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	<updated>2026-05-05T05:14:18Z</updated>
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	<entry>
		<id>http://comp.tf/index.php?title=Swiftwater&amp;diff=58879</id>
		<title>Swiftwater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Swiftwater&amp;diff=58879"/>
		<updated>2019-02-01T15:14:43Z</updated>

		<summary type="html">&lt;p&gt;TidB: Location update, rearranged to fit the current structure of points, added most callouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=pl&lt;br /&gt;
|filename=pl_swiftwater_final1&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Aaron &amp;quot;Schwa&amp;quot; McCallen&lt;br /&gt;
|author1steam=76561197967274957&lt;br /&gt;
|author2=&lt;br /&gt;
|author2steam=&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=19 May 2009&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=Swiftwater UGC&lt;br /&gt;
|popularity=moderate&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_swiftwater_final1.bsp&lt;br /&gt;
|workshop=473210550&lt;br /&gt;
|tf2maps=6749&lt;br /&gt;
|gamebanana=105583&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Swiftwater&lt;br /&gt;
|officialwiki2=&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''pl_swiftwater''' is a custom payload map made by [http://steamcommunity.com/id/whatisschwa Schwa] that is exclusively used in [[Highlander]]. The [[Swiftwater UGC|pl_swiftwater_ugc]] variation has been frequently included in the UGC league map list since Season 8. Nearly four years after development on the map had ceased, it was included in the Meet Your Match update in July of 2016.&amp;lt;ref name=&amp;quot;TF2 - Meet Your Match&amp;quot;&amp;gt;[http://www.teamfortress.com/meetyourmatch/ TF2 - Meet Your Match]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Swiftwater/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Attacking times on swiftwater tend to be longer than on other traditional payload maps such as Badwater and Upward. It is a more open map than either of those, with the layout offering a lot of height advantage as well to use for flanking and utility classes.&lt;br /&gt;
&lt;br /&gt;
Defensive strategy can vary quite a lot depending on the team involved, it really is a map where a degree of familiarity and team synchronization is required to play well. At higher levels a top sniper can be a nightmare to play against!&lt;br /&gt;
&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Swiftwater, first point&lt;br /&gt;
 | image = pl_swiftwater A.png&lt;br /&gt;
 | area1 = Platform | x1=155px | y1=190px&lt;br /&gt;
 | area2 = Bar/House | x2=200px | y2=130px&lt;br /&gt;
 | area3 = Perch | x3=250px | y3=50px&lt;br /&gt;
 | area4 = Stream/River | x4=400px | y4=370px&lt;br /&gt;
 | area5 = Shed | x5=750px | y5=280px&lt;br /&gt;
 | area6 = Tunnel/Mine | x6=600px | y6=150px&lt;br /&gt;
 | area7 = Log | x7=510px | y7=310px&lt;br /&gt;
 | area8 = Boxes | x8=20px | y8=200px&lt;br /&gt;
 | area9 = Behind/Maintenance | x9=370px | y9=70px&lt;br /&gt;
 | area10 = Patio/Gates/Connector | x10=490px | y10=55px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There is no definitive strategy for the first point hold although the consensus is this can be difficult to hold. If a team does try to hold they will typically be on the ledge in-front of the house. This can be vulnerable to spam and you run the risk of getting cut off if you lose your flank by the tunnel exit. Consequently many teams do not commit important classes to the defense of first at all, setting up in the tunnel. There can be interesting strategies to try and catch the attacking medic unawares and generally stall the push before 2nd.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1st Point.jpg|Overview&lt;br /&gt;
File:FirstFlank.jpg|The flank doorway&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Second point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Swiftwater, tunnel area&lt;br /&gt;
 | image = pl_swiftwater Tunnel.png&lt;br /&gt;
 | area1 = Arm | x1=510px | y1=175px&lt;br /&gt;
 | area2 = Pallet | x2=330px | y2=160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Swiftwater, second point&lt;br /&gt;
 | image = pl_swiftwater B.png&lt;br /&gt;
 | area1 = Catwalk | x1=470px | y1=100px&lt;br /&gt;
 | area2 = Banana | x2=410px | y2=145px&lt;br /&gt;
 | area3 = Attic | x3=700px | y3=110px&lt;br /&gt;
 | area4 = Basement | x4=660px | y4=210px&lt;br /&gt;
 | area5 = Long | x5=675px | y5=415px&lt;br /&gt;
 | area6 = Lightbulb | x6=225px | y6=115px&lt;br /&gt;
 | area7 = Mansion | x7=180px | y7=10px&lt;br /&gt;
 | area8 = Truck | x8=475px | y8=325px&lt;br /&gt;
