https://docs.google.com/document/d/1HfcMRGRJJ-qd1Tpl454hmeZppt-cPv1GcUzLjUR7NFQ/edit 6v6 New Player's Guide by AsiaFortress]&lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=2715815879 Guide to Highlander by Blitztank] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68109</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68109"/>
		<updated>2022-12-07T04:15:23Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Class Optimization Configs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Configs (CFGs) refer to the configuration files with the .cfg suffix. They are used by the game to change game settings, such as graphics and gameplay options, upon game startup. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics wherever possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past. Each FPS CFG features various presets and allows for customisation depending on the degree to which the user is willing to sacrifice graphics for FPS.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. It gets updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the permitted commands in Valve Competitive matches.&lt;br /&gt;
[[File:Mastercomfig.png|thumb|The mastercomfig downloader. It allows users to heavily customize the CFG to their liking.]]&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better than &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Optimization Configs ==&lt;br /&gt;
[https://cfg.tf/ CFG.TF] is a config generator which includes many well-known graphics and optimization configs. Users can automatically install custom configs such as offline rocket jumping health and ammo CFGs, custom files that remove bullet-hole dust, viewmodel settings, crosshair switchers, damage indicators, network settings, and custom binds. Below is a non-exhaustive list of common optimization configs used by the competitive community.&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
* [http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Translucent Viewmodels]&lt;br /&gt;
* [https://www.teamfortress.tv/25647/no-explosion-smoke-script/ Removes explosion smoke]&lt;br /&gt;
* [https://gamebanana.com/scripts/9842/ Null Movement Script] - This script prevents characters from entirely stopping when two opposing movement keys are pressed&lt;br /&gt;
* [https://gamebanana.com/scripts/2499/ Crouch Jump Script]&lt;br /&gt;
* Resupply Bind&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
* Invisible Flames&lt;br /&gt;
This can be done by binding slot1 to 'slot1; viewmodel_fov 0; r_drawviewmodel 0'.&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
* Quick Build Bind&lt;br /&gt;
* [https://gamebanana.com/scripts/8475/ Eureka Effect Bind]&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
* [https://gist.github.com/marcinof/2981918/ Uber Fake and Mask Bind]&lt;br /&gt;
* [https://www.teamfortress.tv/17883/uber-tracking-hud-mod/ HUD Uber Trackers]&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
* Quick Disguise Binds&lt;br /&gt;
* Drop Disguise Binds&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68108</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68108"/>
		<updated>2022-12-07T04:12:18Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Configs (CFGs) refer to the configuration files with the .cfg suffix. They are used by the game to change game settings, such as graphics and gameplay options, upon game startup. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics wherever possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past. Each FPS CFG features various presets and allows for customisation depending on the degree to which the user is willing to sacrifice graphics for FPS.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. It gets updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the permitted commands in Valve Competitive matches.&lt;br /&gt;
[[File:Mastercomfig.png|thumb|The mastercomfig downloader. It allows users to heavily customize the CFG to their liking.]]&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better than &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Optimization Configs ==&lt;br /&gt;
[https://cfg.tf/ CFG.TF] is a config generator which includes many well-known graphics and optimization configs. Users can automatically install custom configs such as offline rocket jumping health and ammo CFGs, custom files that remove bullet-hole dust, viewmodel settings, crosshair switchers, damage indicators, network settings, and custom binds. Below is a non-exhaustive list of common optimization configs used by the competitive community.&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
* [http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Translucent Viewmodles]&lt;br /&gt;
* [https://www.teamfortress.tv/25647/no-explosion-smoke-script/ Removes explosion smoke]&lt;br /&gt;
* [https://gamebanana.com/scripts/9842/ Null Movement Script] - This script prevents characters from entirely stopping when two opposing movement keys are pressed&lt;br /&gt;
* [https://gamebanana.com/scripts/2499/ Crouch Jump Script]&lt;br /&gt;
* Resupply Bind&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
* Invisible Flames&lt;br /&gt;
This can be done by binding slot1 to 'slot1; viewmodel_fov 0; r_drawviewmodel 0'.&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
* Quick Build Bind&lt;br /&gt;
* [https://gamebanana.com/scripts/8475/ Eureka Effect Bind]&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
* [https://gist.github.com/marcinof/2981918/ Uber Fake and Mask Bind]&lt;br /&gt;
* [https://www.teamfortress.tv/17883/uber-tracking-hud-mod/ HUD Uber Trackers]&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
* Quick Disguise Binds&lt;br /&gt;
* Drop Disguise Binds&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Mastercomfig.png&amp;diff=68107</id>
		<title>File:Mastercomfig.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Mastercomfig.png&amp;diff=68107"/>
		<updated>2022-12-07T03:02:48Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=68106</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=68106"/>
		<updated>2022-12-06T03:20:56Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Game Customization and Optimization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Competitive Team Fortress 2 can be an extremely fruitful and enriching experience as it greatly rewards players for their skills. However, if a player is starting from scratch, it might seem daunting to grasp the vast discrepancy between how competitive TF2 and casual is played. This page aims to help integrate new players into the competitive scene by inducting them into the basics of competitive TF2.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for newcomers to stick with one until they have grasped the basics of the game as the gameplay of different classes in different game modes vary to great degrees.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it. You should consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these. Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Watching and learning from top players and teams is an invaluable way to rapidly improve at the game. &lt;br /&gt;
&lt;br /&gt;
Competitive matches at the top levels are often cast by organizations such as '''[[TeamFortressTV]]''', '''[[RGL]]''' or '''[[Kritzcast]]'''. &lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn a game mode and understand its meta, as well as to pick up general strategies on a particular map.&lt;br /&gt;
&lt;br /&gt;
Point of View (POV) demos are uploaded by some players onto their respective YouTube channels. New players may also gain insights into how a particular class is played on a particular map by watching top-level POVs. Not all players upload their POV demos online, and thus, players might find their demos manually by searching their profile on [https://demos.tf/ demos.tf]. In addition, [[ETF2L]] features a [https://etf2l.org/demos/ Demo archive] of top players that new players can download for their reference.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV''' &lt;br /&gt;
* {{Twitch|rglgg}} {{YouTube|RGLgg}} '''RGL'''&lt;br /&gt;
* {{Twitch|kritzkast}} {{YouTube|KritzKast}} '''KritzKast'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your region, there are various different leagues that host different formats. All major leagues are free-to-play for most skill divisions; some feature an entry fee and a prize pool for the highest division. [[RGL]] has a newcomer division for both HL and 6v6 specifically targeted towards newer players, and [[ETF2L]] features an open division for the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — Highlander / 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[RGL]] — Highlander / 6v6 / 7v7&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
* [[UGC]] — 4v4 / Ultiduo&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
== Game Customization and Optimization ==&lt;br /&gt;
Given the suboptimal default settings of stock TF2, competitive players often customize their game to maximise game performance.&lt;br /&gt;
All players are highly recommended to pick up a '''[[Custom HUD]]''' and a performance '''[[Configs (CFG)|config]]'''. Additionally, certain [[Configs (CFG)|scripts]] such as null-movement scripts and quick build scripts are helpful in providing a soft advantage by optimising players' gameplay.&lt;br /&gt;
&lt;br /&gt;
== Getting Gamplay Experience ==&lt;br /&gt;
There are numerous avenues to gain firsthand competitive TF2 experience that does not require joining a dedicated team. [https://tf2center.com/ TF2 Center] provides players of varying skill levels from North America and Europe with entry-level competitive games. While, in terms of quality, it pales in comparison to other dedicated Pick-Up Game (PUG) servers, it serves as an entry to each gamemode.&lt;br /&gt;
&lt;br /&gt;
The next bar would be to participate in region-sepcific PUGs. Due to the transient nature of most PUG servers, it is suggested that new players join their region's official league Discord servers (which may be found on their website) to inquire about these newbie-oriented PUG servers.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [https://docs.rgl.gg/guides/welcome/ Introduction to Competitive TF2 by RGL]&lt;br /&gt;
* [https://etf2l.org/new/ 6v6 Newcomer Guide by ETF2L]&lt;br /&gt;
* [https://docs.google.com/document/d/1HfcMRGRJJ-qd1Tpl454hmeZppt-cPv1GcUzLjUR7NFQ/edit 6v6 New Player's Guide by AsiaFortress]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Guide to Highlander by Blitztank] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=68105</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=68105"/>
		<updated>2022-12-06T03:19:29Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Where to start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Competitive Team Fortress 2 can be an extremely fruitful and enriching experience as it greatly rewards players for their skills. However, if a player is starting from scratch, it might seem daunting to grasp the vast discrepancy between how competitive TF2 and casual is played. This page aims to help integrate new players into the competitive scene by inducting them into the basics of competitive TF2.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for newcomers to stick with one until they have grasped the basics of the game as the gameplay of different classes in different game modes vary to great degrees.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it. You should consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these. Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Watching and learning from top players and teams is an invaluable way to rapidly improve at the game. &lt;br /&gt;
&lt;br /&gt;
Competitive matches at the top levels are often cast by organizations such as '''[[TeamFortressTV]]''', '''[[RGL]]''' or '''[[Kritzcast]]'''. &lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn a game mode and understand its meta, as well as to pick up general strategies on a particular map.&lt;br /&gt;
&lt;br /&gt;
Point of View (POV) demos are uploaded by some players onto their respective YouTube channels. New players may also gain insights into how a particular class is played on a particular map by watching top-level POVs. Not all players upload their POV demos online, and thus, players might find their demos manually by searching their profile on [https://demos.tf/ demos.tf]. In addition, [[ETF2L]] features a [https://etf2l.org/demos/ Demo archive] of top players that new players can download for their reference.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV''' &lt;br /&gt;
* {{Twitch|rglgg}} {{YouTube|RGLgg}} '''RGL'''&lt;br /&gt;
* {{Twitch|kritzkast}} {{YouTube|KritzKast}} '''KritzKast'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your region, there are various different leagues that host different formats. All major leagues are free-to-play for most skill divisions; some feature an entry fee and a prize pool for the highest division. [[RGL]] has a newcomer division for both HL and 6v6 specifically targeted towards newer players, and [[ETF2L]] features an open division for the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — Highlander / 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[RGL]] — Highlander / 6v6 / 7v7&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
* [[UGC]] — 4v4 / Ultiduo&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
== Game Customization and Optimization ==&lt;br /&gt;
Given the suboptimal default settings of stock TF2, competitive players often customize their game to maximise game performance.&lt;br /&gt;
All players are highly recommended to pick up a '''[[Custom HUD|Custom HUDs]]''' and a performance '''[[Configs (CFG)|config]]'''. Additionally, certain [[Configs (CFG)|scripts]] such as null-movemenet scripts and quick build scripts are helpful in providing a soft advantage by optimising players' gameplay.&lt;br /&gt;
&lt;br /&gt;
== Getting Gamplay Experience ==&lt;br /&gt;
There are numerous avenues to gain firsthand competitive TF2 experience that does not require joining a dedicated team. [https://tf2center.com/ TF2 Center] provides players of varying skill levels from North America and Europe with entry-level competitive games. While, in terms of quality, it pales in comparison to other dedicated Pick-Up Game (PUG) servers, it serves as an entry to each gamemode.&lt;br /&gt;
&lt;br /&gt;
The next bar would be to participate in region-sepcific PUGs. Due to the transient nature of most PUG servers, it is suggested that new players join their region's official league Discord servers (which may be found on their website) to inquire about these newbie-oriented PUG servers.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [https://docs.rgl.gg/guides/welcome/ Introduction to Competitive TF2 by RGL]&lt;br /&gt;
* [https://etf2l.org/new/ 6v6 Newcomer Guide by ETF2L]&lt;br /&gt;
* [https://docs.google.com/document/d/1HfcMRGRJJ-qd1Tpl454hmeZppt-cPv1GcUzLjUR7NFQ/edit 6v6 New Player's Guide by AsiaFortress]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Guide to Highlander by Blitztank] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68083</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68083"/>
		<updated>2022-11-04T02:23:53Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* No Restriction 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Fortress 2 is played competitively in various game modes ranging from 1vs1 to 9vs9, with many different intricacies such as class limits or team compositions, map pools and rulesets.&lt;br /&gt;
&lt;br /&gt;
== Main Gamemodes ==&lt;br /&gt;
These game modes are generally what players refer to as 'competitive TF2'; 'competitive players' typically participate in one of both game modes, but may or may not play the other minor game modes.&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6, commonly referred to as 6s, is the most common competitive format, with the most skilled players competing with the most refined metagame amongst any other game mode. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], and [[Engineer]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on [[5CP]] maps, as well as [[King of the Hill|KOTH]] maps and usually features a team running two [[Scout|Scouts]], two [[Soldier|Soldiers]], a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is the next most popular competitive game mode. This format is played with class limits of 1 for all classes, with more lenient weapon bans than 6v6. Highlander is played on [[payload]], [[King of the Hill|KOTH]], [[5CP]], and [[Attack/Defend]] maps. This format is generally accepted as the entry format to competitive TF2 as it has fewer entry barriers due to the format being closer to casual play in terms of classes, team size, and map pool.&lt;br /&gt;
&lt;br /&gt;
== Smaller Gamemodes ==&lt;br /&gt;
While nearly all competitive TF2 players play either Highlander, 6s, or both, some also participate in the smaller game modes listed below. These game modes are less popular amongst the community but still have dedicated leagues that host regular seasoned tournaments.&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
{{Main|Prolander}}&lt;br /&gt;
Prolander is a 7v7 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, Sniper, and have two extra players switching between utility classes, rarely with Scout or Soldier replaced too. Currently, only RGL.gg supports the format.&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around [[KOTH]] and [[5CP]] maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team: a [[Soldier]] and a [[Medic]]. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
{{Main|No Restriction 6v6}}&lt;br /&gt;
