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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Timmy.Timster1234</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Timmy.Timster1234"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Timmy.Timster1234"/>
	<updated>2026-05-05T20:54:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66881</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66881"/>
		<updated>2022-05-06T08:01:40Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
|type=content&lt;br /&gt;
|header=Needs Details&lt;br /&gt;
|smalltext= Some details about attacking/defending third and last are needed.&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/Cubby | 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 third 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/C Hut | 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>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66880</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66880"/>
		<updated>2022-05-06T07:48:46Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
|type=content&lt;br /&gt;
|header=Needs Details&lt;br /&gt;
|smalltext= Some details about attacking/defending third and last are needed.&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/Cubby | 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>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66879</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66879"/>
		<updated>2022-04-28T08:07:10Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages, since the Übercharge is extremely crucial in ending a stalemate, or making a push. &lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Medigun.jpg|The Medigun&lt;br /&gt;
Kritzkrieg.jpg|The Kritzkrieg&lt;br /&gt;
quickfix.jpg|The Quick-Fix&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the Medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66878</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66878"/>
		<updated>2022-04-28T08:04:58Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Medigun.jpg|The Medigun&lt;br /&gt;
Kritzkrieg.jpg|The Kritzkrieg&lt;br /&gt;
quickfix.jpg|The Quick-Fix&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the Medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66877</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66877"/>
		<updated>2022-04-28T07:57:59Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
|type=content&lt;br /&gt;
|header=Needs Details&lt;br /&gt;
|smalltext= Some details about attacking/defending third and last are needed.&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>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Upward&amp;diff=66876</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Upward&amp;diff=66876"/>
		<updated>2022-04-28T07:56:14Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &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= Some details about attacking/defending third and last are needed.&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>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Borneo&amp;diff=66875</id>
		<title>Borneo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Borneo&amp;diff=66875"/>
		<updated>2022-04-28T07:52:06Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: Have made callout maps for Borneo first Cap&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=pl&lt;br /&gt;
|filename=pl_borneo&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|author1steam= 76561197970803850&lt;br /&gt;
|author2=Matt &amp;quot;vhalin&amp;quot; Leahy&lt;br /&gt;
|author2steam=76561197960269738&lt;br /&gt;
|author3= &lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=9 May 2011&lt;br /&gt;
|updated=29 February 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=moderate&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_borneo.bsp.bz2&lt;br /&gt;
|workshop=454139147&lt;br /&gt;
|tf2maps=17011&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Borneo&lt;br /&gt;
|officialwiki2=&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_borneo''' is a single-stage [[Payload]] map created by ''Sean &amp;quot;Heyo&amp;quot; Cutino'' and ''Matt &amp;quot;vhalin&amp;quot; Leahy''. It is used in [[Highlander]] Leagues, but also sometimes used in [[Prolander]] (7v7).&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Borneo/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
&lt;br /&gt;
 | title = Borneo, first point&lt;br /&gt;
 | image = Borneo Point A.jpg &lt;br /&gt;
 | area1 = Hillside | x1=340px | y1=170px&lt;br /&gt;
 | area2 = Porch/ 2nd Porch | x2=210px | y2=190px&lt;br /&gt;
 | area3 = Bridge | x3=440px | y3=180px&lt;br /&gt;
 | area4 = Cliffside/ Highground | x4=400px | y4=370px&lt;br /&gt;
 | area5 = Under/Choke | x5=400px | y5=195px&lt;br /&gt;