 | area9 = Tires | x9=445px | y9=160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defense here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 2nd point due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. Teams can also place sentry guns and keep other players on the opposite side to the first point flank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tunnel.jpg|Tunnel leading to the 2nd capture point&lt;br /&gt;
File:3rd Point.jpg|2nd from Attack's POV&lt;br /&gt;
File:3rd Point 2.jpg|2nd from Defense's POV&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Third point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Swiftwater, third point&lt;br /&gt;
 | image = pl_swiftwater C.png&lt;br /&gt;
 | area1 = Attic | x1=345px | y1=60px&lt;br /&gt;
 | area2 = Tanks/Storage | x2=515px | y2=70px&lt;br /&gt;
 | area3 = Silos/Trio | x3=380px | y3=90px&lt;br /&gt;
 | area4 = Choke | x4=525px | y4=175px&lt;br /&gt;
 | area5 = Balcony | x5=540px | y5=265px&lt;br /&gt;
 | area6 = Einstein | x6=175px | y6=285px&lt;br /&gt;
 | area7 = Speakers | x7=100px | y7=200px&lt;br /&gt;
 | area8 = Connector | x8=235px | y8=70px&lt;br /&gt;
 | area9 = Dropdown/Basement | x9=305px | y9=130px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Because the attack can go a number of different routes this can be an unusual point to defend. The sentry overlooks the cart in some position, and all other classes positioning can vary heavily you do see the combo near he sentry more often than not). Soldiers tend to roam on the far side to the spawn looking for drops on the medic or vulnerable people walking through the doors, and scouts get out onto the left (3rd point) if they can. Once the attacking team take this point the spawn doors behind the defense close and they essentially get trapped (blue spawn changes to directly in front of you too). Not getting caught here is often the key to a good 5th point defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:4th point.jpg|3rd Point coming from 2nd, poor picture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Swiftwater, fourth point&lt;br /&gt;
 | image = pl_swiftwater D.png&lt;br /&gt;
 | area1 = View | x1=740px | y1=105px&lt;br /&gt;
 | area2 = Garage | x2=735px | y2=205px&lt;br /&gt;
 | area3 = Porch | x3=715px | y3=355px&lt;br /&gt;
 | area4 = Slope | x4=405px | y4=280px&lt;br /&gt;
 | area5 = House/Station | x5=200px | y5=295px&lt;br /&gt;
 | area6 = Behind | x6=50px | y6=310px&lt;br /&gt;
 | area7 = Barn | x7=90px | y7=155px&lt;br /&gt;
 | area8 = Gate | x8=165px | y8=50px&lt;br /&gt;
 | area9 = Vent | x9=220px | y9=80px&lt;br /&gt;
 | area10 = Lockers | x10=310px | y10=25px&lt;br /&gt;
 | area11 = Under/Ballpit | x11=310px | y11=70px&lt;br /&gt;
 | area12 = Hold | x12=390px | y12=95px&lt;br /&gt;
 | area13 = Shack | x13=525px | y13=60px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A long and potentially bloody attack up a hill for the 4th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defense, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defense's perspective). The two teams snipers are often the deciding factors here, on defense the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 3rd and prevent this ideal defense being set-up that saves valuable time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:5th point.jpg|4th point from defence, Sniper spot!&lt;br /&gt;
File:5th Point 2.jpg|4th point in-game example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fifth point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Swiftwater, fifth point&lt;br /&gt;
 | image = pl_swiftwater E.png&lt;br /&gt;
 | area1 = RPC | x1=770px | y1=110px&lt;br /&gt;
 | area2 = Box | x2=745px | y2=190px&lt;br /&gt;
 | area3 = Grass | x3=550px | y3=200px&lt;br /&gt;
 | area4 = Stairs | x4=5px | y4=350px&lt;br /&gt;
 | area5 = Pumps | x5=310px | y5=170px&lt;br /&gt;
 | area6 = Bridge/Windows | x6=280px | y6=70px&lt;br /&gt;
 | area7 = Map/IT | x7=435px | y7=45px&lt;br /&gt;
 | area8 = Secret | x8=500px | y8=10px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A sentry gun is typically overlooking the cart. Power classes from both sides tend to contest the upper lobby overlooking this gun position. Whilst there are flanks available to try and get behind the attacking teams players the defensive team has to balance this potential threat they can cause with the need for players stop to the cart. This balance may depend on the amount of pressure on it (number of attacking players pushing cart, how close it is etc.).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_swiftwater_Tunnel.png&amp;diff=58878</id>
		<title>File:Pl swiftwater Tunnel.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_swiftwater_Tunnel.png&amp;diff=58878"/>
		<updated>2019-02-01T13:09:04Z</updated>

		<summary type="html">&lt;p&gt;TidB: Tunnel area on pl_swiftwater.