No restriction 6v6 is an experimental competitive format featuring six players per team with no class limits or weapon bans. It is run by [[RGL]] and its debut season began on the 12th of March 2019 in North America. The format is designed to 'overthrow the meta' and (in the first season) teams were actively incentivised to use non-standard lineups. Maps are also highly varied, with [[5CP]], [[KOTH]] and [[Payload]] all being played. A common theme among the Invite teams was to run two Medics with a variety of other classes, but it is possible to use any combination of classes, for example, six Airstrike Soldiers or three Medics and three Demos, and the classes used would often shift significantly as a match progressed. The general idea behind the format was to start with a blank slate and see what new metas or tactics were established. This information could then be used to shape the format further, and/or be passed onto Valve for the development of their in-game competitive system. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=ha-kFrbhzgI&amp;amp;ab_channel=RGLgg&amp;lt;/ref&amp;gt; The format expanded to Australia in the form of a one-day cup on the 18th of April 2020. &amp;lt;ref&amp;gt;https://rgl.gg/?r=44&amp;amp;a=1377&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Competitive Formats without Seasoned Tournaments ==&lt;br /&gt;
While these game modes do not feature regularly organised tournaments, they are still played frequently among some competitive players.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
One of the only established forms of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
== Experimental and Exhibition Formats ==&lt;br /&gt;
These formats have either been discontinued or exist in rare epithermal day cups or tournaments. They do not have any leagues supporting them and are not taken seriously by the majority of the community. Nevertheless, there have been tournaments played under this format in the past and are worth of mention.&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Ultitrio ===&lt;br /&gt;
{{Main|Ultitrio}}&lt;br /&gt;
Ultitrio is a spinoff of Ultiduo that instead has three players on each team, these being a Soldier, a Medic, and the addition of a Scout. The extra class on each side results in a considerably more strategy-rich game format. There is currently no established competitive scene for Ultitrio.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is an introductory derivative of 6v6. It is played like any normal match, with the players on each side using only the [[Frying Pan]], among some secondary and jumper weapons for rollouts and movement. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format.&lt;br /&gt;
&lt;br /&gt;
=== KnightComp ===&lt;br /&gt;
{{Main|KnightComp}}&lt;br /&gt;
KnightComp is a derivative of 6v6. It is played just like normal 6v6, but the class limits and weapon bans are very different. Demoman has no class limit and Demoman players are not allowed to use any form of Stickybomb-type weapon. Medic and Soldier are both allowed at a maximum of 1 each. All other classes are disallowed in this format. This results in each team running at least 4 Demomen, either Full Demoknights or Hybrid Demoknights.&lt;br /&gt;
The [[KnightComp League]] aims to be the permanent home of competitive Demoknight.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Boxing ===&lt;br /&gt;
{{Main|National Heavy Boxing League}}&lt;br /&gt;
Heavy Boxing is a 1v1 TF2 e-sport where two Heavies melee each other in a ring until one is killed. There are various melee weapons and formats used across the community for Heavy Boxing. The National Heavy Boxing League is the highest level of this e-sport.&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68082</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68082"/>
		<updated>2022-11-04T02:23:31Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Fortress 2 is played competitively in various game modes ranging from 1vs1 to 9vs9, with many different intricacies such as class limits or team compositions, map pools and rulesets.&lt;br /&gt;
&lt;br /&gt;
== Main Gamemodes ==&lt;br /&gt;
These game modes are generally what players refer to as 'competitive TF2'; 'competitive players' typically participate in one of both game modes, but may or may not play the other minor game modes.&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6, commonly referred to as 6s, is the most common competitive format, with the most skilled players competing with the most refined metagame amongst any other game mode. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], and [[Engineer]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on [[5CP]] maps, as well as [[King of the Hill|KOTH]] maps and usually features a team running two [[Scout|Scouts]], two [[Soldier|Soldiers]], a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is the next most popular competitive game mode. This format is played with class limits of 1 for all classes, with more lenient weapon bans than 6v6. Highlander is played on [[payload]], [[King of the Hill|KOTH]], [[5CP]], and [[Attack/Defend]] maps. This format is generally accepted as the entry format to competitive TF2 as it has fewer entry barriers due to the format being closer to casual play in terms of classes, team size, and map pool.&lt;br /&gt;
&lt;br /&gt;
== Smaller Gamemodes ==&lt;br /&gt;
While nearly all competitive TF2 players play either Highlander, 6s, or both, some also participate in the smaller game modes listed below. These game modes are less popular amongst the community but still have dedicated leagues that host regular seasoned tournaments.&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
{{Main|Prolander}}&lt;br /&gt;
Prolander is a 7v7 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, Sniper, and have two extra players switching between utility classes, rarely with Scout or Soldier replaced too. Currently, only RGL.gg supports the format.&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around [[KOTH]] and [[5CP]] maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team: a [[Soldier]] and a [[Medic]]. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
{{Main|No_Restriction_6v6}}&lt;br /&gt;
No restriction 6v6 is an experimental competitive format featuring six players per team with no class limits or weapon bans. It is run by [[RGL]] and its debut season began on the 12th of March 2019 in North America. The format is designed to 'overthrow the meta' and (in the first season) teams were actively incentivised to use non-standard lineups. Maps are also highly varied, with [[5CP]], [[KOTH]] and [[Payload]] all being played. A common theme among the Invite teams was to run two Medics with a variety of other classes, but it is possible to use any combination of classes, for example, six Airstrike Soldiers or three Medics and three Demos, and the classes used would often shift significantly as a match progressed. The general idea behind the format was to start with a blank slate and see what new metas or tactics were established. This information could then be used to shape the format further, and/or be passed onto Valve for the development of their in-game competitive system. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=ha-kFrbhzgI&amp;amp;ab_channel=RGLgg&amp;lt;/ref&amp;gt; The format expanded to Australia in the form of a one-day cup on the 18th of April 2020. &amp;lt;ref&amp;gt;https://rgl.gg/?r=44&amp;amp;a=1377&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Competitive Formats without Seasoned Tournaments ==&lt;br /&gt;
While these game modes do not feature regularly organised tournaments, they are still played frequently among some competitive players.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
One of the only established forms of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
== Experimental and Exhibition Formats ==&lt;br /&gt;
These formats have either been discontinued or exist in rare epithermal day cups or tournaments. They do not have any leagues supporting them and are not taken seriously by the majority of the community. Nevertheless, there have been tournaments played under this format in the past and are worth of mention.&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Ultitrio ===&lt;br /&gt;
{{Main|Ultitrio}}&lt;br /&gt;
Ultitrio is a spinoff of Ultiduo that instead has three players on each team, these being a Soldier, a Medic, and the addition of a Scout. The extra class on each side results in a considerably more strategy-rich game format. There is currently no established competitive scene for Ultitrio.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is an introductory derivative of 6v6. It is played like any normal match, with the players on each side using only the [[Frying Pan]], among some secondary and jumper weapons for rollouts and movement. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format.&lt;br /&gt;
&lt;br /&gt;
=== KnightComp ===&lt;br /&gt;
{{Main|KnightComp}}&lt;br /&gt;
KnightComp is a derivative of 6v6. It is played just like normal 6v6, but the class limits and weapon bans are very different. Demoman has no class limit and Demoman players are not allowed to use any form of Stickybomb-type weapon. Medic and Soldier are both allowed at a maximum of 1 each. All other classes are disallowed in this format. This results in each team running at least 4 Demomen, either Full Demoknights or Hybrid Demoknights.&lt;br /&gt;
The [[KnightComp League]] aims to be the permanent home of competitive Demoknight.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Boxing ===&lt;br /&gt;
{{Main|National Heavy Boxing League}}&lt;br /&gt;
Heavy Boxing is a 1v1 TF2 e-sport where two Heavies melee each other in a ring until one is killed. There are various melee weapons and formats used across the community for Heavy Boxing. The National Heavy Boxing League is the highest level of this e-sport.&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68081</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68081"/>
		<updated>2022-11-04T02:22:11Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Fortress 2 is played competitively in various game modes ranging from 1vs1 to 9vs9, with many different intricacies such as class limits or team compositions, map pools and rulesets.&lt;br /&gt;
&lt;br /&gt;
== Main Gamemodes ==&lt;br /&gt;
These game modes are generally what players refer to as 'competitive TF2'; 'competitive players' typically participate in one of both game modes, but may or may not play the other minor game modes.&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6, commonly referred to as 6s, is the most common competitive format, with the most skilled players competing with the most refined metagame amongst any other game mode. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], and [[Engineer]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on [[5CP]] maps, as well as [[King of the Hill|KOTH]] maps and usually features a team running two [[Scout|Scouts]], two [[Soldier|Soldiers]], a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is the next most popular competitive game mode. This format is played with class limits of 1 for all classes, with more lenient weapon bans than 6v6. Highlander is played on [[payload]], [[King of the Hill|KOTH]], [[5CP]], and [[Attack/Defend]] maps. This format is generally accepted as the entry format to competitive TF2 as it has fewer entry barriers due to the format being closer to casual play in terms of classes, team size, and map pool.&lt;br /&gt;
&lt;br /&gt;
== Smaller Gamemodes ==&lt;br /&gt;
While nearly all competitive TF2 players play either Highlander, 6s, or both, some also participate in the smaller game modes listed below. These game modes are less popular amongst the community but still have dedicated leagues that host regular seasoned tournaments.&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
{{Main|Prolander}}&lt;br /&gt;
Prolander is a 7v7 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, Sniper, and have two extra players switching between utility classes, rarely with Scout or Soldier replaced too. Currently, only RGL.gg supports the format.&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around [[KOTH]] and [[5CP]] maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team: a [[Soldier]] and a [[Medic]]. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
{{Main|No_Restriction_6v6}}&lt;br /&gt;
No restriction 6v6 is an experimental competitive format featuring six players per team with no class limits or weapon bans. It is run by [[RGL]] and its debut season began on the 12th of March 2019 in North America. The format is designed to 'overthrow the meta' and (in the first season) teams were actively incentivised to use non-standard lineups. Maps are also highly varied, with [[5CP]], [[KOTH]] and [[Payload]] all being played. A common theme among the Invite teams was to run two Medics with a variety of other classes, but it is possible to use any combination of classes, for example, six Airstrike Soldiers or three Medics and three Demos, and the classes used would often shift significantly as a match progressed. The general idea behind the format was to start with a blank slate and see what new metas or tactics were established. This information could then be used to shape the format further, and/or be passed onto Valve for the development of their in-game competitive system. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=ha-kFrbhzgI&amp;amp;ab_channel=RGLgg&amp;lt;/ref&amp;gt; The format expanded to Australia in the form of a one-day cup on the 18th of April 2020. &amp;lt;ref&amp;gt;https://rgl.gg/?r=44&amp;amp;a=1377&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Competitive Formats without Seasoned Tournaments ==&lt;br /&gt;
While these game modes do not feature regularly organised tournaments, they are still played frequently among some competitive players.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
One of the only established forms of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
== Experimental and Exhibition Formats ==&lt;br /&gt;
These formats have either been discontinued or exist in rare epithermal day cups or tournaments. They do not have any leagues supporting them and are not taken seriously by the majority of the community. Nevertheless, there have been tournaments played under this format in the past and are worth of mention.&lt;br /&gt;
&lt;br /&gt;
=== Ultitrio ===&lt;br /&gt;
{{Main|Ultitrio}}&lt;br /&gt;
Ultitrio is a spinoff of Ultiduo that instead has three players on each team, these being a Soldier, a Medic, and the addition of a Scout. The extra class on each side results in a considerably more strategy-rich game format. There is currently no established competitive scene for Ultitrio.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is an introductory derivative of 6v6. It is played like any normal match, with the players on each side using only the [[Frying Pan]], among some secondary and jumper weapons for rollouts and movement. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format.&lt;br /&gt;
&lt;br /&gt;
=== KnightComp ===&lt;br /&gt;
{{Main|KnightComp}}&lt;br /&gt;
KnightComp is a derivative of 6v6. It is played just like normal 6v6, but the class limits and weapon bans are very different. Demoman has no class limit and Demoman players are not allowed to use any form of Stickybomb-type weapon. Medic and Soldier are both allowed at a maximum of 1 each. All other classes are disallowed in this format. This results in each team running at least 4 Demomen, either Full Demoknights or Hybrid Demoknights.&lt;br /&gt;
The [[KnightComp League]] aims to be the permanent home of competitive Demoknight.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Boxing ===&lt;br /&gt;
{{Main|National Heavy Boxing League}}&lt;br /&gt;
Heavy Boxing is a 1v1 TF2 e-sport where two Heavies melee each other in a ring until one is killed. There are various melee weapons and formats used across the community for Heavy Boxing. The National Heavy Boxing League is the highest level of this e-sport.&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68080</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=68080"/>
		<updated>2022-11-04T02:21:24Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Fortress 2 is played competitively in various game modes ranging from 1vs1 to 9vs9, with many different intricacies such as class limits or team compositions, map pools and rulesets.&lt;br /&gt;
&lt;br /&gt;
== Main Gamemodes ==&lt;br /&gt;
These game modes are generally what players refer to as 'competitive TF2'; 'competitive players' typically participate in one of both game modes, but may or may not play the other minor game modes.&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6, commonly referred to as 6s, is the most common competitive format, with the most skilled players competing with the most refined metagame amongst any other game mode. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], [[Engineer]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on [[5CP]] maps, as well as [[King of the Hill|KOTH]] maps and usually features a team running two [[Scouts]], two [[Soldiers]], a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is the next most popular competitive game mode. This format is played with class limits of 1 for all classes, with more lenient weapon bans than 6v6. Highlander is played on [[payload]], [[King of the Hill|KOTH]], [[5CP]], and [[Attack/Defend]] maps. This format is generally accepted as the entry format to competitive TF2 as it has fewer entry barriers due to the format being closer to casual play in terms of classes, team size, and map pool.&lt;br /&gt;
&lt;br /&gt;
== Smaller Gamemodes ==&lt;br /&gt;
While nearly all competitive TF2 players play either Highlander, 6s, or both, some also participate in the smaller game modes listed below. These game modes are less popular amongst the community but still have dedicated leagues that host regular seasoned tournaments.&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
{{Main|Prolander}}&lt;br /&gt;