 | area6 = Watchtower | x6=550px | y6=100px&lt;br /&gt;
 | area7 = House | x7=630px | y7=190px&lt;br /&gt;
 | area8 = Fence/ Alley | x8=700px | y8=200px&lt;br /&gt;
}}&lt;br /&gt;
{{Map locations&lt;br /&gt;
&lt;br /&gt;
 | title = Borneo, first point B&lt;br /&gt;
 | image = Borneo Point A2.jpg &lt;br /&gt;
 | area1 = Hillside | x1=160px | y1=380px&lt;br /&gt;
 | area2 = Left/Right Tree | x2=150px | y2=190px&lt;br /&gt;
 | area3 = Shed | x3=310px | y3=220px&lt;br /&gt;
 | area4 = 1st Porch | x4=680px | y4=240px&lt;br /&gt;
 | area5 = Rock | x5=480px | y5=180px&lt;br /&gt;
 | area6 = Right/Left Tree | x6=550px | y6=100px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Borneo&amp;diff=66874</id>
		<title>Borneo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Borneo&amp;diff=66874"/>
		<updated>2022-04-28T07:29:46Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &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=pl&lt;br /&gt;
|filename=pl_borneo&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|author1steam= 76561197970803850&lt;br /&gt;
|author2=Matt &amp;quot;vhalin&amp;quot; Leahy&lt;br /&gt;
|author2steam=76561197960269738&lt;br /&gt;
|author3= &lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=9 May 2011&lt;br /&gt;
|updated=29 February 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=moderate&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_borneo.bsp.bz2&lt;br /&gt;
|workshop=454139147&lt;br /&gt;
|tf2maps=17011&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Borneo&lt;br /&gt;
|officialwiki2=&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_borneo''' is a single-stage [[Payload]] map created by ''Sean &amp;quot;Heyo&amp;quot; Cutino'' and ''Matt &amp;quot;vhalin&amp;quot; Leahy''. It is used in [[Highlander]] Leagues, but also sometimes used in [[Prolander]] (7v7).&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Borneo/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
&lt;br /&gt;
 | title = Borneo, first point&lt;br /&gt;
 | image = Borneo Point A.jpg &lt;br /&gt;
 | area1 = Hillside | x1=340px | y1=170px&lt;br /&gt;
 | area2 = Porch/ 2nd Porch | x2=210px | y2=190px&lt;br /&gt;
 | area3 = Bridge | x3=440px | y3=180px&lt;br /&gt;
 | area4 = Cliffside/ Highground | x4=400px | y4=370px&lt;br /&gt;
 | area5 = Under/Choke | x5=400px | y5=195px&lt;br /&gt;
 | area6 = Watchtower | x6=550px | y6=100px&lt;br /&gt;
 | area7 = House | x7=630px | y7=190px&lt;br /&gt;
 | area8 = Fence/ Alley | x8=700px | y8=200px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66873</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66873"/>
		<updated>2022-04-26T13:58:45Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kritzkrieg.jpg|The Kritzkrieg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the Medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Borneo&amp;diff=66866</id>
		<title>Borneo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Borneo&amp;diff=66866"/>
		<updated>2022-04-26T08:34:04Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &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=pl&lt;br /&gt;
|filename=pl_borneo&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|author1steam= 76561197970803850&lt;br /&gt;
|author2=Matt &amp;quot;vhalin&amp;quot; Leahy&lt;br /&gt;
|author2steam=76561197960269738&lt;br /&gt;
|author3= &lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=9 May 2011&lt;br /&gt;
|updated=29 February 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=moderate&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_borneo.bsp.bz2&lt;br /&gt;
|workshop=454139147&lt;br /&gt;
|tf2maps=17011&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Borneo&lt;br /&gt;
|officialwiki2=&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_borneo''' is a single-stage [[Payload]] map created by ''Sean &amp;quot;Heyo&amp;quot; Cutino'' and ''Matt &amp;quot;vhalin&amp;quot; Leahy''.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Borneo/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
&lt;br /&gt;
 | title = Borneo, first point&lt;br /&gt;
 | image =  &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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Borneo&amp;diff=66864</id>
		<title>Borneo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Borneo&amp;diff=66864"/>
		<updated>2022-04-25T13:28:18Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &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=pl&lt;br /&gt;
|filename=pl_borneo&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|author1steam= 76561197970803850&lt;br /&gt;
|author2=Matt &amp;quot;vhalin&amp;quot; Leahy&lt;br /&gt;
|author2steam=76561197960269738&lt;br /&gt;