Category:Swiftwater images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tunnel area on pl_swiftwater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swiftwater images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_swiftwater_E.png&amp;diff=58877</id>
		<title>File:Pl swiftwater E.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_swiftwater_E.png&amp;diff=58877"/>
		<updated>2019-02-01T13:08:53Z</updated>

		<summary type="html">&lt;p&gt;TidB: Fifth point on pl_swiftwater.

Category:Swiftwater images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifth point on pl_swiftwater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swiftwater images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_swiftwater_D.png&amp;diff=58876</id>
		<title>File:Pl swiftwater D.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_swiftwater_D.png&amp;diff=58876"/>
		<updated>2019-02-01T13:08:45Z</updated>

		<summary type="html">&lt;p&gt;TidB: Fourth point on pl_swiftwater.

Category:Swiftwater images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fourth point on pl_swiftwater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swiftwater images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_swiftwater_C.png&amp;diff=58875</id>
		<title>File:Pl swiftwater C.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_swiftwater_C.png&amp;diff=58875"/>
		<updated>2019-02-01T13:08:30Z</updated>

		<summary type="html">&lt;p&gt;TidB: Third point on pl_swiftwater.

Category:Swiftwater images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Third point on pl_swiftwater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swiftwater images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_swiftwater_B.png&amp;diff=58874</id>
		<title>File:Pl swiftwater B.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_swiftwater_B.png&amp;diff=58874"/>
		<updated>2019-02-01T13:08:18Z</updated>

		<summary type="html">&lt;p&gt;TidB: Second point on pl_swiftwater.

Category:Swiftwater images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Second point on pl_swiftwater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swiftwater images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_swiftwater_A.png&amp;diff=58873</id>
		<title>File:Pl swiftwater A.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_swiftwater_A.png&amp;diff=58873"/>
		<updated>2019-02-01T13:08:07Z</updated>

		<summary type="html">&lt;p&gt;TidB: First point on pl_swiftwater.

Category:Swiftwater images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First point on pl_swiftwater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swiftwater images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=58845</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=58845"/>
		<updated>2019-01-25T10:34:56Z</updated>