Prolander is a 7v7 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, Sniper, and have two extra players switching between utility classes, rarely with Scout or Soldier replaced too. Currently, only RGL.gg supports the format.&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around [[KOTH]] and [[5CP]] maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team: a [[Soldier]] and a [[Medic]]. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills. Currently, only [[UGC]] supports this format.&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
{{Main|No_Restriction_6v6}}&lt;br /&gt;
No restriction 6v6 is an experimental competitive format featuring six players per team with no class limits or weapon bans. It is run by [[RGL]] and its debut season began on the 12th of March 2019 in North America. The format is designed to 'overthrow the meta' and (in the first season) teams were actively incentivised to use non-standard lineups. Maps are also highly varied, with [[5CP]], [[KOTH]] and [[Payload]] all being played. A common theme among the Invite teams was to run two Medics with a variety of other classes, but it is possible to use any combination of classes, for example, six Airstrike Soldiers or three Medics and three Demos, and the classes used would often shift significantly as a match progressed. The general idea behind the format was to start with a blank slate and see what new metas or tactics were established. This information could then be used to shape the format further, and/or be passed onto Valve for the development of their in-game competitive system. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=ha-kFrbhzgI&amp;amp;ab_channel=RGLgg&amp;lt;/ref&amp;gt; The format expanded to Australia in the form of a one-day cup on the 18th of April 2020. &amp;lt;ref&amp;gt;https://rgl.gg/?r=44&amp;amp;a=1377&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Competitive Formats without Seasoned Tournaments ==&lt;br /&gt;
While these game modes do not feature regularly organised tournaments, they are still played frequently among some competitive players.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
One of the only established forms of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
== Experimental and Exhibition Formats ==&lt;br /&gt;
These formats have either been discontinued or exist in rare epithermal day cups or tournaments. They do not have any leagues supporting them and are not taken seriously by the majority of the community. Nevertheless, there have been tournaments played under this format in the past and are worth of mention.&lt;br /&gt;
&lt;br /&gt;
=== Ultitrio ===&lt;br /&gt;
{{Main|Ultitrio}}&lt;br /&gt;
Ultitrio is a spinoff of Ultiduo that instead has three players on each team, these being a Soldier, a Medic, and the addition of a Scout. The extra class on each side results in a considerably more strategy-rich game format. There is currently no established competitive scene for Ultitrio.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is an introductory derivative of 6v6. It is played like any normal match, with the players on each side using only the [[Frying Pan]], among some secondary and jumper weapons for rollouts and movement. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format.&lt;br /&gt;
&lt;br /&gt;
=== KnightComp ===&lt;br /&gt;
{{Main|KnightComp}}&lt;br /&gt;
KnightComp is a derivative of 6v6. It is played just like normal 6v6, but the class limits and weapon bans are very different. Demoman has no class limit and Demoman players are not allowed to use any form of Stickybomb-type weapon. Medic and Soldier are both allowed at a maximum of 1 each. All other classes are disallowed in this format. This results in each team running at least 4 Demomen, either Full Demoknights or Hybrid Demoknights.&lt;br /&gt;
The [[KnightComp League]] aims to be the permanent home of competitive Demoknight.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Boxing ===&lt;br /&gt;
{{Main|National Heavy Boxing League}}&lt;br /&gt;
Heavy Boxing is a 1v1 TF2 e-sport where two Heavies melee each other in a ring until one is killed. There are various melee weapons and formats used across the community for Heavy Boxing. The National Heavy Boxing League is the highest level of this e-sport.&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=68077</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=68077"/>
		<updated>2022-11-03T04:15:42Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Other Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Competitive Team Fortress 2 can be an extremely fruitful and enriching experience as it greatly rewards players for their skills. However, if a player is starting from scratch, it might seem daunting to grasp the vast discrepancy between how competitive TF2 and casual is played. This page aims to help integrate new players into the competitive scene by inducting them into the basics of competitive TF2.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for a beginner to stick with one until you grasp the basics of the game as different classes in different game modes vary to great degrees in terms of gameplay.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it. You should consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these. Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Watching and learning from top players and teams is an invaluable way to rapidly improve at the game. &lt;br /&gt;
&lt;br /&gt;
Competitive matches at the top levels are often cast by organizations such as '''[[TeamFortressTV]]''', '''[[RGL]]''' or '''[[Kritzcast]]'''. &lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn a game mode and understand its meta, as well as to pick up general strategies on a particular map.&lt;br /&gt;
&lt;br /&gt;
Point of View (POV) demos are uploaded by some players onto their respective YouTube channels. New players may also gain insights into how a particular class is played on a particular map by watching top-level POVs. Not all players upload their POV demos online, and thus, players might find their demos manually by searching their profile on [https://demos.tf/ demos.tf]. In addition, [[ETF2L]] features a [https://etf2l.org/demos/ Demo archive] of top players that new players can download for their reference.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV''' &lt;br /&gt;
* {{Twitch|rglgg}} {{YouTube|RGLgg}} '''RGL'''&lt;br /&gt;
* {{Twitch|kritzkast}} {{YouTube|KritzKast}} '''KritzKast'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your region, there are various different leagues that host different formats. All major leagues are free-to-play for most skill divisions; some feature an entry fee and a prize pool for the highest division. [[RGL]] has a newcomer division for both HL and 6v6 specifically targeted towards newer players, and [[ETF2L]] features an open division for the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — Highlander / 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[RGL]] — Highlander / 6v6 / 7v7&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
* [[UGC]] — 4v4 / Ultiduo&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
== Game Customization and Optimization ==&lt;br /&gt;
Given the suboptimal default settings of stock TF2, competitive players often customize their game to maximise game performance.&lt;br /&gt;
All players are highly recommended to pick up a '''[[Custom HUD|Custom HUDs]]''' and a performance '''[[Configs (CFG)|config]]'''. Additionally, certain [[Configs (CFG)|scripts]] such as null-movemenet scripts and quick build scripts are helpful in providing a soft advantage by optimising players' gameplay.&lt;br /&gt;
&lt;br /&gt;
== Getting Gamplay Experience ==&lt;br /&gt;
There are numerous avenues to gain firsthand competitive TF2 experience that does not require joining a dedicated team. [https://tf2center.com/ TF2 Center] provides players of varying skill levels from North America and Europe with entry-level competitive games. While, in terms of quality, it pales in comparison to other dedicated Pick-Up Game (PUG) servers, it serves as an entry to each gamemode.&lt;br /&gt;
&lt;br /&gt;
The next bar would be to participate in region-sepcific PUGs. Due to the transient nature of most PUG servers, it is suggested that new players join their region's official league Discord servers (which may be found on their website) to inquire about these newbie-oriented PUG servers.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [https://docs.rgl.gg/guides/welcome/ Introduction to Competitive TF2 by RGL]&lt;br /&gt;
* [https://etf2l.org/new/ 6v6 Newcomer Guide by ETF2L]&lt;br /&gt;
* [https://docs.google.com/document/d/1HfcMRGRJJ-qd1Tpl454hmeZppt-cPv1GcUzLjUR7NFQ/edit 6v6 New Player's Guide by AsiaFortress]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Guide to Highlander by Blitztank] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=68076</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=68076"/>
		<updated>2022-11-03T04:05:45Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Competitive Team Fortress 2 can be an extremely fruitful and enriching experience as it greatly rewards players for their skills. However, if a player is starting from scratch, it might seem daunting to grasp the vast discrepancy between how competitive TF2 and casual is played. This page aims to help integrate new players into the competitive scene by inducting them into the basics of competitive TF2.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for a beginner to stick with one until you grasp the basics of the game as different classes in different game modes vary to great degrees in terms of gameplay.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it. You should consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these. Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Watching and learning from top players and teams is an invaluable way to rapidly improve at the game. &lt;br /&gt;
&lt;br /&gt;
Competitive matches at the top levels are often cast by organizations such as '''[[TeamFortressTV]]''', '''[[RGL]]''' or '''[[Kritzcast]]'''. &lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn a game mode and understand its meta, as well as to pick up general strategies on a particular map.&lt;br /&gt;
&lt;br /&gt;
Point of View (POV) demos are uploaded by some players onto their respective YouTube channels. New players may also gain insights into how a particular class is played on a particular map by watching top-level POVs. Not all players upload their POV demos online, and thus, players might find their demos manually by searching their profile on [https://demos.tf/ demos.tf]. In addition, [[ETF2L]] features a [https://etf2l.org/demos/ Demo archive] of top players that new players can download for their reference.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV''' &lt;br /&gt;
* {{Twitch|rglgg}} {{YouTube|RGLgg}} '''RGL'''&lt;br /&gt;
* {{Twitch|kritzkast}} {{YouTube|KritzKast}} '''KritzKast'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your region, there are various different leagues that host different formats. All major leagues are free-to-play for most skill divisions; some feature an entry fee and a prize pool for the highest division. [[RGL]] has a newcomer division for both HL and 6v6 specifically targeted towards newer players, and [[ETF2L]] features an open division for the same purpose.&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — Highlander / 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[RGL]] — Highlander / 6v6 / 7v7&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4 / Ultiduo&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
* [[UGC]] — 4v4 / Ultiduo&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
== Game Customization and Optimization ==&lt;br /&gt;
Given the suboptimal default settings of stock TF2, competitive players often customize their game to maximise game performance.&lt;br /&gt;
All players are highly recommended to pick up a '''[[Custom HUD|Custom HUDs]]''' and a performance '''[[Configs (CFG)|config]]'''. Additionally, certain [[Configs (CFG)|scripts]] such as null-movemenet scripts and quick build scripts are helpful in providing a soft advantage by optimising players' gameplay.&lt;br /&gt;
&lt;br /&gt;
== Getting Gamplay Experience ==&lt;br /&gt;
There are numerous avenues to gain firsthand competitive TF2 experience that does not require joining a dedicated team. [https://tf2center.com/ TF2 Center] provides players of varying skill levels from North America and Europe with entry-level competitive games. While, in terms of quality, it pales in comparison to other dedicated Pick-Up Game (PUG) servers, it serves as an entry to each gamemode.&lt;br /&gt;
&lt;br /&gt;
The next bar would be to participate in region-sepcific PUGs. Due to the transient nature of most PUG servers, it is suggested that new players join their region's official league Discord servers (which may be found on their website) to inquire about these newbie-oriented PUG servers.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [https://docs.rgl.gg/guides/welcome/ Introduction to Competitive TF2 by RGL]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Guide to Highlander by Blitztank] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68073</id>
		<title>ATF2L Highlander Season 4</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68073"/>
		<updated>2022-10-31T16:02:04Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Platinum Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 4&lt;br /&gt;
|image= ATF2L S4.png&lt;br /&gt;
|caption= ATF2L Highlander Season 4&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 2 January 2022&lt;br /&gt;
|edate = 26 March 2022&lt;br /&gt;
|totalteams = 14&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season36.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Altitude&lt;br /&gt;
|map2=Badwater&lt;br /&gt;
|map3=Bagel&lt;br /&gt;
|map4=Barnblitz&lt;br /&gt;
|map5=Cascade&lt;br /&gt;
|map6=Clearcut&lt;br /&gt;
|map7=Coalplant&lt;br /&gt;
|map8=Mountainlab&lt;br /&gt;
|map9=Product&lt;br /&gt;
|map10=Steel&lt;br /&gt;
|map11=Swiftwater&lt;br /&gt;
|map12=Upward&lt;br /&gt;
|map13=Vigil&lt;br /&gt;
|map14=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 3&lt;br /&gt;
|previouslabel= Season 3&lt;br /&gt;
|next= ATF2L Highlander Season 5&lt;br /&gt;
|nextlabel= Season 5&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 4''' was the fourth season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 2nd of January, 2022 to the 26th of March, 2022.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Altitude|cp_altitude}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_problitz_rc2}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_final}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Vigil|pl_vigil_rc7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f9}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Tigers 2021&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=PINE |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Specimens&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=fany |soldierflag=sg&lt;br /&gt;
|pyro=meramipop |pyroflag=my&lt;br /&gt;
|demoman=deceptive |demomanflag=sg&lt;br /&gt;
|heavy=Un4given |heavyflag=poland&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Casi |medicflag=ph&lt;br /&gt;
|sniper=sub |sniperflag=mongolia&lt;br /&gt;
|spy=Winter |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=master yoga&lt;br /&gt;
|scout=jpd |scoutflag=sg&lt;br /&gt;
|soldier=Hage |soldierflag=sg&lt;br /&gt;
|pyro=lickass- |pyroflag=sg&lt;br /&gt;
|demoman=verty |demomanflag=sg&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=jupyter |engineerflag=sg&lt;br /&gt;
|medic=Kai |medicflag=australia&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=sucwubz |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Monkey Highlander&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Lia |scoutflag=kr&lt;br /&gt;
|soldier=Spealot |soldierflag=kr&lt;br /&gt;
|pyro=samak |pyroflag=kr&lt;br /&gt;
|demoman=h3kf |demomanflag=kr&lt;br /&gt;
|heavy=bangseori |heavyflag=kr&lt;br /&gt;
|engineer=G. Falcon |engineerflag=kr&lt;br /&gt;
|medic=make |medicflag=kr&lt;br /&gt;
|sniper=nobo |sniperflag=kr&lt;br /&gt;
|spy=Kimjo |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Tigers 2021&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Monkey Highlander&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: master yoga&amp;lt;/br&amp;gt;&lt;br /&gt;
Disqualified: Specimens&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The fourth ATF2L season saw league administrator Ducks stepping down. Accordingly, the previous PR Manager, Fade, stepped up in his place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_1&amp;diff=68072</id>
		<title>ATF2L Highlander Season 1</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_1&amp;diff=68072"/>
		<updated>2022-10-31T03:29:16Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Participants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 1&lt;br /&gt;
|image= ATF2L S1.png&lt;br /&gt;
|caption= ATF2L Highlander Season 1&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= 200 keys&lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 5 February 2021&lt;br /&gt;
|edate = 10 April 2021&lt;br /&gt;
|totalteams = 15&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season33.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Cascade&lt;br /&gt;
|map3=Clearcut&lt;br /&gt;
|map4=Coalplant&lt;br /&gt;
|map5=Product&lt;br /&gt;
|map6=Steel&lt;br /&gt;
|map7=Swiftwater&lt;br /&gt;
|map8=Upward&lt;br /&gt;
|map9=Vigil&lt;br /&gt;
|map10=Warmtic&lt;br /&gt;
|next= ATF2L Highlander Season 2&lt;br /&gt;
|nextlabel= Season 2&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 1''' was the first season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 5th of February, 2021 to the 10th of April, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_cleacut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Vigil|pl_vigil_rc7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_b6}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = 1&lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = &lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