|author3= &lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=9 May 2011&lt;br /&gt;
|updated=29 February 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=moderate&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_borneo.bsp.bz2&lt;br /&gt;
|workshop=454139147&lt;br /&gt;
|tf2maps=17011&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Borneo&lt;br /&gt;
|officialwiki2=&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_borneo''' is a single-stage [[Payload]] map created by ''Sean &amp;quot;Heyo&amp;quot; Cutino'' and ''Matt &amp;quot;vhalin&amp;quot; Leahy''.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Borneo/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
&lt;br /&gt;
 | title = Borneo, first point&lt;br /&gt;
 | image = Borneo.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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Borneo&amp;diff=66863</id>
		<title>Borneo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Borneo&amp;diff=66863"/>
		<updated>2022-04-25T13:20:05Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &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=pl&lt;br /&gt;
|filename=pl_borneo&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|author1steam= 76561197970803850&lt;br /&gt;
|author2=Matt &amp;quot;vhalin&amp;quot; Leahy&lt;br /&gt;
|author2steam=76561197960269738&lt;br /&gt;
|author3= &lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=9 May 2011&lt;br /&gt;
|updated=29 February 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=moderate&lt;br /&gt;
|lpleague=&lt;br /&gt;
|lpseason=&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/pl_borneo.bsp.bz2&lt;br /&gt;
|workshop=454139147&lt;br /&gt;
|tf2maps=17011&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Borneo&lt;br /&gt;
|officialwiki2=&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
'''pl_borneo''' is a single-stage [[Payload]] map created by ''Sean &amp;quot;Heyo&amp;quot; Cutino'' and ''Matt &amp;quot;vhalin&amp;quot; Leahy''.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Borneo/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== First point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Borneo, first point&lt;br /&gt;
 | image = pl_borneo 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;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(6v6)&amp;diff=66861</id>
		<title>Scout (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(6v6)&amp;diff=66861"/>
		<updated>2022-04-25T10:48:27Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]&lt;br /&gt;
The [[Scout]] is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight while no one is looking at you.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
Playing Scout properly at a midfight involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that the player may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of a teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
In a 6v6 game, once the midfight ends, and you are alive, AND the enemy team has successfully backed out, the Scout's goal is to watch the flank. The flank is simply the alternate route between two different control points, whereas the choke is the main route. In the flank, a Scout can either play defensively - prevent the enemy from flanking the combo, or offensively - try to get a pick and overrun the flank with the team's [[Roaming Soldier]] - advantage, and ultimately wiping or driving out the enemy team.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
{{main|Offclass|l1=Offclassing}}&lt;br /&gt;
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of an average [[5-CP]] map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, a Scout can change class to achieve a particular goal.&lt;br /&gt;
&lt;br /&gt;
== Playstyles ==&lt;br /&gt;
There are 2 different playstyles widely recognized in 6v6, pocket scout or flank scout. A pocket scout will stick with the medic and take a lot of the heals while only going for kills if there is an opening. A flank scout is the opposite, the player will be as aggressive as possible and that player will rush into the enemy to get the pick the team needs.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
=== General Guides ===&lt;br /&gt;
* {{SteamGuide|118485045|text=MR SLIN Essential Tips for Scout in 6v6 Competitive TF2}}&lt;br /&gt;
* {{YouTube video|f0PIQOYfzlo|text=Sal's newbie Scout guide}}&lt;br /&gt;
* {{YouTube video|V0ZNBQMdolo|text=Competitive Scout Basics by Shlaner}}&lt;br /&gt;
* {{YouTube video|opJMTfataIA|text=Competitive Scout Guide by eC?Forsaken Part 1 of 2}}&lt;br /&gt;
* {{YouTube video|Adfy4g8joII|text=Competitive Scout Guide by eC?Forsaken Part 2 of 2}}&lt;br /&gt;
* {{YouTube video|3ZEx5vc_hU4|text=Marxist's 9 Precepts of Scout}}&lt;br /&gt;