		<summary type="html">&lt;p&gt;TidB: Added callouts for last attackers' perspective&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=20 November 2014&lt;br /&gt;
|official=1&lt;br /&gt;
&lt;br /&gt;
|gamemode1=hl&lt;br /&gt;
|gamemode2=&lt;br /&gt;
|gamemode3=&lt;br /&gt;
|adapted=&lt;br /&gt;
|pro=&lt;br /&gt;
|popularity=staple&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_upward.bsp&lt;br /&gt;
|workshop=&lt;br /&gt;
|tf2maps=&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Upward&lt;br /&gt;
|officialwiki2=Upward_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_upward''' is a single-stage [[Payload]] map created by Valve. It was the third Payload map added to the game. Along with [[pl_badwater]], it is considered one of the staple Payload maps played in [[Highlander]].&lt;br /&gt;
It also tops the most amount of inclusions for any highlander map with 28 inclusions across competitions.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Upward/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = pl_upward A1.png&lt;br /&gt;
 | area1 = Right | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Left | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Under | x4=419px | y4=186px&lt;br /&gt;
 | area5 = Ground | x5=446px | y5=251px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = pl_upward A2.png&lt;br /&gt;
 | area1 = Slope | x1=403px | y1=88px&lt;br /&gt;
 | area2 = Entrance | x2=22px | y2=114px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Ground | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
As always on Payload, the attack starts by preparing the [[ÜberCharge]] in spawn and leaving the Medic there for a short period of time while the rest of the team attempt to create an advantage by suiciding. Once an advantage has been created, the team can prepare for a push.&lt;br /&gt;
&lt;br /&gt;
All viable push routes are located in open areas, which leaves the combo vulnerable to [[Sniper]]s. Because of that a Sniper pick is particularly useful on this point, as it allows to avoid a potential death of the Medic.&lt;br /&gt;
&lt;br /&gt;
Generally, teams decide to push the first point through the cliff area, as most teams' combos will either hold the ground area or the under area. The only difference is the defense's sentry placement:&lt;br /&gt;
* If the sentry is located in '''under''', it forces the combo to use the ÜberCharge earlier, somewhere around the point area, to take it down. The main objective is to take the sentry down, as it allows for a point capture.&lt;br /&gt;
* If the sentry is located on the '''slope''', a team can attempt to flank the enemy by going directly through the entrance on the cliff and using the ÜberCharge closer to the Sentry Gun. If the enemy combo is unaware of the push, it cuts off their only viable escape route. The downside of this push is that if the Pyro is guarding the entrance, the ÜberCharged players can be easily knocked off the cliff. Going up to the sentry also takes longer, which means there's an elevated risk of a force or even a drop.&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
Due to the openness of the point, the defenders need to be particularly wary of jumping classes and sightlines. This means it's hard to establish a permanent hold on this point, so the defenders should seek only to delay the attackers.&lt;br /&gt;
&lt;br /&gt;
The sentry's positioning is particularly important, as it shapes up the defense's game plan:&lt;br /&gt;
* Placing the sentry '''under''' means that its purpose is to deny the flank by making it impossible to capture the point before it's taken down. That means the sentry will be the first to go down after an enemy ÜberCharge, and once it's down, the defending team leaves the point, unless the attackers overcommit and lose too many players.&lt;br /&gt;
* Placing the sentry on '''slope''' means that it is a buffer zone. Once the enemy combo uses the ÜberCharge, the defenders can just back up to the sentry and then decide to either back out completely or go back in if possible. It allows to save the ÜberCharge for later, but the defenders need to be wary of the wrap-around push described above.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that the slope is the only viable escape route for the combo, as the tunnel area is easy to spam. The defenders need to keep that in mind and move early enough to be able to back out in time.&lt;br /&gt;
&lt;br /&gt;
=== Second point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Rocks | x2=230px | y2=81px&lt;br /&gt;
 | area3 = Side tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = House | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliffside | x6=379px | y6=383px&lt;br /&gt;
 | area7 = Shack | x7=646px | y7=288px&lt;br /&gt;
 | area8 = Platform | x8=638px | y8=137px&lt;br /&gt;
}}&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
After capturing the first point, the attackers should prepare for a push on the second point, while the flank classes should attempt to get the cart as close to the tunnel exit as possible. The attacking team usually holds somewhere between the cliff entrance and the side tunnel, but in doing that they need to be wary of the enemy Sniper, call his positions out accordingly and try to spam him out.&lt;br /&gt;
&lt;br /&gt;
Choosing a push depends on how close the defenders choose to hold.&lt;br /&gt;
* If the opposing Heavy and Medic are holding inside the '''house''', the primary objective is to take it back, as it provides obvious height advantage and is close to both the sentry and the RED spawn. This hold is very hard to break however, as it is pretty much impossible to force the enemy combo while it's holding inside the house, therefore it's very important that the other attackers try to create a player advantage that would force the enemy to back out.&lt;br /&gt;
* If the defenders are holding the '''platform''' area, taking the point is much easier; a push through the house is almost impossible to defend and will pretty much always mean that the Sentry will go down and the enemy Medic will either die or use the ÜberCharge to get out.&lt;br /&gt;
&lt;br /&gt;
As this is one of the major holds on the map, some teams will often overcommit and lose many players when defending. If that happens, it's vital to capitalise on this and spawncamp as much as possible, and push up quickly after the point is captured, to try and get the next point unopposed.&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
After the enemy team takes control of the first point, the combo should immediately take position on platform and holding there. Holding near rocks is too dangerous due to being so wide open to snipers and jumping classes. Generally the heavy sits on platform while the Demoman takes position closer to the tracks so he can spam the window, behind the rocks or into tunnel. &lt;br /&gt;
&lt;br /&gt;
Once the enemy team pops uber onto the sentry the combo can back up into the house behind platform, and either back up to third, or counter-pop and attempt to take control back of the area. Depending on what the team decides, you may want your spy to watch the entrance to house and call out when the enemy combo move through there. Then your combo can attempt to kill the enemy combo preemptively.&lt;br /&gt;
&lt;br /&gt;
=== Third point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, third point&lt;br /&gt;
 | image = pl_upward C.png&lt;br /&gt;
 | area1 = Sewer | x1=180px | y1=200px&lt;br /&gt;
 | area2 = Bridge | x2=280px | y2=100px&lt;br /&gt;
 | area3 = Inside | x3=535px | y3=94px&lt;br /&gt;
 | area4 = Outside | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Open | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under Tracks | x6=425px | y6=270px&lt;br /&gt;
 | area7 = C House | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, fourth point, defenders' perspective&lt;br /&gt;
 | image = pl_upward D.png&lt;br /&gt;
 | area1 = Upper | x1=260px | y1=35px&lt;br /&gt;
 | area2 = Balcony | x2=700px | y2=100px&lt;br /&gt;
 | area3 = Ground | x3=300px | y3=170px&lt;br /&gt;
 | area4 = Crates | x4=380px | y4=170px&lt;br /&gt;
 | area5 = Under | x5=460px | y5=215px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, fourth point, attackers' perspective&lt;br /&gt;
 | image = pl_upward D2.png&lt;br /&gt;
 | area1 = Dropdown | x1=50px | y1 = 160px&lt;br /&gt;
 | area2 = Upper Spawn | x2=370px | y2=120px&lt;br /&gt;
 | area3 = Lower Spawn | x3=420px | y3=185px&lt;br /&gt;
 | area4 = Toxic | x4=530px | y4=180px&lt;br /&gt;
 | area5 = Upper | x5=750px | y5=140px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Pl_upward_D2.png&amp;diff=58844</id>
		<title>File:Pl upward D2.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Pl_upward_D2.png&amp;diff=58844"/>
		<updated>2019-01-25T10:24:32Z</updated>