==Divisions==&lt;br /&gt;
===Platinum===&lt;br /&gt;
'''ATF2L Season 1''' was the first [[Highlander]] season in Asia which featured a separate division for Platinum. Previously, only the top 4 teams in [[UGC]] Asia were awarded with Platinum medals.&lt;br /&gt;
&lt;br /&gt;
====Participants====&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=CheongYang |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=cezyse |scoutflag=Macau&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=Shiko- |pyroflag=kr&lt;br /&gt;
|demoman=konma |demomanflag=hk&lt;br /&gt;
|heavy=Kyo. |heavyflag=hk&lt;br /&gt;
|engineer=Cody |engineerflag=vietnam&lt;br /&gt;
|medic=moonchild |medicflag=sg&lt;br /&gt;
|sniper=Redux |sniperflag=ph&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Evanescence&lt;br /&gt;
|scout=kron |scoutflag=sg&lt;br /&gt;
|soldier=Calypso |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=sircle |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Gale |medicflag=in&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=rattle |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Yaong Highlander&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Noa |scoutflag=kr&lt;br /&gt;
|soldier=Pie |soldierflag=kr&lt;br /&gt;
|pyro=Hwan |pyroflag=kr&lt;br /&gt;
|demoman=Akash |demomanflag=kr&lt;br /&gt;
|heavy=momentomori |heavyflag=kr&lt;br /&gt;
|engineer=ParanWater |engineerflag=kr&lt;br /&gt;
|medic=make |medicflag=kr&lt;br /&gt;
|sniper=tech |sniperflag=kr&lt;br /&gt;
|spy=crankle |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Meow Black&lt;br /&gt;
|image=&lt;br /&gt;
|scout=vytal |scoutflag=sg&lt;br /&gt;
|soldier=bilztank |soldierflag=us&lt;br /&gt;
|pyro=dy/dx |pyroflag=my&lt;br /&gt;
|demoman=Halloween |demomanflag=sg&lt;br /&gt;
|heavy=Rachnera |heavyflag=hk&lt;br /&gt;
|engineer=raina |engineerflag=au&lt;br /&gt;
|medic=Rahmed |medicflag=uk&lt;br /&gt;
|sniper=smazza |sniperflag=au&lt;br /&gt;
|spy=Feignetta |spyflag=ph&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
==== Results ====&lt;br /&gt;
First Place: Daybreak (150 keys prize)&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: sausage (50 keys prize)&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Evanescence&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Yaong Highlander&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Meow Black&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
====Participants====&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Plan B&lt;br /&gt;
|scout=kook |scoutflag=in&lt;br /&gt;
|soldier=Spud |soldierflag=sg&lt;br /&gt;
|pyro=mutwo |pyroflag=my&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=cj31 |engineerflag=ph&lt;br /&gt;
|medic=iFun |medicflag=ph&lt;br /&gt;
|sniper=Foxrain |sniperflag=kr&lt;br /&gt;
|spy=hoyehh |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Asian Disappointments&lt;br /&gt;
|scout=Jennie |scoutflag=th&lt;br /&gt;
|soldier=catman |soldierflag=sg&lt;br /&gt;
|pyro=Aswero |pyroflag=sg&lt;br /&gt;
|demoman=jyn. |demomanflag=sg&lt;br /&gt;
|heavy=antigone |heavyflag=sg&lt;br /&gt;
|engineer=Patch |engineerflag=ph&lt;br /&gt;
|medic=Maxii2K |medicflag=ph&lt;br /&gt;
|sniper=Winter |sniperflag=th&lt;br /&gt;
|spy=sno. |spyflag=sg&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Southeast Realm&lt;br /&gt;
|scout=Flazie |scoutflag=my&lt;br /&gt;
|soldier=Mytrle |soldierflag=id&lt;br /&gt;
|pyro=Tootooru |pyroflag=id&lt;br /&gt;
|demoman=Snoopy |demomanflag=th&lt;br /&gt;
|heavy=KEGAMAN |heavyflag=tw&lt;br /&gt;
|engineer=Spymemes |engineerflag=kr&lt;br /&gt;
|medic=Rainnyy |medicflag=th&lt;br /&gt;
|sniper=Borne |sniperflag=la&lt;br /&gt;
|spy=C. Taunts |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Midget Apples 2.0&lt;br /&gt;
|image=&lt;br /&gt;
|scout=jub |scoutflag=my&lt;br /&gt;
|soldier=dax |soldierflag=hk&lt;br /&gt;
|pyro=buh |pyroflag=id&lt;br /&gt;
|demoman=B10odf3ud |demomanflag=hk&lt;br /&gt;
|heavy=aaron |heavyflag=sg&lt;br /&gt;
|engineer=Sherlock |engineerflag=id&lt;br /&gt;
|medic=Effixion |medicflag=sg&lt;br /&gt;
|sniper=Muff3n |sniperflag=jp&lt;br /&gt;
|spy=Drizzel |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
==== Results ====&lt;br /&gt;
First Place: Plan B&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Asian Disappointments&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Southeast Realm&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Midget Apples 2.0&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Steel initially started with 6 teams at the beginning of the season. However, Asian Marauders dropped out midway though the season.&lt;br /&gt;
&lt;br /&gt;
====Participants====&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=tf2brobruh&lt;br /&gt;
|scout=vers |scoutflag=id&lt;br /&gt;
|soldier=avan |soldierflag=hk&lt;br /&gt;
|pyro=bo |pyroflag=my&lt;br /&gt;
|demoman=Killua |demomanflag=ph&lt;br /&gt;
|heavy=Bacon |heavyflag=ph&lt;br /&gt;
|engineer=Celestia |engineerflag=my&lt;br /&gt;
|medic=NikoCakep |medicflag=my&lt;br /&gt;
|sniper=kaldoz |sniperflag=sg&lt;br /&gt;
|spy=Wellson |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Black Gaming BLACK&lt;br /&gt;
|scout=hobbes |scoutflag=hk&lt;br /&gt;
|soldier=jc |soldierflag=my&lt;br /&gt;
|pyro=zer0 |pyroflag=sg&lt;br /&gt;
|demoman=Gong |demomanflag=my&lt;br /&gt;
|heavy=kooh |heavyflag=sg&lt;br /&gt;
|engineer=mao |engineerflag=hk&lt;br /&gt;
|medic=spade |medicflag=ph&lt;br /&gt;
|sniper=yuki |sniperflag=in&lt;br /&gt;
|spy=EclypH |spyflag=vn&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=KiNGSMEN&lt;br /&gt;
|scout=yuzuyuri |scoutflag=ph&lt;br /&gt;
|soldier=Dubs |soldierflag=ph&lt;br /&gt;
|pyro=Zeus |pyroflag=ph&lt;br /&gt;
|demoman=Kiyo |demomanflag=ph&lt;br /&gt;
|heavy=Papi |heavyflag=bd&lt;br /&gt;
|engineer=Dawn |engineerflag=ph&lt;br /&gt;
|medic=zenpa1 |medicflag=ph&lt;br /&gt;
|sniper=Ravex |sniperflag=ph&lt;br /&gt;
|spy=Raykhra |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Still thinking a name&lt;br /&gt;
|image=&lt;br /&gt;
|scout=StealthWoosh |scoutflag=id&lt;br /&gt;
|soldier=Rayno |soldierflag=my&lt;br /&gt;
|pyro=Samdshrew |pyroflag=ph&lt;br /&gt;
|demoman=Raff |demomanflag=ph&lt;br /&gt;
|heavy=Veemoxd |heavyflag=id&lt;br /&gt;
|engineer=Smark123 |engineerflag=ph&lt;br /&gt;
|medic=Mrbacon |medicflag=ph&lt;br /&gt;
|sniper=n1co |sniperflag=ph&lt;br /&gt;
|spy=Cace |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Earth Eater Alliance&lt;br /&gt;
|image=&lt;br /&gt;
|scout=CrocAcpa |scoutflag=tw&lt;br /&gt;
|soldier=Eggta |soldierflag=tw&lt;br /&gt;
|pyro=Alze |pyroflag=tw&lt;br /&gt;
|demoman=Guy |demomanflag=tw&lt;br /&gt;
|heavy=Nebula |heavyflag=tw&lt;br /&gt;
|engineer=PaiTei |engineerflag=tw&lt;br /&gt;
|medic=Sinsky |medicflag=tw&lt;br /&gt;
|sniper=DD |sniperflag=tw&lt;br /&gt;
|spy=Duck |spyflag=tw&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
==== Results ====&lt;br /&gt;
First Place: tf2brobruh&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Black Gaming BLACK&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: KiNGSMEN&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Still thinking a name&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Earth Eater Alliance&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The inaugural ATF2L season saw [[UGC]] Admin Clari-tea stepping up as the head administrator of the league. Before the start of the season, Clari-tea went on to hire Sedna and subsequently submarine as admins of ATF2L. The two would subsequently become division administrators of the Platinum and Silver division respectively, while the head admin himself was entrusted to the Steel division.&lt;br /&gt;
&lt;br /&gt;
===Pre-season===&lt;br /&gt;
Now admin Sedna was mainly in charge of deciding the map pool and whitelist of the season, taking inspiration from [[ETF2L]]. Notably, he opted to ban the [[Fists of Steel]] and add [[Warmtic]] and [[Coalplant]] into the map rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:ATF2L_competitions&amp;diff=68071</id>
		<title>Template:ATF2L competitions</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:ATF2L_competitions&amp;diff=68071"/>
		<updated>2022-10-31T03:26:28Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
 | templatename = ATF2L competitions&lt;br /&gt;
 | collapsed =&lt;br /&gt;
 | title = [[Asia Team Fortress 2 League|ATF2L]]&amp;amp;nbsp;competitions&lt;br /&gt;
 | group1 = Seasons&amp;amp;nbsp;&lt;br /&gt;
 | list1 = [[ATF2L Highlander Season 1|Season 1]] · [[ATF2L Highlander Season 2|Season 2]] · [[ATF2L Highlander Season 3|Season 3]] · [[ATF2L Highlander Season 4|Season 4]] · [[ATF2L Highlander Season 5|Season 5]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68070</id>
		<title>ATF2L Highlander Season 3</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68070"/>
		<updated>2022-10-31T03:24:12Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 3&lt;br /&gt;
|image= ATF2L S3.jpg&lt;br /&gt;
|caption= ATF2L Highlander Season 3&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 10 July 2021&lt;br /&gt;
|edate = 11 October 2021&lt;br /&gt;
|totalteams = 17&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season35.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Cascade&lt;br /&gt;
|map3=Coalplant&lt;br /&gt;
|map4=Mountainlab&lt;br /&gt;
|map5=Product&lt;br /&gt;
|map6=Ramjam&lt;br /&gt;
|map7=Steel&lt;br /&gt;
|map8=Swiftwater&lt;br /&gt;
|map9=Upward&lt;br /&gt;
|map10=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 2&lt;br /&gt;
|previouslabel= Season 2&lt;br /&gt;
|next= ATF2L Highlander Season 4&lt;br /&gt;
|nextlabel= Season 4&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 3''' was the third season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 10th of July, 2021 to the 11th of October, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Ramjam|koth_ramjam_rc1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f5}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=Hage |scoutflag=sg&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=meramipop |pyroflag=my&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=nil |medicflag=hk&lt;br /&gt;
|sniper=Lisa |sniperflag=sg&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Asian Disappointments&lt;br /&gt;
|scout=itachi |scoutflag=sg&lt;br /&gt;
|soldier=Wolfy |soldierflag=sg&lt;br /&gt;
|pyro=Aswero21 |pyroflag=sg&lt;br /&gt;
|demoman=jyn |demomanflag=sg&lt;br /&gt;
|heavy=Haskell |heavyflag=sg&lt;br /&gt;
|engineer=Patch |engineerflag=ph&lt;br /&gt;
|medic=Maxii2K |medicflag=ph&lt;br /&gt;
|sniper=Winter |sniperflag=th&lt;br /&gt;
|spy=sno. |spyflag=sg&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=verty |scoutflag=sg&lt;br /&gt;
|soldier=saint |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=wompah |engineerflag=vietnam&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Ambulas Reborn&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Asian Disappointments&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: AluminaiX&amp;lt;/br&amp;gt;&lt;br /&gt;
Sixth Place: Monkey Highlander&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68069</id>
		<title>ATF2L Highlander Season 4</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68069"/>
		<updated>2022-10-31T03:22:27Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Platinum Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 4&lt;br /&gt;
|image= ATF2L S4.png&lt;br /&gt;
|caption= ATF2L Highlander Season 4&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 2 January 2022&lt;br /&gt;
|edate = 26 March 2022&lt;br /&gt;
|totalteams = 14&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season36.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Altitude&lt;br /&gt;
|map2=Badwater&lt;br /&gt;
|map3=Bagel&lt;br /&gt;
|map4=Barnblitz&lt;br /&gt;
|map5=Cascade&lt;br /&gt;
|map6=Clearcut&lt;br /&gt;
|map7=Coalplant&lt;br /&gt;
|map8=Mountainlab&lt;br /&gt;
|map9=Product&lt;br /&gt;
|map10=Steel&lt;br /&gt;
|map11=Swiftwater&lt;br /&gt;
|map12=Upward&lt;br /&gt;
|map13=Vigil&lt;br /&gt;
|map14=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 3&lt;br /&gt;
|previouslabel= Season 3&lt;br /&gt;
|next= ATF2L Highlander Season 5&lt;br /&gt;
|nextlabel= Season 5&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 4''' was the fourth season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 2nd of January, 2022 to the 26th of March, 2022.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Altitude|cp_altitude}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_problitz_rc2}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_final}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Vigil|pl_vigil_rc7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f9}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Tigers 2021&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=PINE |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Specimens&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=fany |soldierflag=sg&lt;br /&gt;
|pyro=meramipop |pyroflag=my&lt;br /&gt;
|demoman=deceptive |demomanflag=sg&lt;br /&gt;
|heavy=Un4given |heavyflag=poland&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Casi |medicflag=ph&lt;br /&gt;
|sniper=sub |sniperflag=mongolia&lt;br /&gt;
|spy=Winter |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=master yoga&lt;br /&gt;
|scout=jpd |scoutflag=sg&lt;br /&gt;
|soldier=Hage |soldierflag=sg&lt;br /&gt;
|pyro=lickass- |pyroflag=sg&lt;br /&gt;
|demoman=verty |demomanflag=sg&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=jupyter |engineerflag=sg&lt;br /&gt;
|medic=Kai |medicflag=australia&lt;br /&gt;
|sniper=Shizzy |sniperflag=in&lt;br /&gt;
|spy=sucwubz |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Monkey Highlander&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Lia |scoutflag=kr&lt;br /&gt;
|soldier=Spealot |soldierflag=kr&lt;br /&gt;
|pyro=samak |pyroflag=kr&lt;br /&gt;
|demoman=h3kf |demomanflag=kr&lt;br /&gt;
|heavy=bangseori |heavyflag=kr&lt;br /&gt;
|engineer=G. Falcon |engineerflag=kr&lt;br /&gt;
|medic=make |medicflag=kr&lt;br /&gt;
|sniper=nobo |sniperflag=kr&lt;br /&gt;
|spy=Kimjo |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Tigers 2021&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Monkey Highlander&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: master yoga&amp;lt;/br&amp;gt;&lt;br /&gt;
Disqualified: Specimens&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The fourth ATF2L season saw league administrator Ducks stepping down. Accordingly, the previous PR Manager, Fade, stepped up in his place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68068</id>
		<title>ATF2L Highlander Season 4</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68068"/>
		<updated>2022-10-31T03:21:38Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Platinum Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 4&lt;br /&gt;
|image= ATF2L S4.png&lt;br /&gt;
|caption= ATF2L Highlander Season 4&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 2 January 2022&lt;br /&gt;
|edate = 26 March 2022&lt;br /&gt;
|totalteams = 14&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season36.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Altitude&lt;br /&gt;
|map2=Badwater&lt;br /&gt;
|map3=Bagel&lt;br /&gt;
|map4=Barnblitz&lt;br /&gt;
|map5=Cascade&lt;br /&gt;
|map6=Clearcut&lt;br /&gt;
|map7=Coalplant&lt;br /&gt;
|map8=Mountainlab&lt;br /&gt;
|map9=Product&lt;br /&gt;
|map10=Steel&lt;br /&gt;
|map11=Swiftwater&lt;br /&gt;
|map12=Upward&lt;br /&gt;
|map13=Vigil&lt;br /&gt;
|map14=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 3&lt;br /&gt;
|previouslabel= Season 3&lt;br /&gt;
|next= ATF2L Highlander Season 5&lt;br /&gt;
|nextlabel= Season 5&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 4''' was the fourth season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 2nd of January, 2022 to the 26th of March, 2022.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Altitude|cp_altitude}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_problitz_rc2}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_final}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Vigil|pl_vigil_rc7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f9}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Tigers 2021&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=PINE |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Specimens&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=fany |soldierflag=sg&lt;br /&gt;
|pyro=mermaipop |pyroflag=my&lt;br /&gt;
|demoman=deceptive |demomanflag=sg&lt;br /&gt;
|heavy=Un4given |heavyflag=poland&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Casi |medicflag=ph&lt;br /&gt;
|sniper=sub |sniperflag=mongolia&lt;br /&gt;
|spy=Winter |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=master yoga&lt;br /&gt;
|scout=jpd |scoutflag=sg&lt;br /&gt;
|soldier=Hage |soldierflag=sg&lt;br /&gt;
|pyro=lickass- |pyroflag=sg&lt;br /&gt;
|demoman=verty |demomanflag=sg&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=jupyter |engineerflag=sg&lt;br /&gt;
|medic=Kai |medicflag=australia&lt;br /&gt;
|sniper=Shizzy |sniperflag=in&lt;br /&gt;
|spy=sucwubz |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Monkey Highlander&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Lia |scoutflag=kr&lt;br /&gt;
|soldier=Spealot |soldierflag=kr&lt;br /&gt;
|pyro=samak |pyroflag=kr&lt;br /&gt;
|demoman=h3kf |demomanflag=kr&lt;br /&gt;
|heavy=bangseori |heavyflag=kr&lt;br /&gt;
|engineer=G. Falcon |engineerflag=kr&lt;br /&gt;
|medic=make |medicflag=kr&lt;br /&gt;
|sniper=nobo |sniperflag=kr&lt;br /&gt;
|spy=Kimjo |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Tigers 2021&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Monkey Highlander&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: master yoga&amp;lt;/br&amp;gt;&lt;br /&gt;