* {{YouTube video|svCmXhYxMGc|text=MyGamingEdge: Scout#Clockwork: Scout Basics}}&lt;br /&gt;
* {{YouTube video|VOjRCegKWFc|text=MyGamingEdge: Scout#yz50: Mid Fights as Scout}}&lt;br /&gt;
* {{YouTube video|rasYqivAppA|text=MyGamingEdge: Scout#Jh: Back Capping as Scout}}&lt;br /&gt;
* {{YouTube video|6z-DhjfZBKY|text=Scatter School - Ep. 1: Decision Making}}&lt;br /&gt;
* {{YouTube video|H4EcJIayWZ8|text=Scatter School - Ep. 2: Scout Buddies}}&lt;br /&gt;
* {{YouTube video|KNK_eQhKFtk|text=Scatter School - Ep. 3: Team Communication}}&lt;br /&gt;
* {{YouTube video|IuKbyJb-DWAt|text=Flank Scout - A Short and Simple Guide by arekk}}&lt;br /&gt;
&lt;br /&gt;
=== Map Analysis ===&lt;br /&gt;
* {{YouTube video|RR-34gDuP_0|text=Gullywash Mentoring session with invite scout Cyzer}}&lt;br /&gt;
* {{YouTube video|K-WKNSVWOi0|text=Badlands basic scout positioning by Starkie}}&lt;br /&gt;
* {{YouTube video|1ZGzO3ZRfCI|text=Scatter School - Ep. 5: Mid Overview - Process}}&lt;br /&gt;
&lt;br /&gt;
=== Demo Reviews ===&lt;br /&gt;
* {{YouTube video|Dl1Hkh0-2QA|text=Scatter School - Ep. 1.1: Self Demo Review Part 1/2 - Metalworks}}&lt;br /&gt;
* {{YouTube video|TbxCQpgPODw|text=Scatter School - Ep. 1.1: Self Demo Review Part 2/2 - Metalworks}}&lt;br /&gt;
* {{YouTube video|V7SQ32PiXlg|text=Scatter School - Ep. 4: Mentor Session Summary - Process Demo Review}}&lt;br /&gt;
* {{YouTube video|BM4afNYimfY|text=Ascent Yomps on Viaduct by MR. SLIN}}&lt;br /&gt;
&lt;br /&gt;
=== POVs ===&lt;br /&gt;
==== Badlands ====&lt;br /&gt;
* {{YouTube video|j2U5s3DPqrM|text=ETF2L Prem - Crack Clan vs Relic - (EstaniS)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|tTgC06LWIng|text=ESEA-Invite S19 - Froyotech vs Ascent - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Viaduct ====&lt;br /&gt;
* {{YouTube video|JEU41CNSs58|text=ESEA-Invite S13 - bp. vs Classic Mixup - (Shrugger)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|Y5Jj0euhYpg|text=ESEA-Invite S19 - Froyotech vs Street Hoops - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|9uhSaEmlEMA|text=ESEA-Invite S19 - Froyotech vs Attack of the Yomies - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|9R66vyJBOnw|text=UGC Platinum S18 - ForChingoo vs ^Greatness - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|UQWFQresoD8|text=UGC Platinum S18 - ForChingoo vs Subliminal- (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|x6PkaDGZdwU|text=ESEA-Invite S18 - Froyotech vs Mad Men - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Granary ====&lt;br /&gt;
* {{YouTube video|JaQcNtM4fAM|text=ETF2L Prem - relic vs CKRAS - (Bybben)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|HkA_wsQ8JGE|text=ESEA-Invite S14 - HRG vs Tri Hards - (Shrugger)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|kkVjzHpuUaQ|text=ESEA-Invite S19 - Froyotech vs Champagne and Cocaine - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|ctPcaAUMm6c|text=ESEA-Invite S18 - Froyotech vs Ascent - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|zmT3MiTb_rw|text=UGC Platinum S18 Finals - ForChingoo vs ^Greatness - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|4SM2K_teg0I|text=ESEA-Invite S18 - Froyotech vs Street Hoops - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Gullywash ====&lt;br /&gt;
* {{YouTube video|-XPpXEi8u5Q|text=ETF2L Prem - Crack Clan vs Relic - (HarryHook)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|FeZ_aIeu1rc|text=ETF2L Prem S11 - Yoyotech vs Epsilon - (TviQ)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|JaWg6hjZebI|text=ESEA-Invite S19 - Froyotech vs Five Dollar Club - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|6zERA3IhN8c|text=ESEA-Invite S19 - Froyotech vs Ding Dong Daddies (Attack of the Yomies) - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Sunshine ====&lt;br /&gt;
* {{YouTube video|Iz92pmOXjIg|text=ESEA-Invite S19 - Froyotech vs Ascent - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|doQ0Zkvkk40|text=UGC Platinum S18 - ForChingoo vs Omnipotent - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|0r5N8NsdLbI|text=ESEA-Invite S19 - Froyotech vs The Grime - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Snakewater ====&lt;br /&gt;
* {{YouTube video|LCNWvW6KoDA|text=ESEA-Invite S19 - Froyotech vs Cafe Monster - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|mebRASEgZNc|text=ESEA-Invite S18 - Froyotech vs Mad Men - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|BnpJL9JWGFI|text=UGC Platinum S18 - ForChingoo vs Altitude's Cows - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|w3IwCrrm6-Q|text=ESEA-Invite S19 - Froyotech vs Ding Dong Daddies (Attack of the Yomies) - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|DJrPNY8P-no|text=ESEA-Invite S18 - Froyotech vs A New Yomie - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Process ====&lt;br /&gt;