		<summary type="html">&lt;p&gt;TidB: Fourth point on pl_upward, alternate angle.

Category:Upward images
Category:Map images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fourth point on pl_upward, alternate angle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Upward images]]&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=6v6_Global_Whitelist&amp;diff=58842</id>
		<title>6v6 Global Whitelist</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=6v6_Global_Whitelist&amp;diff=58842"/>
		<updated>2019-01-24T10:38:40Z</updated>

		<summary type="html">&lt;p&gt;TidB: Updated global whitelist, its users, the last update and refs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Global Whitelist''' for the [[6v6]] competitive format was released on September 8th, 2016 after weeks of discussion between league representatives and top players all over the world in an effort to standardize the competitive format.&amp;lt;ref name=&amp;quot;Global whitelist unveiled&amp;quot;&amp;gt;[http://tf.gg/36168/ Global whitelist unveiled]&amp;lt;/ref&amp;gt; It was a major milestone because of the large variety of unlocks previously banned since their releases being unbanned except for the overly broken ones. &lt;br /&gt;
&lt;br /&gt;
Over time, the Global Whitelist has undergone iterations and changes based on community feedback. These revisions occur between seasons of the major leagues. &amp;lt;ref name=&amp;quot;Adjustments made to global whitelist&amp;quot;&amp;gt;[http://tf.gg/36194 Adjustments made to global whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All leagues supporting 6v6 have so far accepted the Global Whitelist ([[UGC|UGC]], [[ETF2L|ETF2L]], [[ozfortress|ozfortress]], and [[AsiaFortress|AsiaFortress]]). [[ESEA|ESEA]] has since withdrawn and uses their own whitelist.&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 = &lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = &lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = &lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = &lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = &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 = 1&lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = &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 = &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 = &lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = &lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = &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 = &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 = &lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = &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|end}}{{Box|start}}&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 = &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 = &lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = &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 = &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 = &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|end}}{{Box|start}}&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 = &lt;br /&gt;
| Vaccinator = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = &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 = &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 = 1&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;
{{Box|start|padding=250px}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Whitelist.tf|competitive_6v6|8195}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-height:280px; overflow-y:scroll; overflow-x: auto; border:1px solid #DDD; border-style:solid none; margin-top: none; background-color:#FEFEFE;&amp;quot;&amp;gt;&lt;br /&gt;
'''September 8, 2016''' - [http://whitelist.tf/6356 Whitelist]&lt;br /&gt;
* The 6v6 Global Whitelist is adopted by the Team Fortress 2 competitive community.&amp;lt;ref name=&amp;quot;Global whitelist unveiled&amp;quot; /&amp;gt;&lt;br /&gt;