Disqualified: Specimens&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The fourth ATF2L season saw league administrator Ducks stepping down. Accordingly, the previous PR Manager, Fade, stepped up in his place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68067</id>
		<title>ATF2L Highlander Season 4</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_4&amp;diff=68067"/>
		<updated>2022-10-31T03:21:17Z</updated>

		<summary type="html">&lt;p&gt;Fade: Created page with &amp;quot;{{NewInfobox Season |name= ATF2L Highlander Season 4 |image= ATF2L S4.png |caption= ATF2L Highlander Season 4 |series= ATF2L Highlander |organizer= ATF2L |sponsor=  |gamem...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 4&lt;br /&gt;
|image= ATF2L S4.png&lt;br /&gt;
|caption= ATF2L Highlander Season 4&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 2 January 2022&lt;br /&gt;
|edate = 26 March 2022&lt;br /&gt;
|totalteams = 14&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season36.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Altitude&lt;br /&gt;
|map2=Badwater&lt;br /&gt;
|map3=Bagel&lt;br /&gt;
|map4=Barnblitz&lt;br /&gt;
|map5=Cascade&lt;br /&gt;
|map6=Clearcut&lt;br /&gt;
|map7=Coalplant&lt;br /&gt;
|map8=Mountainlab&lt;br /&gt;
|map9=Product&lt;br /&gt;
|map10=Steel&lt;br /&gt;
|map11=Swiftwater&lt;br /&gt;
|map12=Upward&lt;br /&gt;
|map13=Vigil&lt;br /&gt;
|map14=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 3&lt;br /&gt;
|previouslabel= Season 3&lt;br /&gt;
|next= ATF2L Highlander Season 5&lt;br /&gt;
|nextlabel= Season 5&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 4''' was the fourth season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 2nd of January, 2022 to the 26th of March, 2022.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Altitude|cp_altitude}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_problitz_rc2}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_final}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Vigil|pl_vigil_rc7}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f9}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Tigers 2021&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=PINE |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Specimens&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=fany |soldierflag=sg&lt;br /&gt;
|pyro=mermaipop |pyroflag=my&lt;br /&gt;
|demoman=deceptive |demomanflag=sg&lt;br /&gt;
|heavy=Un4given |heavyflag=po&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Casi |medicflag=ph&lt;br /&gt;
|sniper=sub |sniperflag=mongolia&lt;br /&gt;
|spy=Winter |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=master yoga&lt;br /&gt;
|scout=jpd |scoutflag=sg&lt;br /&gt;
|soldier=Hage |soldierflag=sg&lt;br /&gt;
|pyro=lickass- |pyroflag=sg&lt;br /&gt;
|demoman=verty |demomanflag=sg&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=jupyter |engineerflag=sg&lt;br /&gt;
|medic=Kai |medicflag=australia&lt;br /&gt;
|sniper=Shizzy |sniperflag=in&lt;br /&gt;
|spy=sucwubz |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Monkey Highlander&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Lia |scoutflag=kr&lt;br /&gt;
|soldier=Spealot |soldierflag=kr&lt;br /&gt;
|pyro=samak |pyroflag=kr&lt;br /&gt;
|demoman=h3kf |demomanflag=kr&lt;br /&gt;
|heavy=bangseori |heavyflag=kr&lt;br /&gt;
|engineer=G. Falcon |engineerflag=kr&lt;br /&gt;
|medic=make |medicflag=kr&lt;br /&gt;
|sniper=nobo |sniperflag=kr&lt;br /&gt;
|spy=Kimjo |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Tigers 2021&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Monkey Highlander&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: master yoga&amp;lt;/br&amp;gt;&lt;br /&gt;
Disqualified: Specimens&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The fourth ATF2L season saw league administrator Ducks stepping down. Accordingly, the previous PR Manager, Fade, stepped up in his place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:ATF2L_S4.png&amp;diff=68066</id>
		<title>File:ATF2L S4.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:ATF2L_S4.png&amp;diff=68066"/>
		<updated>2022-10-31T02:52:33Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68065</id>
		<title>ATF2L Highlander Season 3</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68065"/>
		<updated>2022-10-31T02:49:58Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Platinum Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 3&lt;br /&gt;
|image= ATF2L S3.jpg&lt;br /&gt;
|caption= ATF2L Highlander Season 3&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 10 July 2021&lt;br /&gt;
|edate = 11 October 2021&lt;br /&gt;
|totalteams = 17&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season35.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Cascade&lt;br /&gt;
|map3=Coalplant&lt;br /&gt;
|map4=Mountainlab&lt;br /&gt;
|map5=Product&lt;br /&gt;
|map6=Ramjam&lt;br /&gt;
|map7=Steel&lt;br /&gt;
|map8=Swiftwater&lt;br /&gt;
|map9=Upward&lt;br /&gt;
|map10=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 2&lt;br /&gt;
|previouslabel= Season 2&lt;br /&gt;
|next= ATF2L Highlander Season 4&lt;br /&gt;
|nextlabel= Season 4&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 3''' was the third season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 10th of July, 2021 to the 11th of October, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Ramjam|koth_ramjam_rc1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f5}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=Hage |scoutflag=sg&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=mermaripop |pyroflag=my&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=nil |medicflag=hk&lt;br /&gt;
|sniper=Lisa |sniperflag=sg&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Asian Disappointments&lt;br /&gt;
|scout=itachi |scoutflag=sg&lt;br /&gt;
|soldier=Wolfy |soldierflag=sg&lt;br /&gt;
|pyro=Aswero21 |pyroflag=sg&lt;br /&gt;
|demoman=jyn |demomanflag=sg&lt;br /&gt;
|heavy=Haskell |heavyflag=sg&lt;br /&gt;
|engineer=Patch |engineerflag=ph&lt;br /&gt;
|medic=Maxii2K |medicflag=ph&lt;br /&gt;
|sniper=Winter |sniperflag=th&lt;br /&gt;
|spy=sno. |spyflag=sg&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=verty |scoutflag=sg&lt;br /&gt;
|soldier=saint |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=wompah |engineerflag=vietnam&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Ambulas Reborn&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Asian Disappointments&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: AluminaiX&amp;lt;/br&amp;gt;&lt;br /&gt;
Sixth Place: Monkey Highlander&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68064</id>
		<title>ATF2L Highlander Season 3</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68064"/>
		<updated>2022-10-31T02:49:36Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Platinum Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 3&lt;br /&gt;
|image= ATF2L S3.jpg&lt;br /&gt;
|caption= ATF2L Highlander Season 3&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 10 July 2021&lt;br /&gt;
|edate = 11 October 2021&lt;br /&gt;
|totalteams = 17&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season35.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Cascade&lt;br /&gt;
|map3=Coalplant&lt;br /&gt;
|map4=Mountainlab&lt;br /&gt;
|map5=Product&lt;br /&gt;
|map6=Ramjam&lt;br /&gt;
|map7=Steel&lt;br /&gt;
|map8=Swiftwater&lt;br /&gt;
|map9=Upward&lt;br /&gt;
|map10=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 2&lt;br /&gt;
|previouslabel= Season 2&lt;br /&gt;
|next= ATF2L Highlander Season 4&lt;br /&gt;
|nextlabel= Season 4&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 3''' was the third season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 10th of July, 2021 to the 11th of October, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Ramjam|koth_ramjam_rc1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f5}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=Hage |scoutflag=sg&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=mermaripop |pyroflag=my&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=nil |medicflag=hk&lt;br /&gt;
|sniper=Lisa |sniperflag=sg&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Asian Disappointments&lt;br /&gt;
|scout=itachi |scoutflag=sg&lt;br /&gt;
|soldier=Wolfy |soldierflag=sg&lt;br /&gt;
|pyro=Aswero21 |pyroflag=sg&lt;br /&gt;
|demoman=jyn |demomanflag=sg&lt;br /&gt;
|heavy=Haskell |heavyflag=sg&lt;br /&gt;
|engineer=Patch |engineerflag=ph&lt;br /&gt;
|medic=Maxii2K |medicflag=ph&lt;br /&gt;
|sniper=Winter |sniperflag=th&lt;br /&gt;
|spy=sno. |spyflag=sg&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=verty |scoutflag=sg&lt;br /&gt;
|soldier=saint |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=wompah |engineerflag=veitnam&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Ambulas Reborn&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Asian Disappointments&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: AluminaiX&amp;lt;/br&amp;gt;&lt;br /&gt;
Sixth Place: Monkey Highlander&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68063</id>
		<title>ATF2L Highlander Season 3</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_3&amp;diff=68063"/>
		<updated>2022-10-30T02:40:32Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 3&lt;br /&gt;
|image= ATF2L S3.jpg&lt;br /&gt;
|caption= ATF2L Highlander Season 3&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 10 July 2021&lt;br /&gt;
|edate = 11 October 2021&lt;br /&gt;
|totalteams = 17&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season35.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Cascade&lt;br /&gt;
|map3=Coalplant&lt;br /&gt;
|map4=Mountainlab&lt;br /&gt;
|map5=Product&lt;br /&gt;
|map6=Ramjam&lt;br /&gt;
|map7=Steel&lt;br /&gt;
|map8=Swiftwater&lt;br /&gt;
|map9=Upward&lt;br /&gt;
|map10=Warmtic&lt;br /&gt;
|previous= ATF2L Highlander Season 2&lt;br /&gt;
|previouslabel= Season 2&lt;br /&gt;
|next= ATF2L Highlander Season 4&lt;br /&gt;
|nextlabel= Season 4&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 3''' was the third season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 10th of July, 2021 to the 11th of October, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Mountainlab|cp_prolab_b1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Ramjam|koth_ramjam_rc1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel_f4}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Warmtic|koth_warmtic_f5}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=Hage |scoutflag=sg&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=mermaripop |pyroflag=my&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=nil |medicflag=hk&lt;br /&gt;
|sniper=Lisa |sniperflag=sg&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Asian Disappointments&lt;br /&gt;
|scout=itachi |scoutflag=sg&lt;br /&gt;
|soldier=Wolfy |soldierflag=sg&lt;br /&gt;
|pyro=Aswero21 |pyroflag=sg&lt;br /&gt;
|demoman=jyn |demomanflag=sg&lt;br /&gt;
|heavy=Haskell |heavyflag=sg&lt;br /&gt;
|engineer=Patch |engineerflag=ph&lt;br /&gt;
|medic=Maxii2K |medicflag=ph&lt;br /&gt;
|sniper=Wintere |sniperflag=th&lt;br /&gt;
|spy=sno. |spyflag=sg&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=verty |scoutflag=sg&lt;br /&gt;
|soldier=saint |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=wompah |engineerflag=veitnam&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Ambulas Reborn&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Asian Disappointments&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: AluminaiX&amp;lt;/br&amp;gt;&lt;br /&gt;
Sixth Place: Monkey Highlander&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68062</id>
		<title>ATF2L Highlander Season 2</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68062"/>
		<updated>2022-10-30T02:22:11Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 2&lt;br /&gt;
|image= ATF2L S2.png&lt;br /&gt;
|caption= ATF2L Highlander Season 2&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 18 April 2021&lt;br /&gt;
|edate = 12 July 2021&lt;br /&gt;
|totalteams = 19&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season34.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Bagel&lt;br /&gt;
|map3=Barnblitz&lt;br /&gt;
|map4=Cascade&lt;br /&gt;
|map5=Clearcut&lt;br /&gt;
|map6=Coalplant&lt;br /&gt;
|map7=Product&lt;br /&gt;
|map8=Steel&lt;br /&gt;
|map9=Swiftwater&lt;br /&gt;
|map10=Upward&lt;br /&gt;
|previous= ATF2L Highlander Season 1&lt;br /&gt;
|previouslabel= Season 1&lt;br /&gt;
|next= ATF2L Highlander Season 3&lt;br /&gt;
|nextlabel= Season 3&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 2''' was the second season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 18th of April, 2021 to the 12th of July, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc3}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_barnblitz_pro6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=cezyse |scoutflag=Macau&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=Shiko- |pyroflag=kr&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Cody |engineerflag=vietnam&lt;br /&gt;
|medic=moonchild |medicflag=sg&lt;br /&gt;
|sniper=Kyo. |sniperflag=hk&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Klass 9&lt;br /&gt;
|scout=Wolfy |scoutflag=sg&lt;br /&gt;
|soldier=w4lker |soldierflag=sg&lt;br /&gt;
|pyro=Spartan117 |pyroflag=sg&lt;br /&gt;
|demoman=Gale |demomanflag=in&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Carnival |medicflag=in&lt;br /&gt;
|sniper=Clashe |sniperflag=sg&lt;br /&gt;
|spy=rattle |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Tissueman |scoutflag=maldives&lt;br /&gt;
|soldier=verty |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=Lexycore |engineerflag=sg&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Plan To Somewhat Disappoint&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=Blauwr |soldierflag=sg&lt;br /&gt;
|pyro=dy/dx |pyroflag=my&lt;br /&gt;
|demoman=Karma |demomanflag=my&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=cj31 |engineerflag=ph&lt;br /&gt;
|medic=Rahmed |medicflag=uk&lt;br /&gt;
|sniper=CheongYang |sniperflag=kr&lt;br /&gt;
|spy=hoyehh |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: sausage&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Klass 9&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Plan To Somewhat Disappoint&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The second ATF2L season saw [[UGC]] Admin Clari-tea remaining as the head administrator of the league. Ducks was hired in place of submarine, who stepped down after the end of the previous season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:ATF2L_S3.jpg&amp;diff=68061</id>
		<title>File:ATF2L S3.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:ATF2L_S3.jpg&amp;diff=68061"/>
		<updated>2022-10-30T02:19:57Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68060</id>
		<title>ATF2L Highlander Season 2</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68060"/>
		<updated>2022-10-30T02:14:08Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Winners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 2&lt;br /&gt;
|image= ATF2L S2.png&lt;br /&gt;
|caption= ATF2L Highlander Season 2&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 18 April 2021&lt;br /&gt;
|edate = 21 July 2021&lt;br /&gt;
|totalteams = 19&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season34.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Bagel&lt;br /&gt;
|map3=Barnblitz&lt;br /&gt;
|map4=Cascade&lt;br /&gt;
|map5=Clearcut&lt;br /&gt;
|map6=Coalplant&lt;br /&gt;
|map7=Product&lt;br /&gt;
|map8=Steel&lt;br /&gt;
|map9=Swiftwater&lt;br /&gt;
|map10=Upward&lt;br /&gt;
|previous= ATF2L Highlander Season 1&lt;br /&gt;
|previouslabel= Season 1&lt;br /&gt;
|next= ATF2L Highlander Season 3&lt;br /&gt;
|nextlabel= Season 3&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 2''' was the second season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 18th of April, 2021 to the 12th of July, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc3}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_barnblitz_pro6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platinum Division==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=cezyse |scoutflag=Macau&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=Shiko- |pyroflag=kr&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Cody |engineerflag=vietnam&lt;br /&gt;
|medic=moonchild |medicflag=sg&lt;br /&gt;
|sniper=Kyo. |sniperflag=hk&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Klass 9&lt;br /&gt;
|scout=Wolfy |scoutflag=sg&lt;br /&gt;
|soldier=w4lker |soldierflag=sg&lt;br /&gt;
|pyro=Spartan117 |pyroflag=sg&lt;br /&gt;
|demoman=Gale |demomanflag=in&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Carnival |medicflag=in&lt;br /&gt;
|sniper=Clashe |sniperflag=sg&lt;br /&gt;
|spy=rattle |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Tissueman |scoutflag=maldives&lt;br /&gt;
|soldier=verty |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=Lexycore |engineerflag=sg&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Plan To Somewhat Disappoint&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=Blauwr |soldierflag=sg&lt;br /&gt;
|pyro=dy/dx |pyroflag=my&lt;br /&gt;
|demoman=Karma |demomanflag=my&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=cj31 |engineerflag=ph&lt;br /&gt;
|medic=Rahmed |medicflag=uk&lt;br /&gt;
|sniper=CheongYang |sniperflag=kr&lt;br /&gt;
|spy=hoyehh |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: sausage&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Klass 9&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Plan To Somewhat Disappoint&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The second ATF2L season saw [[UGC]] Admin Clari-tea remaining as the head administrator of the league. Ducks was hired in place of submarine, who stepped down after the end of the previous season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68059</id>