* {{YouTube video|wQUzjO1WzsQ|text=ETF2L Prem S13 - Epsilon vs Crack Clan - (Stefan)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|LzGJgGd4PoI|text=ETF2L Prem S14 Grand Finals - Epsilon vs Broder - (Stefan)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|ldT3QDbKQHQ|text=ESEA-Invite S18 - Froyotech vs Mad Men - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|BXbuzRuvLL4|text=ESEA-Invite S19 - Froyotech vs Street Hoops - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|bpwXTLmMW2M|text=ESEA-Invite S18 - Froyotech vs Show Me the Monet - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|YXVtzIryV_o|text=ESEA-Invite S19 - Froyotech vs Attack of the Yomies - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|P-W8drunq-s|text=UGC Platinum S17 - ForChingoo vs Flash Delirium - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
==== Metalworks ====&lt;br /&gt;
* {{YouTube video|UOdHu2Nov1Q|text=ESEA-Invite S19 - Froyotech vs Cafe Monster - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|cnSCJvoBrFk|text=ESEA-Invite S18 - Froyotech vs Ascent - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
* {{YouTube video|tJYWn8eIC9o|text=CEVO-P - Froyotech vs Mix^ - (B4nny)}} ''(Includes team comms)''&lt;br /&gt;
&lt;br /&gt;
=== Rollouts ===&lt;br /&gt;
* {{YouTube video|V2beSAj_htg|text=B4nny's Scout Rollout Basics: cp_process_final}}&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
* {{YouTube video|cMFErb5Cg94|text=Scout Jumps: cp_granary}}&lt;br /&gt;
* {{YouTube video|VS4uDtkzYmM|text=Scout Jumps: cp_gullywash_final1}}&lt;br /&gt;
* {{YouTube video|GivOM42zM4k|text=Scout Jumps: cp_snakewater_final1}}&lt;br /&gt;
* {{YouTube video|qZcRxXuC3Wk|text=Scout Jumps: cp_badlands}}&lt;br /&gt;
* {{YouTube video|S-qFzPz1hhQ|text=Scout jumps on gullywash middle by hr}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Scout]]&lt;br /&gt;
*[[Scout (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Attack/Defend&amp;diff=66860</id>
		<title>Attack/Defend</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Attack/Defend&amp;diff=66860"/>
		<updated>2022-04-25T10:14:52Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{NewInfobox_GameMode&lt;br /&gt;
&lt;br /&gt;
|image= Steel.jpg&lt;br /&gt;
|caption= [[Steel]], a staple Attack / Defend map in [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
|released= October 9, 2007&lt;br /&gt;
|official= 1&lt;br /&gt;
&lt;br /&gt;
|gamemode1= Hl&lt;br /&gt;
|popularity= staple&lt;br /&gt;
&lt;br /&gt;
|officialwiki= Control_Point_(game_mode)#Attack.2FDefend}}&lt;br /&gt;
&lt;br /&gt;
Attack / Defend is a standard competitive gamemode that functions like [[5CP|Control Point], but control points cannot be recapped. In Attack / Defend, the BLU team attacks points, while the RED team defends them and if the BLU team caps, the RED team cannot recap the control point. An example of an Attack / Defend map would be [[Steel]]. Once the round concludes, teams then switch. Attack / Defend is a standard game mode in [[Highlander]].&lt;br /&gt;
Other than being used in Highlander (9v9), attack/defend is also sometimes used in 6v6 and even [[Prolander]] (7v7). &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[5CP|Control Point]]&lt;br /&gt;
* [[King_of_the_Hill|King of the Hill]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| title = [[Maplist|List of Attack / Defend maps commonly played in competitive TF2]]&lt;br /&gt;
| group1=[[Highlander]]&lt;br /&gt;
| list1 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Steel]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
&lt;br /&gt;
| group2=[[6v6]]&lt;br /&gt;
| list2 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Edifice]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Attack/Defend&amp;diff=66859</id>
		<title>Attack/Defend</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Attack/Defend&amp;diff=66859"/>
		<updated>2022-04-25T10:11:44Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{NewInfobox_GameMode&lt;br /&gt;
&lt;br /&gt;
|image= Steel.jpg&lt;br /&gt;
|caption= [[Steel]], a staple Attack / Defend map in [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
|released= October 9, 2007&lt;br /&gt;
|official= 1&lt;br /&gt;
&lt;br /&gt;
|gamemode1= Hl&lt;br /&gt;
|popularity= staple&lt;br /&gt;
&lt;br /&gt;
|officialwiki= Control_Point_(game_mode)#Attack.2FDefend}}&lt;br /&gt;
&lt;br /&gt;
Attack / Defend is a standard competitive gamemode that functions like [[5CP|Control Point], but control points cannot be recapped. In Attack / Defend, the BLU team attacks points, while the RED team defends them and if the BLU team caps, the RED team cannot recap the control point. An example of an Attack / Defend map would be [[Steel]]. Once the round concludes, teams then switch. Attack / Defend is a standard game mode in [[Highlander]].&lt;br /&gt;