** Immediately after the initial announcement, a few changes were made due to community complaints. The Atomizer and B.A.S.E. Jumper now are kept banned.&amp;lt;ref name=&amp;quot;Adjustments made to global whitelist&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''January 14, 2017''' - &lt;br /&gt;
* Another meeting between league admins and top players is held after most leagues' seasons have ended and tried the first version of the Global Whitelist. It is decided that: &amp;lt;ref&amp;gt;[http://tf.gg/38829 Global Whitelist Lists Post-Meeting]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** For [[Esports Arena Rewind 2017]], the Rescue Ranger, Jarate and Machina will be banned. &amp;lt;ref&amp;gt;[http://whitelist.tf/esa_rewind_2017 Esports Arena Rewind 2017 whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** The PUG system [http://pug.champ.gg PugChamp] will try a new whitelist with the Rescue Ranger and Jarate banned as well as the Soda Popper, Dalokohs Bar, Pomson 6000, Quick Fix and Solemn Vow unbanned. &amp;lt;ref&amp;gt;[http://whitelist.tf/6772 Experimental PugChamp whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''January 21, 2017''' - [http://whitelist.tf/6853 Whitelist]&lt;br /&gt;
* [[ETF2L]] makes a post announcing the whitelist for [[ETF2L 6v6 Season 26]]. &amp;lt;ref&amp;gt;[http://etf2l.org/2017/01/21/season-26-provisional-tiers-map-pool-and-whitelist/#more-239063 ETF2L Season 26 Provisional tiers, Map pool and Whitelist]&amp;lt;/ref&amp;gt; The decision was taken along with [[ESEA]] for [[ESEA Season 24|S24]] and [[ozfortress]] for [[ozfortress Season 18|S18]].&lt;br /&gt;
** It is decided that the Rescue Ranger will remain banned while only Dalokohs Bar and Pomson 6000 will remain unbanned.&lt;br /&gt;
&lt;br /&gt;
'''January 25, 2017''' - [http://whitelist.tf/6839 Whitelist]&lt;br /&gt;
* The decision made by [[ETF2L]], [[ESEA]] and [[ozfortress]] on January 21, 2017 are being officially approved. &amp;lt;ref&amp;gt;[http://tf.gg/39025 Global Whitelist adjusted]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''May 9, 2017''' - [http://whitelist.tf/7210 Whitelist]&lt;br /&gt;
* Vaccinator and Jarate get banned.&amp;lt;ref&amp;gt;[http://tf.gg/41213/ May Global Whitelist Changes]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''October 21, 2017''' - [http://whitelist.tf/8030 Whitelist]&lt;br /&gt;
* Provisional measures were taken by the admin team due to the Jungle Update falling right in between seasons introducing new weapons, changes and bugs: &amp;lt;ref&amp;gt;[http://etf2l.org/2017/10/21/new-etf2l-season-28-whitelist/ New ETF2L Season 28 Whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** Banned: Backburner, Beggar’s Bazooka, Dragon’s Fury, Gas Passer, Hot Hand, Mantreads, Panic Attack, Pretty Boy’s Pocket Pistol, Second Banana, Thermal Thruster &lt;br /&gt;
&lt;br /&gt;
'''December 26, 2017''' - [http://whitelist.tf/8195 Whitelist]&lt;br /&gt;
* A provisional whitelist is published for testing during the long preseason period:&amp;lt;ref&amp;gt;[http://tf.gg/45353 December Global Whitelist Changes]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** Banned: Cow Mangler 5000, Natascha&lt;br /&gt;
** Unbanned: Backburner, Beggar’s Bazooka, Darwin’s Danger Shield, Gloves of Running Urgently, Hot Hand, Panic Attack, Second Banana, Thermal Thruster, Vita-Saw&lt;br /&gt;
** Unbanned for testing: B.A.S.E Jumper, Bonk! Atomic Punch, Gas Passer, Sandman&lt;br /&gt;
&lt;br /&gt;
'''January 19, 2019''' - [http://whitelist.tf/8477 Whitelist]&lt;br /&gt;
* Scorch Shot and Detonator get banned.&amp;lt;ref&amp;gt;[https://www.teamfortress.tv/51100/global-whitelist-january-update Global Whitelist January Update]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Current_Seasons&amp;diff=58841</id>
		<title>Template:Current Seasons</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Current_Seasons&amp;diff=58841"/>
		<updated>2019-01-24T10:26:58Z</updated>

		<summary type="html">&lt;p&gt;TidB: updated season. Some are only a few days away from starting a new one but eh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{lc:{{{1|}}}}}&lt;br /&gt;
&lt;br /&gt;
|ugc4s = 15&lt;br /&gt;
|ugc6s = 28&lt;br /&gt;
|ugchl = 26&lt;br /&gt;
&lt;br /&gt;
|etf2l6s = 31&lt;br /&gt;
|etf2lhl = 17&lt;br /&gt;
&lt;br /&gt;
|esea6s = 29&lt;br /&gt;
&lt;br /&gt;
|ozf6s&lt;br /&gt;
|ozfortress = 23&lt;br /&gt;
&lt;br /&gt;
|af6s&lt;br /&gt;
|asiafortress&lt;br /&gt;
|afc = 14&lt;br /&gt;
|afmc = 7&lt;br /&gt;
&lt;br /&gt;
|tfcl&lt;br /&gt;
|tfcl6s = 4&lt;br /&gt;
|tfclhl = 2&lt;br /&gt;
&lt;br /&gt;
|insomnia&lt;br /&gt;
|multiplay&lt;br /&gt;
|i = 63&lt;br /&gt;
&lt;br /&gt;
|#default = [[Category:Unknown Current Season]]&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=58840</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=58840"/>
		<updated>2019-01-24T09:58:22Z</updated>