		<title>ATF2L Highlander Season 2</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68059"/>
		<updated>2022-10-30T02:13:43Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 2&lt;br /&gt;
|image= ATF2L S2.png&lt;br /&gt;
|caption= ATF2L Highlander Season 2&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 18 April 2021&lt;br /&gt;
|edate = 21 July 2021&lt;br /&gt;
|totalteams = 19&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season34.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Bagel&lt;br /&gt;
|map3=Barnblitz&lt;br /&gt;
|map4=Cascade&lt;br /&gt;
|map5=Clearcut&lt;br /&gt;
|map6=Coalplant&lt;br /&gt;
|map7=Product&lt;br /&gt;
|map8=Steel&lt;br /&gt;
|map9=Swiftwater&lt;br /&gt;
|map10=Upward&lt;br /&gt;
|previous= ATF2L Highlander Season 1&lt;br /&gt;
|previouslabel= Season 1&lt;br /&gt;
|next= ATF2L Highlander Season 3&lt;br /&gt;
|nextlabel= Season 3&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 2''' was the second season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 18th of April, 2021 to the 12th of July, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc3}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_barnblitz_pro6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Winners==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=cezyse |scoutflag=Macau&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=Shiko- |pyroflag=kr&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Cody |engineerflag=vietnam&lt;br /&gt;
|medic=moonchild |medicflag=sg&lt;br /&gt;
|sniper=Kyo. |sniperflag=hk&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Klass 9&lt;br /&gt;
|scout=Wolfy |scoutflag=sg&lt;br /&gt;
|soldier=w4lker |soldierflag=sg&lt;br /&gt;
|pyro=Spartan117 |pyroflag=sg&lt;br /&gt;
|demoman=Gale |demomanflag=in&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Carnival |medicflag=in&lt;br /&gt;
|sniper=Clashe |sniperflag=sg&lt;br /&gt;
|spy=rattle |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Tissueman |scoutflag=maldives&lt;br /&gt;
|soldier=verty |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=Lexycore |engineerflag=sg&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Plan To Somewhat Disappoint&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=Blauwr |soldierflag=sg&lt;br /&gt;
|pyro=dy/dx |pyroflag=my&lt;br /&gt;
|demoman=Karma |demomanflag=my&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=cj31 |engineerflag=ph&lt;br /&gt;
|medic=Rahmed |medicflag=uk&lt;br /&gt;
|sniper=CheongYang |sniperflag=kr&lt;br /&gt;
|spy=hoyehh |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
First Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: sausage&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Klass 9&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Plan To Somewhat Disappoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The second ATF2L season saw [[UGC]] Admin Clari-tea remaining as the head administrator of the league. Ducks was hired in place of submarine, who stepped down after the end of the previous season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68058</id>
		<title>ATF2L Highlander Season 2</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ATF2L_Highlander_Season_2&amp;diff=68058"/>
		<updated>2022-10-29T03:34:06Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Season&lt;br /&gt;
|name= ATF2L Highlander Season 2&lt;br /&gt;
|image= ATF2L S2.png&lt;br /&gt;
|caption= ATF2L Highlander Season 2&lt;br /&gt;
|series= ATF2L Highlander&lt;br /&gt;
|organizer= [[ATF2L]]&lt;br /&gt;
|sponsor= &lt;br /&gt;
|gamemode= Highlander&lt;br /&gt;
|format=Round Robin Group&amp;lt;br /&amp;gt;&lt;br /&gt;
Top 4 Double Elimination Playoffs (Bo3)&lt;br /&gt;
|type = Online&lt;br /&gt;
|country = Asia&lt;br /&gt;
|prizepool= &lt;br /&gt;
|date =&lt;br /&gt;
|sdate = 18 April 2021&lt;br /&gt;
|edate = 21 July 2021&lt;br /&gt;
|totalteams = 19&lt;br /&gt;
|bestplayer =&lt;br /&gt;
|web=https://www.ugcleague.com/rankings_atf2h_season34.cfm&lt;br /&gt;
|archive=&lt;br /&gt;
|brackets=&lt;br /&gt;
|map1=Badwater&lt;br /&gt;
|map2=Bagel&lt;br /&gt;
|map3=Barnblitz&lt;br /&gt;
|map4=Cascade&lt;br /&gt;
|map5=Clearcut&lt;br /&gt;
|map6=Coalplant&lt;br /&gt;
|map7=Product&lt;br /&gt;
|map8=Steel&lt;br /&gt;
|map9=Swiftwater&lt;br /&gt;
|map10=Upward&lt;br /&gt;
|next= ATF2L Highlander Season 3&lt;br /&gt;
|nextlabel= Season 3&lt;br /&gt;
|footnotes=&lt;br /&gt;
}} &lt;br /&gt;
'''ATF2L Highlander Season 2''' was the second season of ATF2L Highlander. The season was split into three leagues (Steel, Silver, and Platinum) and was held across Asia from the 18th of April, 2021 to the 12th of July, 2021.&lt;br /&gt;
&lt;br /&gt;
== Map pool ==&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{MapCard |Badwater|pl_prowater_b12}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Bagel|koth_bagel_rc3}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Barnblitz|pl_barnblitz_pro6}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Cascade|koth_cascade_v2_b5}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Clearcut|koth_clearcut_b15d}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Coalplant|koth_coalplant_b8}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Product|koth_product_rcx}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Steel|cp_steel}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Swiftwater|pl_swiftwater_final1}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{MapCard |Upward|pl_upward}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = 1&lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = 1&lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = 1&lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = &lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = 1&lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = 1&lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon's Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = 1&lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = 1&lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = 1&lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = 1&lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = 1&lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = 1&lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit =&lt;br /&gt;
| Wrangler = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = 1&lt;br /&gt;
| Vaccinator = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = 1&lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = &lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Participants====&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Daybreak&lt;br /&gt;
|scout=Jinni |scoutflag=kr&lt;br /&gt;
|soldier=Baxter |soldierflag=kr&lt;br /&gt;
|pyro=Samyang |pyroflag=kr&lt;br /&gt;
|demoman=whistie |demomanflag=kr&lt;br /&gt;
|heavy=oclock |heavyflag=kr&lt;br /&gt;
|engineer=Kaleido |engineerflag=kr&lt;br /&gt;
|medic=rag |medicflag=kr&lt;br /&gt;
|sniper=peekaf |sniperflag=kr&lt;br /&gt;
|spy=Log |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=sausage&lt;br /&gt;
|scout=cezyse |scoutflag=Macau&lt;br /&gt;
|soldier=n4ver |soldierflag=sg&lt;br /&gt;
|pyro=Shiko- |pyroflag=kr&lt;br /&gt;
|demoman=Gh0sty™ |demomanflag=vietnam&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=Cody |engineerflag=vietnam&lt;br /&gt;
|medic=moonchild |medicflag=sg&lt;br /&gt;
|sniper=Kyo. |sniperflag=hk&lt;br /&gt;
|spy=Sedna |spyflag=kr&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Klass 9&lt;br /&gt;
|scout=Wolfy |scoutflag=sg&lt;br /&gt;
|soldier=w4lker |soldierflag=sg&lt;br /&gt;
|pyro=Spartan117 |pyroflag=sg&lt;br /&gt;
|demoman=Gale |demomanflag=in&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=Fade |engineerflag=sg&lt;br /&gt;
|medic=Carnival |medicflag=in&lt;br /&gt;
|sniper=Clashe |sniperflag=sg&lt;br /&gt;
|spy=rattle |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Retirement Club&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Tissueman |scoutflag=maldives&lt;br /&gt;
|soldier=verty |soldierflag=sg&lt;br /&gt;
|pyro=n. joy |pyroflag=sg&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=CH |heavyflag=sg&lt;br /&gt;
|engineer=Lexycore |engineerflag=sg&lt;br /&gt;
|medic=cylics |medicflag=my&lt;br /&gt;
|sniper=Shizzy |sniperflag=id&lt;br /&gt;
|spy=Hexeh |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Plan To Somewhat Disappoint&lt;br /&gt;
|image=&lt;br /&gt;
|scout=Starling |scoutflag=hk&lt;br /&gt;
|soldier=Blauwr |soldierflag=sg&lt;br /&gt;
|pyro=dy/dx |pyroflag=my&lt;br /&gt;
|demoman=Karma |demomanflag=my&lt;br /&gt;
|heavy=Davka |heavyflag=mongolia&lt;br /&gt;
|engineer=cj31 |engineerflag=ph&lt;br /&gt;
|medic=Rahmed |medicflag=uk&lt;br /&gt;
|sniper=CheongYang |sniperflag=kr&lt;br /&gt;
|spy=hoyehh |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
==== Results ====&lt;br /&gt;
First Place: Daybreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: sausage&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Klass 9&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Retirement Club&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Plan To Somewhat Disappoint&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
====Participants====&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Plan B&lt;br /&gt;
|scout=kook |scoutflag=in&lt;br /&gt;
|soldier=Spud |soldierflag=sg&lt;br /&gt;
|pyro=mutwo |pyroflag=my&lt;br /&gt;
|demoman=b0rk |demomanflag=sg&lt;br /&gt;
|heavy=Luv |heavyflag=th&lt;br /&gt;
|engineer=cj31 |engineerflag=ph&lt;br /&gt;
|medic=iFun |medicflag=ph&lt;br /&gt;
|sniper=Foxrain |sniperflag=kr&lt;br /&gt;
|spy=hoyehh |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Asian Disappointments&lt;br /&gt;
|scout=Jennie |scoutflag=th&lt;br /&gt;
|soldier=catman |soldierflag=sg&lt;br /&gt;
|pyro=Aswero |pyroflag=sg&lt;br /&gt;
|demoman=jyn. |demomanflag=sg&lt;br /&gt;
|heavy=antigone |heavyflag=sg&lt;br /&gt;
|engineer=Patch |engineerflag=ph&lt;br /&gt;
|medic=Maxii2K |medicflag=ph&lt;br /&gt;
|sniper=Winter |sniperflag=th&lt;br /&gt;
|spy=sno. |spyflag=sg&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Southeast Realm&lt;br /&gt;
|scout=Flazie |scoutflag=my&lt;br /&gt;
|soldier=Mytrle |soldierflag=id&lt;br /&gt;
|pyro=Tootooru |pyroflag=id&lt;br /&gt;
|demoman=Snoopy |demomanflag=th&lt;br /&gt;
|heavy=KEGAMAN |heavyflag=tw&lt;br /&gt;
|engineer=Spymemes |engineerflag=kr&lt;br /&gt;
|medic=Rainnyy |medicflag=th&lt;br /&gt;
|sniper=Borne |sniperflag=la&lt;br /&gt;
|spy=C. Taunts |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Midget Apples 2.0&lt;br /&gt;
|image=&lt;br /&gt;
|scout=jub |scoutflag=my&lt;br /&gt;
|soldier=dax |soldierflag=hk&lt;br /&gt;
|pyro=buh |pyroflag=id&lt;br /&gt;
|demoman=B10odf3ud |demomanflag=hk&lt;br /&gt;
|heavy=aaron |heavyflag=sg&lt;br /&gt;
|engineer=Sherlock |engineerflag=id&lt;br /&gt;
|medic=Effixion |medicflag=sg&lt;br /&gt;
|sniper=Muff3n |sniperflag=jp&lt;br /&gt;
|spy=Drizzel |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
==== Results ====&lt;br /&gt;
First Place: Plan B&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Asian Disappointments&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: Southeast Realm&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Midget Apples 2.0&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Steel initially started with 6 teams at the beginning of the season. However, Asian Marauders dropped out midway though the season.&lt;br /&gt;
&lt;br /&gt;
====Participants====&lt;br /&gt;
{{box|start}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=tf2brobruh&lt;br /&gt;
|scout=vers |scoutflag=id&lt;br /&gt;
|soldier=avan |soldierflag=hk&lt;br /&gt;
|pyro=bo |pyroflag=my&lt;br /&gt;
|demoman=Killua |demomanflag=ph&lt;br /&gt;
|heavy=Bacon |heavyflag=ph&lt;br /&gt;
|engineer=Celestia |engineerflag=my&lt;br /&gt;
|medic=NikoCakep |medicflag=my&lt;br /&gt;
|sniper=kaldoz |sniperflag=sg&lt;br /&gt;
|spy=Wellson |spyflag=id&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Black Gaming BLACK&lt;br /&gt;
|scout=hobbes |scoutflag=hk&lt;br /&gt;
|soldier=jc |soldierflag=my&lt;br /&gt;
|pyro=zer0 |pyroflag=sg&lt;br /&gt;
|demoman=Gong |demomanflag=my&lt;br /&gt;
|heavy=kooh |heavyflag=sg&lt;br /&gt;
|engineer=mao |engineerflag=hk&lt;br /&gt;
|medic=spade |medicflag=ph&lt;br /&gt;
|sniper=yuki |sniperflag=in&lt;br /&gt;
|spy=EclypH |spyflag=vn&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=KiNGSMEN&lt;br /&gt;
|scout=yuzuyuri |scoutflag=ph&lt;br /&gt;
|soldier=Dubs |soldierflag=ph&lt;br /&gt;
|pyro=Zeus |pyroflag=ph&lt;br /&gt;
|demoman=Kiyo |demomanflag=ph&lt;br /&gt;
|heavy=Papi |heavyflag=bd&lt;br /&gt;
|engineer=Dawn |engineerflag=ph&lt;br /&gt;
|medic=zenpa1 |medicflag=ph&lt;br /&gt;
|sniper=Ravex |sniperflag=ph&lt;br /&gt;
|spy=Raykhra |spyflag=th&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Still thinking a name&lt;br /&gt;
|image=&lt;br /&gt;
|scout=StealthWoosh |scoutflag=id&lt;br /&gt;
|soldier=Rayno |soldierflag=my&lt;br /&gt;
|pyro=Samdshrew |pyroflag=ph&lt;br /&gt;
|demoman=Raff |demomanflag=ph&lt;br /&gt;
|heavy=Veemoxd |heavyflag=id&lt;br /&gt;
|engineer=Smark123 |engineerflag=ph&lt;br /&gt;
|medic=Mrbacon |medicflag=ph&lt;br /&gt;
|sniper=Nico |sniperflag=ph&lt;br /&gt;
|spy=Cace |spyflag=my&lt;br /&gt;
}}&lt;br /&gt;
{{box|break}}&lt;br /&gt;
{{HLTeamCard&lt;br /&gt;
|team=Earth Eater Alliance&lt;br /&gt;
|image=&lt;br /&gt;
|scout=CrocAcpa |scoutflag=tw&lt;br /&gt;
|soldier=Eggta |soldierflag=tw&lt;br /&gt;
|pyro=Alze |pyroflag=tw&lt;br /&gt;
|demoman=Guy |demomanflag=tw&lt;br /&gt;
|heavy=Nebula |heavyflag=tw&lt;br /&gt;
|engineer=PaiTei |engineerflag=tw&lt;br /&gt;
|medic=Sinsky |medicflag=tw&lt;br /&gt;
|sniper=DD |sniperflag=tw&lt;br /&gt;
|spy=Duck |spyflag=tw&lt;br /&gt;
}}&lt;br /&gt;
{{box|end}}&lt;br /&gt;
&lt;br /&gt;
==== Results ====&lt;br /&gt;
First Place: tf2brobruh&amp;lt;/br&amp;gt;&lt;br /&gt;
Second Place: Black Gaming BLACK&amp;lt;/br&amp;gt;&lt;br /&gt;
Third Place: KiNGSMEN&amp;lt;/br&amp;gt;&lt;br /&gt;
Fourth Place: Still thinking a name&amp;lt;/br&amp;gt;&lt;br /&gt;
Fifth Place: Earth Eater Alliance&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
The inaugural ATF2L season saw [[UGC]] Admin Clari-tea stepping up as the head administrator of the league. Before the start of the season, Clari-tea went on to hire Sedna and subsequently submarine as admins of ATF2L. The two would subsequently become division administrators of the Platinum and Silver division respectively, while the head admin himself was entrusted to the Steel division.&lt;br /&gt;
&lt;br /&gt;
===Pre-season===&lt;br /&gt;
Now admin Sedna was mainly in charge of deciding the map pool and whitelist of the season, taking inspiration from [[ETF2L]]. Notably, he opted to ban the [[Fists of Steel]] and add [[Warmtic]] and [[Coalplant]] into the map rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}&lt;br /&gt;
[[Category:ATF2L competitions]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:ATF2L_S2.png&amp;diff=66770</id>
		<title>File:ATF2L S2.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:ATF2L_S2.png&amp;diff=66770"/>
		<updated>2021-12-29T02:27:37Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Product&amp;diff=66769</id>
		<title>Product</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Product&amp;diff=66769"/>
		<updated>2021-12-29T02:10:44Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Behind point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=koth&lt;br /&gt;
|filename=koth_product_rcx&lt;br /&gt;
|version=Release Candidate 10&lt;br /&gt;
|author1=Maxime &amp;quot;Fubar&amp;quot; Dupuis&lt;br /&gt;
|author1steam=76561197999878878&lt;br /&gt;
|author2=bubblebobbler&lt;br /&gt;
|author2steam=76561198001243486&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=&lt;br /&gt;
|updated=6 May 2018&lt;br /&gt;
|official=&lt;br /&gt;
&lt;br /&gt;
|gamemode1=4v4&lt;br /&gt;
|gamemode2=6v6&lt;br /&gt;
|gamemode3=hl&lt;br /&gt;
|adapted=Viaduct&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/koth_product_rcx.bsp.bz2&lt;br /&gt;
|workshop=454272353&lt;br /&gt;
|tf2maps=26648&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=25773&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=&lt;br /&gt;
|officialwiki2=Product_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_product_rcx''' is the most recent version of '''koth_product''', formerly known as '''koth_viaduct_pro'''. This map is a competitive version of koth_viaduct, a stock TF2 map.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Product was created from the original Viaduct map, without snow to maximize performance and with improved mechanics to balance it in competitive play. The map has gone through many iterations in its lifetime and is still actively supported and updated by the mappers.&amp;lt;ref&amp;gt;https://dl.dropboxusercontent.com/u/5181650/product.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The map was posted onto the Steam Team Fortress 2 Map Workshop&amp;lt;ref&amp;gt;http://steamcommunity.com/sharedfiles/filedetails/?id=454272353&amp;lt;/ref&amp;gt; the day after the Map Workshop had opened for Team Fortress 2.&amp;lt;ref&amp;gt;http://www.teamfortress.com/post.php?id=17092&amp;lt;/ref&amp;gt; The submission of the map caused the renaming of the map in fear that Valve may not accept the map as the name would be too similar to the stock map.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
koth_product is used commonly in [[Highlander]], [[6v6]] and [[4v4]]. This map is the most common King of the Hill map in [[6v6]], though other maps such as [[Coalplant]] / [[Ashville]] are sometimes played.&lt;br /&gt;
In 6v6 teams are often seen running full time sniper on this map because the sight lines and terrain on the map offer the class an advantage not seen in other maps. Heavy is also used sometimes to deny enemy team bombers.&lt;br /&gt;
{{Viaduct/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — The middle point&lt;br /&gt;
 | image = koth pro viaduct 1.png&lt;br /&gt;