In competitive, the attack/defend game mode is mostly used in Highlander (9v9), but is also sometimes used in Prolander (7v7) and 6v6. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[5CP|Control Point]]&lt;br /&gt;
* [[King_of_the_Hill|King of the Hill]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| title = [[Maplist|List of Attack / Defend maps commonly played in competitive TF2]]&lt;br /&gt;
| group1=[[Highlander]]&lt;br /&gt;
| list1 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Steel]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
&lt;br /&gt;
| group2=[[6v6]]&lt;br /&gt;
| list2 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Edifice]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Attack/Defend&amp;diff=66858</id>
		<title>Attack/Defend</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Attack/Defend&amp;diff=66858"/>
		<updated>2022-04-25T10:10:06Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: Added a section on which comp types  attack/defend is used in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{NewInfobox_GameMode&lt;br /&gt;
&lt;br /&gt;
|image= Steel.jpg&lt;br /&gt;
|caption= [[Steel]], a staple Attack / Defend map in [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
|released= October 9, 2007&lt;br /&gt;
|official= 1&lt;br /&gt;
&lt;br /&gt;
|gamemode1= Hl&lt;br /&gt;
|popularity= staple&lt;br /&gt;
&lt;br /&gt;
|officialwiki= Control_Point_(game_mode)#Attack.2FDefend}}&lt;br /&gt;
&lt;br /&gt;
Attack / Defend is a standard competitive gamemode that functions like [[5CP|Control Point], but control points cannot be recapped. In Attack / Defend, the BLU team attacks points, while the RED team defends them and if the BLU team caps, the RED team cannot recap the control point. An example of an Attack / Defend map would be [[Steel]]. Once the round concludes, teams then switch. Attack / Defend is a standard game mode in [[Highlander]].&lt;br /&gt;
In competitive, the attack/defend game mode is mostly used in Highlander (9v9), but is also sometimes used in Prolander (7v7). &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[5CP|Control Point]]&lt;br /&gt;
* [[King_of_the_Hill|King of the Hill]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| title = [[Maplist|List of Attack / Defend maps commonly played in competitive TF2]]&lt;br /&gt;
| group1=[[Highlander]]&lt;br /&gt;
| list1 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Steel]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
&lt;br /&gt;
| group2=[[6v6]]&lt;br /&gt;
| list2 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Edifice]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Attack/Defend&amp;diff=66857</id>
		<title>Attack/Defend</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Attack/Defend&amp;diff=66857"/>
		<updated>2022-04-25T10:01:20Z</updated>

		<summary type="html">&lt;p&gt;Timmy.Timster1234: Author mistakenly wrote BLU instead of RED when talking about the defence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{NewInfobox_GameMode&lt;br /&gt;
&lt;br /&gt;
|image= Steel.jpg&lt;br /&gt;
|caption= [[Steel]], a staple Attack / Defend map in [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
|released= October 9, 2007&lt;br /&gt;
|official= 1&lt;br /&gt;
&lt;br /&gt;
|gamemode1= Hl&lt;br /&gt;
|popularity= staple&lt;br /&gt;
&lt;br /&gt;
|officialwiki= Control_Point_(game_mode)#Attack.2FDefend}}&lt;br /&gt;
&lt;br /&gt;
Attack / Defend is a standard competitive gamemode that functions like [[5CP|Control Point], but control points cannot be recapped. In Attack / Defend, the BLU team attacks points, while the RED team defends them and if the BLU team caps, the RED team cannot recap the control point. An example of an Attack / Defend map would be [[Steel]]. Once the round concludes, teams then switch. Attack / Defend is a standard game mode in [[Highlander]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[5CP|Control Point]]&lt;br /&gt;
* [[King_of_the_Hill|King of the Hill]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| title = [[Maplist|List of Attack / Defend maps commonly played in competitive TF2]]&lt;br /&gt;
| group1=[[Highlander]]&lt;br /&gt;
| list1 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Steel]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
&lt;br /&gt;
| group2=[[6v6]]&lt;br /&gt;
| list2 = [[Gravelpit]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Edifice]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Standin]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Timmy.Timster1234</name></author>
		
	</entry>
</feed>