		<summary type="html">&lt;p&gt;TidB: Added fourth point defenders' perspective for now, I'll upload the attacker's perspective later once I have the necessary rights&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=20 November 2014&lt;br /&gt;
|official=1&lt;br /&gt;
&lt;br /&gt;
|gamemode1=hl&lt;br /&gt;
|gamemode2=&lt;br /&gt;
|gamemode3=&lt;br /&gt;
|adapted=&lt;br /&gt;
|pro=&lt;br /&gt;
|popularity=staple&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_upward.bsp&lt;br /&gt;
|workshop=&lt;br /&gt;
|tf2maps=&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Upward&lt;br /&gt;
|officialwiki2=Upward_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_upward''' is a single-stage [[Payload]] map created by Valve. It was the third Payload map added to the game. Along with [[pl_badwater]], it is considered one of the staple Payload maps played in [[Highlander]].&lt;br /&gt;
It also tops the most amount of inclusions for any highlander map with 28 inclusions across competitions.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Upward/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, defenders' perspective&lt;br /&gt;
 | image = pl_upward A1.png&lt;br /&gt;
 | area1 = Right | x1=700px | y1=77px&lt;br /&gt;
 | area2 = Left | x2=88px | y2=183px&lt;br /&gt;
 | area3 = Playground | x3=419px | y3=114px&lt;br /&gt;
 | area4 = Under | x4=419px | y4=186px&lt;br /&gt;
 | area5 = Ground | x5=446px | y5=251px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, first point, attackers' perspective&lt;br /&gt;
 | image = pl_upward A2.png&lt;br /&gt;
 | area1 = Slope | x1=403px | y1=88px&lt;br /&gt;
 | area2 = Entrance | x2=22px | y2=114px&lt;br /&gt;
 | area3 = Cliff | x3=110px | y3=286px&lt;br /&gt;
 | area4 = Tunnel | x4=321px | y4=210px&lt;br /&gt;
 | area5 = Ground | x5=549px | y5=284px&lt;br /&gt;
}}&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
As always on Payload, the attack starts by preparing the [[ÜberCharge]] in spawn and leaving the Medic there for a short period of time while the rest of the team attempt to create an advantage by suiciding. Once an advantage has been created, the team can prepare for a push.&lt;br /&gt;
&lt;br /&gt;
All viable push routes are located in open areas, which leaves the combo vulnerable to [[Sniper]]s. Because of that a Sniper pick is particularly useful on this point, as it allows to avoid a potential death of the Medic.&lt;br /&gt;
&lt;br /&gt;
Generally, teams decide to push the first point through the cliff area, as most teams' combos will either hold the ground area or the under area. The only difference is the defense's sentry placement:&lt;br /&gt;
* If the sentry is located in '''under''', it forces the combo to use the ÜberCharge earlier, somewhere around the point area, to take it down. The main objective is to take the sentry down, as it allows for a point capture.&lt;br /&gt;
* If the sentry is located on the '''slope''', a team can attempt to flank the enemy by going directly through the entrance on the cliff and using the ÜberCharge closer to the Sentry Gun. If the enemy combo is unaware of the push, it cuts off their only viable escape route. The downside of this push is that if the Pyro is guarding the entrance, the ÜberCharged players can be easily knocked off the cliff. Going up to the sentry also takes longer, which means there's an elevated risk of a force or even a drop.&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
Due to the openness of the point, the defenders need to be particularly wary of jumping classes and sightlines. This means it's hard to establish a permanent hold on this point, so the defenders should seek only to delay the attackers.&lt;br /&gt;
&lt;br /&gt;
The sentry's positioning is particularly important, as it shapes up the defense's game plan:&lt;br /&gt;
* Placing the sentry '''under''' means that its purpose is to deny the flank by making it impossible to capture the point before it's taken down. That means the sentry will be the first to go down after an enemy ÜberCharge, and once it's down, the defending team leaves the point, unless the attackers overcommit and lose too many players.&lt;br /&gt;