 | area1 = Cliff | x1=731px | y1=147px&lt;br /&gt;
 | area2 = China | x2=475px | y2=135px&lt;br /&gt;
 | area3 = Grass | x3=45px | y3=207px&lt;br /&gt;
 | area4 = Right | x4=551px | y4=197px&lt;br /&gt;
 | area5 = Main | x5=288px | y5=224px&lt;br /&gt;
 | area6 = Valley | x6=514px | y6=253px&lt;br /&gt;
 | area7 = Rock | x7=426px | y7=260px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Stairs ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Stair area&lt;br /&gt;
 | image = koth pro viaduct 2.png&lt;br /&gt;
 | area1 = Rock | x1=404px | y1=2px&lt;br /&gt;
 | area2 = Point | x2=299px | y2=35px&lt;br /&gt;
 | area3 = Connector | x3=189px | y3=177px&lt;br /&gt;
 | area4 = Concrete | x4=331px | y4=224px&lt;br /&gt;
 | area5 = Stairs | x5=448px | y5=347px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Behind point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Behind the point&lt;br /&gt;
 | image = koth pro viaduct 3.png&lt;br /&gt;
 | area1 = Cliff | x1=707px | y1=76px&lt;br /&gt;
 | area2 = China | x2=460px | y2=90px&lt;br /&gt;
 | area3 = House | x3=498px | y3=220px&lt;br /&gt;
 | area4 = Grass | x4=30px | y4=214px&lt;br /&gt;
 | area5 = Window | x5=730px | y5=289px&lt;br /&gt;
 | area6 = Japan | x6=230px | y6=120px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Product&amp;diff=66768</id>
		<title>Product</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Product&amp;diff=66768"/>
		<updated>2021-12-29T02:09:59Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Behind point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=koth&lt;br /&gt;
|filename=koth_product_rcx&lt;br /&gt;
|version=Release Candidate 10&lt;br /&gt;
|author1=Maxime &amp;quot;Fubar&amp;quot; Dupuis&lt;br /&gt;
|author1steam=76561197999878878&lt;br /&gt;
|author2=bubblebobbler&lt;br /&gt;
|author2steam=76561198001243486&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=&lt;br /&gt;
|updated=6 May 2018&lt;br /&gt;
|official=&lt;br /&gt;
&lt;br /&gt;
|gamemode1=4v4&lt;br /&gt;
|gamemode2=6v6&lt;br /&gt;
|gamemode3=hl&lt;br /&gt;
|adapted=Viaduct&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/koth_product_rcx.bsp.bz2&lt;br /&gt;
|workshop=454272353&lt;br /&gt;
|tf2maps=26648&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=25773&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=&lt;br /&gt;
|officialwiki2=Product_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_product_rcx''' is the most recent version of '''koth_product''', formerly known as '''koth_viaduct_pro'''. This map is a competitive version of koth_viaduct, a stock TF2 map.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Product was created from the original Viaduct map, without snow to maximize performance and with improved mechanics to balance it in competitive play. The map has gone through many iterations in its lifetime and is still actively supported and updated by the mappers.&amp;lt;ref&amp;gt;https://dl.dropboxusercontent.com/u/5181650/product.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The map was posted onto the Steam Team Fortress 2 Map Workshop&amp;lt;ref&amp;gt;http://steamcommunity.com/sharedfiles/filedetails/?id=454272353&amp;lt;/ref&amp;gt; the day after the Map Workshop had opened for Team Fortress 2.&amp;lt;ref&amp;gt;http://www.teamfortress.com/post.php?id=17092&amp;lt;/ref&amp;gt; The submission of the map caused the renaming of the map in fear that Valve may not accept the map as the name would be too similar to the stock map.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
koth_product is used commonly in [[Highlander]], [[6v6]] and [[4v4]]. This map is the most common King of the Hill map in [[6v6]], though other maps such as [[Coalplant]] / [[Ashville]] are sometimes played.&lt;br /&gt;
In 6v6 teams are often seen running full time sniper on this map because the sight lines and terrain on the map offer the class an advantage not seen in other maps. Heavy is also used sometimes to deny enemy team bombers.&lt;br /&gt;
{{Viaduct/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — The middle point&lt;br /&gt;
 | image = koth pro viaduct 1.png&lt;br /&gt;
 | area1 = Cliff | x1=731px | y1=147px&lt;br /&gt;
 | area2 = China | x2=475px | y2=135px&lt;br /&gt;
 | area3 = Grass | x3=45px | y3=207px&lt;br /&gt;
 | area4 = Right | x4=551px | y4=197px&lt;br /&gt;
 | area5 = Main | x5=288px | y5=224px&lt;br /&gt;
 | area6 = Valley | x6=514px | y6=253px&lt;br /&gt;
 | area7 = Rock | x7=426px | y7=260px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Stairs ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Stair area&lt;br /&gt;
 | image = koth pro viaduct 2.png&lt;br /&gt;
 | area1 = Rock | x1=404px | y1=2px&lt;br /&gt;
 | area2 = Point | x2=299px | y2=35px&lt;br /&gt;
 | area3 = Connector | x3=189px | y3=177px&lt;br /&gt;
 | area4 = Concrete | x4=331px | y4=224px&lt;br /&gt;
 | area5 = Stairs | x5=448px | y5=347px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Behind point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Behind the point&lt;br /&gt;
 | image = koth pro viaduct 3.png&lt;br /&gt;
 | area1 = Cliff | x1=707px | y1=76px&lt;br /&gt;
 | area2 = China | x2=460px | y2=90px&lt;br /&gt;
 | area3 = House | x3=498px | y3=220px&lt;br /&gt;
 | area4 = Main | x4=445px | y4=399px&lt;br /&gt;
 | area5 = Grass | x5=30px | y5=214px&lt;br /&gt;
 | area6 = Window | x6=730px | y6=289px&lt;br /&gt;
 | area7 = Japan | x7=230px | y7=120px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Product&amp;diff=66767</id>
		<title>Product</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Product&amp;diff=66767"/>
		<updated>2021-12-29T02:08:03Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Stairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=koth&lt;br /&gt;
|filename=koth_product_rcx&lt;br /&gt;
|version=Release Candidate 10&lt;br /&gt;
|author1=Maxime &amp;quot;Fubar&amp;quot; Dupuis&lt;br /&gt;
|author1steam=76561197999878878&lt;br /&gt;
|author2=bubblebobbler&lt;br /&gt;
|author2steam=76561198001243486&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=&lt;br /&gt;
|updated=6 May 2018&lt;br /&gt;
|official=&lt;br /&gt;
&lt;br /&gt;
|gamemode1=4v4&lt;br /&gt;
|gamemode2=6v6&lt;br /&gt;
|gamemode3=hl&lt;br /&gt;
|adapted=Viaduct&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/koth_product_rcx.bsp.bz2&lt;br /&gt;
|workshop=454272353&lt;br /&gt;
|tf2maps=26648&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=25773&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=&lt;br /&gt;
|officialwiki2=Product_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_product_rcx''' is the most recent version of '''koth_product''', formerly known as '''koth_viaduct_pro'''. This map is a competitive version of koth_viaduct, a stock TF2 map.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Product was created from the original Viaduct map, without snow to maximize performance and with improved mechanics to balance it in competitive play. The map has gone through many iterations in its lifetime and is still actively supported and updated by the mappers.&amp;lt;ref&amp;gt;https://dl.dropboxusercontent.com/u/5181650/product.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The map was posted onto the Steam Team Fortress 2 Map Workshop&amp;lt;ref&amp;gt;http://steamcommunity.com/sharedfiles/filedetails/?id=454272353&amp;lt;/ref&amp;gt; the day after the Map Workshop had opened for Team Fortress 2.&amp;lt;ref&amp;gt;http://www.teamfortress.com/post.php?id=17092&amp;lt;/ref&amp;gt; The submission of the map caused the renaming of the map in fear that Valve may not accept the map as the name would be too similar to the stock map.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
koth_product is used commonly in [[Highlander]], [[6v6]] and [[4v4]]. This map is the most common King of the Hill map in [[6v6]], though other maps such as [[Coalplant]] / [[Ashville]] are sometimes played.&lt;br /&gt;
In 6v6 teams are often seen running full time sniper on this map because the sight lines and terrain on the map offer the class an advantage not seen in other maps. Heavy is also used sometimes to deny enemy team bombers.&lt;br /&gt;
{{Viaduct/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — The middle point&lt;br /&gt;
 | image = koth pro viaduct 1.png&lt;br /&gt;
 | area1 = Cliff | x1=731px | y1=147px&lt;br /&gt;
 | area2 = China | x2=475px | y2=135px&lt;br /&gt;
 | area3 = Grass | x3=45px | y3=207px&lt;br /&gt;
 | area4 = Right | x4=551px | y4=197px&lt;br /&gt;
 | area5 = Main | x5=288px | y5=224px&lt;br /&gt;
 | area6 = Valley | x6=514px | y6=253px&lt;br /&gt;
 | area7 = Rock | x7=426px | y7=260px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Stairs ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Stair area&lt;br /&gt;
 | image = koth pro viaduct 2.png&lt;br /&gt;
 | area1 = Rock | x1=404px | y1=2px&lt;br /&gt;
 | area2 = Point | x2=299px | y2=35px&lt;br /&gt;
 | area3 = Connector | x3=189px | y3=177px&lt;br /&gt;
 | area4 = Concrete | x4=331px | y4=224px&lt;br /&gt;
 | area5 = Stairs | x5=448px | y5=347px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Behind point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Behind the point&lt;br /&gt;
 | image = koth pro viaduct 3.png&lt;br /&gt;
 | area1 = Cliff | x1=707px | y1=76px&lt;br /&gt;
 | area2 = Bridge | x2=592px | y2=124px&lt;br /&gt;
 | area3 = China | x3=460px | y3=90px&lt;br /&gt;
 | area4 = House | x4=374px | y4=169px&lt;br /&gt;
 | area5 = Main | x5=445px | y5=399px&lt;br /&gt;
 | area6 = Grass | x6=30px | y6=214px&lt;br /&gt;
 | area7 = Right | x7=730px | y7=289px&lt;br /&gt;
 | area8 = Japan | x8=230px | y8=120px&lt;br /&gt;
 | area9 = Porch | x9=498px | y9=220px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Product&amp;diff=66766</id>
		<title>Product</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Product&amp;diff=66766"/>
		<updated>2021-12-29T02:07:44Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Middle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=koth&lt;br /&gt;
|filename=koth_product_rcx&lt;br /&gt;
|version=Release Candidate 10&lt;br /&gt;
|author1=Maxime &amp;quot;Fubar&amp;quot; Dupuis&lt;br /&gt;
|author1steam=76561197999878878&lt;br /&gt;
|author2=bubblebobbler&lt;br /&gt;
|author2steam=76561198001243486&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=&lt;br /&gt;
|updated=6 May 2018&lt;br /&gt;
|official=&lt;br /&gt;
&lt;br /&gt;
|gamemode1=4v4&lt;br /&gt;
|gamemode2=6v6&lt;br /&gt;
|gamemode3=hl&lt;br /&gt;
|adapted=Viaduct&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/koth_product_rcx.bsp.bz2&lt;br /&gt;
|workshop=454272353&lt;br /&gt;
|tf2maps=26648&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=25773&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=&lt;br /&gt;
|officialwiki2=Product_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_product_rcx''' is the most recent version of '''koth_product''', formerly known as '''koth_viaduct_pro'''. This map is a competitive version of koth_viaduct, a stock TF2 map.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Product was created from the original Viaduct map, without snow to maximize performance and with improved mechanics to balance it in competitive play. The map has gone through many iterations in its lifetime and is still actively supported and updated by the mappers.&amp;lt;ref&amp;gt;https://dl.dropboxusercontent.com/u/5181650/product.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The map was posted onto the Steam Team Fortress 2 Map Workshop&amp;lt;ref&amp;gt;http://steamcommunity.com/sharedfiles/filedetails/?id=454272353&amp;lt;/ref&amp;gt; the day after the Map Workshop had opened for Team Fortress 2.&amp;lt;ref&amp;gt;http://www.teamfortress.com/post.php?id=17092&amp;lt;/ref&amp;gt; The submission of the map caused the renaming of the map in fear that Valve may not accept the map as the name would be too similar to the stock map.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
koth_product is used commonly in [[Highlander]], [[6v6]] and [[4v4]]. This map is the most common King of the Hill map in [[6v6]], though other maps such as [[Coalplant]] / [[Ashville]] are sometimes played.&lt;br /&gt;
In 6v6 teams are often seen running full time sniper on this map because the sight lines and terrain on the map offer the class an advantage not seen in other maps. Heavy is also used sometimes to deny enemy team bombers.&lt;br /&gt;
{{Viaduct/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — The middle point&lt;br /&gt;
 | image = koth pro viaduct 1.png&lt;br /&gt;
 | area1 = Cliff | x1=731px | y1=147px&lt;br /&gt;
 | area2 = China | x2=475px | y2=135px&lt;br /&gt;
 | area3 = Grass | x3=45px | y3=207px&lt;br /&gt;
 | area4 = Right | x4=551px | y4=197px&lt;br /&gt;
 | area5 = Main | x5=288px | y5=224px&lt;br /&gt;
 | area6 = Valley | x6=514px | y6=253px&lt;br /&gt;
 | area7 = Rock | x7=426px | y7=260px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Stairs ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Stair area&lt;br /&gt;
 | image = koth pro viaduct 2.png&lt;br /&gt;
 | area1 = Rock | x1=404px | y1=2px&lt;br /&gt;
 | area2 = Point | x2=299px | y2=35px&lt;br /&gt;
 | area3 = Tunnel / Connector | x3=189px | y3=177px&lt;br /&gt;
 | area4 = Concrete | x4=331px | y4=224px&lt;br /&gt;
 | area5 = Stairs | x5=448px | y5=347px&lt;br /&gt;
}}&lt;br /&gt;
=== Behind point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Product — Behind the point&lt;br /&gt;
 | image = koth pro viaduct 3.png&lt;br /&gt;
 | area1 = Cliff | x1=707px | y1=76px&lt;br /&gt;
 | area2 = Bridge | x2=592px | y2=124px&lt;br /&gt;
 | area3 = China | x3=460px | y3=90px&lt;br /&gt;
 | area4 = House | x4=374px | y4=169px&lt;br /&gt;
 | area5 = Main | x5=445px | y5=399px&lt;br /&gt;
 | area6 = Grass | x6=30px | y6=214px&lt;br /&gt;
 | area7 = Right | x7=730px | y7=289px&lt;br /&gt;
 | area8 = Japan | x8=230px | y8=120px&lt;br /&gt;
 | area9 = Porch | x9=498px | y9=220px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Asia_Team_Fortress_2_League&amp;diff=66765</id>
		<title>Asia Team Fortress 2 League</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Asia_Team_Fortress_2_League&amp;diff=66765"/>
		<updated>2021-12-26T03:32:28Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox|header=Under Construction|image=Wrench.png|smalltext=Please bare with us as this page is being built}}&lt;br /&gt;
&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
|shortname= ATF2L&lt;br /&gt;
|fullname= Asia Team Fortress 2 League&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|founder=&lt;br /&gt;
|admin= Clari-tea&lt;br /&gt;
|website= https://www.ugcleague.com/home_atf2h.cfm&lt;br /&gt;
|website2=&lt;br /&gt;
|steam=&lt;br /&gt;
|twitter=&lt;br /&gt;
|facebook=&lt;br /&gt;
|snapchat=&lt;br /&gt;
|youtube=&lt;br /&gt;
|gplus=&lt;br /&gt;
|vk=&lt;br /&gt;
|discord= https://discord.gg/MMNzeySX2X&lt;br /&gt;
|twitch=&lt;br /&gt;
|stream=&lt;br /&gt;
|fanclub=&lt;br /&gt;
|created= 22 January 2021&lt;br /&gt;
|closed=&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''ATF2L''' (''Asia Team Fortress 2 League'') is a community project that hosts Asia's largest competitive [[Highlander]] Team Fortress 2 league.&lt;br /&gt;
&lt;br /&gt;
The league is currently lead by head admin Clari-tea, who is also the regional admin of [[UGC]] Asia.&lt;br /&gt;
&lt;br /&gt;
==Autonomy from UGC==&lt;br /&gt;
Despite its own ruleset, whitelist, calendar, map pool, admin team, and discord server, ATF2L is not entirely independent from [[UGC]].&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the league does hold a great deal of autonomy from [[UGC]]; head admin Clari-tea has been granted power to hire his own admin team and amend the rules, structure of the league, whitelist, etc. ATF2L does, however, use the [[UGC]] website (though it does have its own dedicated section) and [[UGC]] medals. Accordingly, players may not simultaneously be rostered in an ATF2L team and another [[UGC]] Highlander team, regardless of the region.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
ATF2L runs three [[highlander]] seasons annually; rostered players participating in the league receive medals receive season medals corresponding to that of [[UGC]]'s Asia [[Highlander]] Medals. For example, participants of ATF2L Season 1 receive their respective UGC Asia Highlander Season 33 medals, participants of ATF2L Season 2 receive UGC Asia Highlander Season 34 medals, etc.&lt;br /&gt;
&lt;br /&gt;
In all 3 seasons of ATF2L, the league had a five-week regular season, followed by a 5-week Top 4 double elimination playoffs structure. Two maps are played each week of the regular season, with the season having a 10-map rotation available in playoffs.&lt;br /&gt;
&lt;br /&gt;
==Divisions==&lt;br /&gt;
ATF2L features three skill divisions: Steel, Silver and Platinum. These parallel three of the five skill divisions in [[UGC]]. Participants would receive [[UGC]] medals corresponding to their skill division.&lt;br /&gt;
&lt;br /&gt;
==Hall of Fame==&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;
! Platinum Division Winner&lt;br /&gt;
! Silver Division Winner&lt;br /&gt;
! Steel Division Winner&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| Daybreak&lt;br /&gt;
| Plan B&lt;br /&gt;
| bro&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| Daybreak&lt;br /&gt;
| Monkey Highlander&lt;br /&gt;
| master yoga&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| Ambulas Reborn&lt;br /&gt;
| Spartan Face Sexy&lt;br /&gt;
| Shotgun Users&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ATF2L competitions}}{{Popular topics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Asian TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Active_Maps_Navbox&amp;diff=66764</id>
		<title>Template:Active Maps Navbox</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Active_Maps_Navbox&amp;diff=66764"/>
		<updated>2021-12-26T03:29:26Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
 | templatename = Active Maps Navbox&lt;br /&gt;