* Placing the sentry on '''slope''' means that it is a buffer zone. Once the enemy combo uses the ÜberCharge, the defenders can just back up to the sentry and then decide to either back out completely or go back in if possible. It allows to save the ÜberCharge for later, but the defenders need to be wary of the wrap-around push described above.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that the slope is the only viable escape route for the combo, as the tunnel area is easy to spam. The defenders need to keep that in mind and move early enough to be able to back out in time.&lt;br /&gt;
&lt;br /&gt;
=== Second point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, second point&lt;br /&gt;
 | image = pl_upward B.png&lt;br /&gt;
 | area1 = Slope | x1=158px | y1=72px&lt;br /&gt;
 | area2 = Rocks | x2=230px | y2=81px&lt;br /&gt;
 | area3 = Side tunnel | x3=386px | y3=84px&lt;br /&gt;
 | area4 = House | x4=479px | y4=95px&lt;br /&gt;
 | area5 = Tunnel | x5=362px | y5=183px&lt;br /&gt;
 | area6 = Cliffside | x6=379px | y6=383px&lt;br /&gt;
 | area7 = Shack | x7=646px | y7=288px&lt;br /&gt;
 | area8 = Platform | x8=638px | y8=137px&lt;br /&gt;
}}&lt;br /&gt;
==== Attacking ====&lt;br /&gt;
After capturing the first point, the attackers should prepare for a push on the second point, while the flank classes should attempt to get the cart as close to the tunnel exit as possible. The attacking team usually holds somewhere between the cliff entrance and the side tunnel, but in doing that they need to be wary of the enemy Sniper, call his positions out accordingly and try to spam him out.&lt;br /&gt;
&lt;br /&gt;
Choosing a push depends on how close the defenders choose to hold.&lt;br /&gt;
* If the opposing Heavy and Medic are holding inside the '''house''', the primary objective is to take it back, as it provides obvious height advantage and is close to both the sentry and the RED spawn. This hold is very hard to break however, as it is pretty much impossible to force the enemy combo while it's holding inside the house, therefore it's very important that the other attackers try to create a player advantage that would force the enemy to back out.&lt;br /&gt;
* If the defenders are holding the '''platform''' area, taking the point is much easier; a push through the house is almost impossible to defend and will pretty much always mean that the Sentry will go down and the enemy Medic will either die or use the ÜberCharge to get out.&lt;br /&gt;
&lt;br /&gt;
As this is one of the major holds on the map, some teams will often overcommit and lose many players when defending. If that happens, it's vital to capitalise on this and spawncamp as much as possible, and push up quickly after the point is captured, to try and get the next point unopposed.&lt;br /&gt;
&lt;br /&gt;
==== Defending ====&lt;br /&gt;
&lt;br /&gt;
After the enemy team takes control of the first point, the combo should immediately take position on platform and holding there. Holding near rocks is too dangerous due to being so wide open to snipers and jumping classes. Generally the heavy sits on platform while the Demoman takes position closer to the tracks so he can spam the window, behind the rocks or into tunnel. &lt;br /&gt;
&lt;br /&gt;
Once the enemy team pops uber onto the sentry the combo can back up into the house behind platform, and either back up to third, or counter-pop and attempt to take control back of the area. Depending on what the team decides, you may want your spy to watch the entrance to house and call out when the enemy combo move through there. Then your combo can attempt to kill the enemy combo preemptively.&lt;br /&gt;
&lt;br /&gt;
=== Third point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, third point&lt;br /&gt;
 | image = pl_upward C.png&lt;br /&gt;
 | area1 = Sewer | x1=180px | y1=200px&lt;br /&gt;
 | area2 = Bridge | x2=280px | y2=100px&lt;br /&gt;
 | area3 = Inside | x3=535px | y3=94px&lt;br /&gt;
 | area4 = Outside | x4=430px | y4=95px&lt;br /&gt;
 | area5 = Open | x5=550px | y5=183px&lt;br /&gt;
 | area6 = Under Tracks | x6=425px | y6=270px&lt;br /&gt;
 | area7 = C House | x7=706px | y7=160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Fourth point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Upward, fourth point, defenders' perspective&lt;br /&gt;
 | image = pl_upward D.png&lt;br /&gt;
 | area1 = Upper | x1=260px | y1=35px&lt;br /&gt;
 | area2 = Balcony | x2=700px | y2=100px&lt;br /&gt;
 | area3 = Ground | x3=300px | y3=170px&lt;br /&gt;
 | area4 = Crates | x4=380px | y4=170px&lt;br /&gt;
 | area5 = Under | x5=460px | y5=215px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>TidB</name></author>
		
	</entry>
</feed>