 | collapsed = {{{1|}}}&lt;br /&gt;
 | title = [[Competitive Maps|List of active competitive Team Fortress 2 maps]]&lt;br /&gt;
&lt;br /&gt;
 | group1 = [[:Category:3CP Maps|3CP]]&lt;br /&gt;
 | list1 = [[Warmfrost]]&lt;br /&gt;
&lt;br /&gt;
 | group2 = [[5CP]]&lt;br /&gt;
 | list2 = [[Badlands]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Granary Pro]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Gullywash]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Metalworks]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Process]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Reckoner]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Snakewater]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Sunshine]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Villa]]&lt;br /&gt;
&lt;br /&gt;
 | group3 = [[:Category:Attack/Defend Maps|Attack/Defend]]&lt;br /&gt;
 | list3 = [[Steel]]&lt;br /&gt;
&lt;br /&gt;
 | group4 = [[King of the Hill]]&lt;br /&gt;
 | list4 = [[Airfield]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Ashville]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Bagel]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Brazil]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Cascade]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Clearcut]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Coalplant]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Forge]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Lakeside]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Product]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Stallone]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Warmtic]]&lt;br /&gt;
&lt;br /&gt;
 | group5 = [[Payload]]&lt;br /&gt;
 | list5 = [[Badwater]]&amp;lt;!--]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Borneo]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Swiftwater]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Upward]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt; &amp;amp;middot; [[Vigil]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Related templates ==&lt;br /&gt;
*[[Template:All Maps Navbox]]&lt;br /&gt;
*[[Template:BBall, MGE and Ultiduo Maps Navbox]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main page templates]]&lt;br /&gt;
[[Category:Navboxes]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66582</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66582"/>
		<updated>2021-07-23T08:52:57Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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;
==== Callouts ====&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=190px | y1=215px&lt;br /&gt;
 | area2 = Catwalk | x2=280px | y2=120px&lt;br /&gt;
 | area3 = Elbow | x3=515px | y3=110px&lt;br /&gt;
 | area4 = Platform | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Point | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under | x6=425px | y6=270px&lt;br /&gt;
 | area7 = Shithouse | x7=706px | y7=160px&lt;br /&gt;
 | area8 = Rollercoaster | x8=540px | y8=320px&lt;br /&gt;
 | area9 = Main | x9=424px | y9=140px&lt;br /&gt;
 | area10 = Ramp | x10=125px | y10=220px&lt;br /&gt;
 | area11 = House | x11=280px | y11=160px&lt;br /&gt;
 | area12 = Trench | x12=50px | y12=230px&lt;br /&gt;
 | area14 = Far Back | x14=585px | y14=70px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
==== Callouts ====&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 = Straight Stairs | x1=270px | y1=40px&lt;br /&gt;
 | area2 = Casual / Pub Spot | x2=700px | y2=100px&lt;br /&gt;
 | area3 = Point | x3=160px | y3=270px&lt;br /&gt;
 | area4 = Lower Spawn | x4=785px | y4=240px&lt;br /&gt;
 | area5 = Under | x5=460px | y5=215px&lt;br /&gt;
 | area6 = Dropdown | x6=220px | y6=140px&lt;br /&gt;
 | area7 = Main | x7=490px | y7=100px&lt;br /&gt;
 | area8 = Upper / Tiles | x8=205px | y8=75px&lt;br /&gt;
 | area9 = Spiral Stairs | x9=585px | y9=60px&lt;br /&gt;
 | area10 = Secret | x10=210px | y10=400px&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 = Casual / Pub Spot | x1=75px | y1 = 200px&lt;br /&gt;
 | area2 = Balcony | x2=370px | y2=130px&lt;br /&gt;
 | area3 = Lower Spawn | x3=250px | y3=220px&lt;br /&gt;
 | area4 = Toxic | x4=530px | y4=180px&lt;br /&gt;
 | area5 = Crates | x5=750px | y5=140px&lt;br /&gt;
 | area6 = Under | x6=240px | y6=410px&lt;br /&gt;
 | area7 = Secret | x7=650px | y7=350px&lt;br /&gt;
 | area8 = Point | x8=775px | y8=405px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66581</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66581"/>
		<updated>2021-07-21T10:37:16Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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;
==== Callouts ====&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=190px | y1=215px&lt;br /&gt;
 | area2 = Catwalk | x2=280px | y2=120px&lt;br /&gt;
 | area3 = Elbow | x3=515px | y3=110px&lt;br /&gt;
 | area4 = Platform | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Point | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under | x6=425px | y6=270px&lt;br /&gt;
 | area7 = Shack / Shithouse | x7=706px | y7=160px&lt;br /&gt;
 | area8 = Rollercoaster | x8=540px | y8=320px&lt;br /&gt;
 | area9 = Main | x9=424px | y9=140px&lt;br /&gt;
 | area10 = Ramp | x10=125px | y10=220px&lt;br /&gt;
 | area11 = House | x11=280px | y11=160px&lt;br /&gt;
 | area12 = Trench | x12=50px | y12=230px&lt;br /&gt;
 | area14 = Far Back | x14=585px | y14=70px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
==== Callouts ====&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 = Straight Stairs | x1=270px | y1=40px&lt;br /&gt;
 | area2 = Casual / Pub Spot | x2=700px | y2=100px&lt;br /&gt;
 | area3 = Point | x3=160px | y3=270px&lt;br /&gt;
 | area4 = Lower Spawn | x4=785px | y4=240px&lt;br /&gt;
 | area5 = Under | x5=460px | y5=215px&lt;br /&gt;
 | area6 = Dropdown | x6=220px | y6=140px&lt;br /&gt;
 | area7 = Main | x7=490px | y7=100px&lt;br /&gt;
 | area8 = Upper / Tiles | x8=205px | y8=75px&lt;br /&gt;
 | area9 = Spiral Stairs | x9=585px | y9=60px&lt;br /&gt;
 | area10 = Secret | x10=210px | y10=400px&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 = Casual / Pub Spot | x1=75px | y1 = 200px&lt;br /&gt;
 | area2 = Balcony | x2=370px | y2=130px&lt;br /&gt;
 | area3 = Lower Spawn | x3=250px | y3=220px&lt;br /&gt;
 | area4 = Toxic | x4=530px | y4=180px&lt;br /&gt;
 | area5 = Crates | x5=750px | y5=140px&lt;br /&gt;
 | area6 = Under | x6=240px | y6=410px&lt;br /&gt;
 | area7 = Secret | x7=650px | y7=350px&lt;br /&gt;
 | area8 = Point | x8=775px | y8=405px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66580</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66580"/>
		<updated>2021-07-21T06:49:36Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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;
==== Callouts ====&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=190px | y1=215px&lt;br /&gt;
 | area2 = Catwalk | x2=280px | y2=120px&lt;br /&gt;
 | area3 = Elbow | x3=515px | y3=110px&lt;br /&gt;
 | area4 = Platform | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Point | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under | x6=425px | y6=270px&lt;br /&gt;
 | area7 = Shack / Shithouse | x7=706px | y7=160px&lt;br /&gt;
 | area8 = Rollercoaster | x8=540px | y8=320px&lt;br /&gt;
 | area9 = Main | x9=424px | y9=140px&lt;br /&gt;
 | area10 = Ramp | x10=125px | y10=220px&lt;br /&gt;
 | area11 = House | x11=280px | y11=160px&lt;br /&gt;
 | area12 = Trench | x12=50px | y12=230px&lt;br /&gt;
 | area14 = Far Back | x14=585px | y14=70px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
==== Callouts ====&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 = Straight Stairs | x1=270px | y1=40px&lt;br /&gt;
 | area2 = Casual / Pub Spot | x2=700px | y2=100px&lt;br /&gt;
 | area3 = Point | x3=160px | y3=270px&lt;br /&gt;
 | area4 = Lower Spawn | x4=785px | y4=240px&lt;br /&gt;
 | area5 = Under | x5=460px | y5=215px&lt;br /&gt;
 | area6 = Dropdown | x6=220px | y6=140px&lt;br /&gt;
 | area7 = Main | x7=490px | y7=100px&lt;br /&gt;
 | area8 = Upper / Tiles | x8=205px | y8=75px&lt;br /&gt;
 | area9 = Spiral Stairs | x9=585px | y9=60px&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 = Balcony | 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 = Crates | x5=750px | y5=140px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66579</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66579"/>
		<updated>2021-07-21T06:38:01Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Strategy */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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;
==== Callouts ====&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=190px | y1=215px&lt;br /&gt;
 | area2 = Catwalk | x2=280px | y2=120px&lt;br /&gt;
 | area3 = Elbow | x3=515px | y3=110px&lt;br /&gt;
 | area4 = Platform | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Point | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under | x6=425px | y6=270px&lt;br /&gt;
 | area7 = Shack / Shithouse | x7=706px | y7=160px&lt;br /&gt;
 | area8 = Rollercoaster | x8=540px | y8=320px&lt;br /&gt;
 | area9 = Main | x9=424px | y9=140px&lt;br /&gt;
 | area10 = Ramp | x10=125px | y10=220px&lt;br /&gt;
 | area11 = House | x11=280px | y11=160px&lt;br /&gt;
 | area12 = Trench | x12=50px | y12=230px&lt;br /&gt;
 | area14 = Far Back | x14=585px | y14=70px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
==== Callouts ====&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66578</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66578"/>
		<updated>2021-07-21T06:36:23Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Third point */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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;
==== Callouts ====&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=190px | y1=215px&lt;br /&gt;
 | area2 = Catwalk | x2=280px | y2=120px&lt;br /&gt;
 | area3 = Elbow | x3=515px | y3=110px&lt;br /&gt;
 | area4 = Platform | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Point | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under | x6=425px | y6=270px&lt;br /&gt;
 | area7 = Shack / Shithouse | x7=706px | y7=160px&lt;br /&gt;
 | area8 = Rollercoaster | x8=540px | y8=320px&lt;br /&gt;
 | area9 = Main | x9=424px | y9=140px&lt;br /&gt;
 | area10 = Ramp | x10=125px | y10=220px&lt;br /&gt;
 | area11 = House | x11=280px | y11=160px&lt;br /&gt;
 | area12 = Trench | x12=50px | y12=230px&lt;br /&gt;
 | area14 = Far Back | x14=585px | y14=70px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66546</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66546"/>
		<updated>2021-07-17T04:53:09Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Third point */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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 = Catwalk | x2=280px | y2=120px&lt;br /&gt;
 | area3 = Elbow | x3=515px | y3=110px&lt;br /&gt;
 | area4 = Platform | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Point | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under | x6=425px | y6=270px&lt;br /&gt;
 | area7 = Shack / Shithouse | x7=706px | y7=160px&lt;br /&gt;
 | area8 = Rollercoaster | x8=540px | y8=320px&lt;br /&gt;
 | area9 = Main | x9=424px | y9=140px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66545</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66545"/>
		<updated>2021-07-17T03:14:08Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
 | area11 = Secret | x11=590px | y11=380px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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 = Shithouse | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66544</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66544"/>
		<updated>2021-07-17T02:58:37Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
 | area10 = Main | x10=445px | y10=160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second and thrid points&lt;br /&gt;
 | image = Upward BC.jpg&lt;br /&gt;
 | area1 = Ramp | x1=465px | y1=200px&lt;br /&gt;
 | area2 = Main | x2=20px | y2=130px&lt;br /&gt;
 | area3 = Trench | x3=200px | y3=380px&lt;br /&gt;
 | area4 = Window | x4=95px | y4=45px&lt;br /&gt;
 | area5 = Sewer | x5=400px | y5=180px&lt;br /&gt;
 | area6 = House | x6=280px | y6=80px&lt;br /&gt;
 | area7 = Platform | x7=250px | y7=105px&lt;br /&gt;
 | area8 = Rollercoaster | x8=710px | y8=55px&lt;br /&gt;
 | area9 = Point | x9=30px | y9=225px&lt;br /&gt;
}}&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 = Shithouse | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Upward_BC.jpg&amp;diff=66543</id>
		<title>File:Upward BC.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Upward_BC.jpg&amp;diff=66543"/>
		<updated>2021-07-17T02:46:33Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Second and third points on pl_upward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Upward images]]&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Upward_BC.jpg&amp;diff=66542</id>
		<title>File:Upward BC.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Upward_BC.jpg&amp;diff=66542"/>
		<updated>2021-07-17T02:45:43Z</updated>

		<summary type="html">&lt;p&gt;Fade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66541</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66541"/>
		<updated>2021-07-17T02:32:14Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=590px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=645px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&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 = Shithouse | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66540</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66540"/>
		<updated>2021-07-17T02:31:01Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
 | area9 = Behind Roof | x9=600px | y9=65px&lt;br /&gt;
 | area10 = Left Spawn | x10=625px | y10=60px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&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 = Shithouse | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66539</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66539"/>
		<updated>2021-07-17T02:28:21Z</updated>

		<summary type="html">&lt;p&gt;Fade: /* Callouts */&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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = Upward A A1.jpg&lt;br /&gt;
 | area1 = Blue Rocks | x1=68px | y1=200px&lt;br /&gt;
 | area2 = Red Rocks | x2=400px | y2=350px&lt;br /&gt;
 | area3 = Playground | x3=645px | y3=145px&lt;br /&gt;
 | area4 = Cliff | x4=500px | y4=85px&lt;br /&gt;
 | area5 = Main | x5=500px | y5=220px&lt;br /&gt;
 | area6 = Secret | x6=665px | y6=200px&lt;br /&gt;
 | area7 = Stairs | x7=330px | y7=135px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = Upward A D1.jpg&lt;br /&gt;
 | area1 = Behind Roof | x1=200px | y1=250px&lt;br /&gt;
 | area2 = Roof | x2=300px | y2=165px&lt;br /&gt;
 | area3 = Blue Rocks | x3=625px | y3=235px&lt;br /&gt;
 | area4 = Main Spawn | x4=450px | y4=135px&lt;br /&gt;
 | area5 = Left Spawn | x5=345px | y5=240px&lt;br /&gt;
 | area6 = Red Rocks | x6=360px | y6=420px&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 = Large Ammo | x2=1030px | y2=350px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Point | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
&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 = Stairs | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Large Ammo | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Main | x4=500px | y4=120px&lt;br /&gt;
 | area5 = Point | x5=446px | y5=251px&lt;br /&gt;
 | area6 = Red Rocks | x6=500px | y6=50px&lt;br /&gt;
 | area7 = Behind Playground | x7=250px | y7=240px&lt;br /&gt;
 | area8 = Below Playground | x8=420px | y8=190px&lt;br /&gt;
}}&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 a [[Sniper]] on Playground. 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;
==== Callouts ====&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, defenders' perspective&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Hill | x2=300px | y2=100px&lt;br /&gt;
 | area3 = Side Tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = Window | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliff | 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;
 | area9 = Point | x9=580px | y9=245px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point, attackers' perspective&lt;br /&gt;
 | image = Upward B A1.jpg&lt;br /&gt;
 | area1 = Ramp | x1=550px | y1=50px&lt;br /&gt;
 | area2 = Hill | x2=410px | y2=30px&lt;br /&gt;
 | area3 = Trench | x3=585px | y3=65px&lt;br /&gt;
 | area4 = Window | x4=470px | y4=22px&lt;br /&gt;
 | area5 = Tunnel | x5=170px | y5=250px&lt;br /&gt;
 | area6 = Cliff | x6=700px | y6=120px&lt;br /&gt;
 | area7 = Shack | x7=700px | y7=45px&lt;br /&gt;
 | area8 = Behind Shack | x8=760px | y8=95px&lt;br /&gt;
}}&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 = Shithouse | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
=== Defending ===&lt;br /&gt;
&lt;br /&gt;
The attacking team will likely push with their combo up the hill under bridge while having the scout and engineer push the cart as far as they can. The demoman is a key class for defending this point, as he can spam both the hill and the tracks leading up to the third point. A more aggressive sentry spot that can be effective when the cart has not been pushed very far is on outside, as it can deny the hill. However, extensive use of the wrangler will be required to fire at those pushing the cart. When the cart has been pushed past the bridge, the best spot to place the sentry is back on the flat section of track leading up to last. This spot helps defend the third point from being captured. It is important to watch out for attacking players flanking through under tracks and into C hut.&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/Pub Spot | 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Fade</name></author>
		
	</entry>
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