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Upward Event is a map made for the Payload gamemode. It is a Halloween variant of Upward.
Location[]
GRN Spawn 1[]
GRN spawns in a giant starting room with 3 exits. One on the left, right and middle. Leaving the spawn will put you out into the battlefield.
RED Spawn 1/GRN Spawn 3[]
RED or GRN spawns in a small room with one exit making it very easy to spawn camp. Leaving the spawn will put you between point B and point C.
Battlefield[]
This is where the GRN exits out too with the bomb right in front of the cart. The area is very open with big rocks as cover along with a death drop near a wooden bridge. There is also pumking bombs near the biggest piece of cover meaning you can't hide their forever. There is also a small area behind the right door that Agents can use to hide.
Point A[]
Point A has a lot of cover that Mechanic can use. There is a small wooden building that the bottom level is great for Buildings and if you walk up the stairs you get a great vantage point as Marksman. There is also a flank with a Large Ammo kit that anyone can use to destroy the Mechanic's Buildings.
Mineshaft[]
After point A is a mineshaft when going down, to the right is a flank that goes to around point B with a Medium Ammo and Health kit. There is also an upper catwalk that can go to another flank that takes a more direct way to point B. The middle route is dangerous as it has very little cover with a pumpkin bomb nearby the cover. It is recommended to take the other flanks or take the route above.
Mineshaft[]
Instead off going down, you can go up instead to go to route B.
Point B[]
Point B is pretty open except for two buildings. One is a battlements with a Medium Ammo and Health kit that Marksman can use to kill people either above or below Mineshaft. One is a cubby above and near the outside building of the RED spawn 1/GRN spawn 3 that can be used to kill any Sentries there. Capturing this point changed the spawns of GRN and RED.
GRN Spawn 2[]
GRN spawns in a small room with one exit. Leaving spawn will put you inside the mineshaft.
RED Spawn 2[]
RED spawns in a medium sized room with a gate that goes outside of point D. The other doors lead into the battlements above RED spawn.
Wooden Spiral[]
After point B is track that goes into a wooden spiral and a wooden bridge with a Medium Health kit underneath it.
Point C[]
Point C is very open meaning that the only cover you have is the Payload. There is also a flank on the side that will go to the wooden bridge under the wooden spiral.
Inside Flank[]
This room is a connecting room to two flanks. Going upstairs goes to the Lookout and going downstairs going underneath of point D
Lookout[]
On the opposite side of the battlements is a lookout that GRN can use to attack anyone on battlements or on point D.
Point D[]
Point D is the final point and has a giant lava pit. It is a big open room with good spots for sentries. There is also a flank that is underneath the wooden platform on point D.
Tips[]
For general tips, see Payload § Tips.
- There is a section of the map where GRN has to push the Payload cart up a wooden platform, which is extremely close to the edge. As RED, you can use weapons that inflict tons of knockback, such as the G-Bomb or the Lupara DB, to easily push players off the map.
- As a Marksman the first point and third point has large sightlines making it great for sniping.
- A Brute can be very effective inside the second point cavern since the enemy cannot see you until they are in your line of sight. This can also apply to Annihilator with his sticky traps.
- Mechanic for defense on last can be very effective due to the enemy needing to pass through one of your sightlines to push the cart.
- The hill on second point is very important to hold and is often where most of the fighting occurs.
- As a Brute, hide behind the rocks on the second point hill, as this will cover up some of your hit box. You can also crouch on certain parts to make yourself even more covered while still firing at enemies.
- The Sticky Jumper is very effective on this map due to the large area to jump in.
- However, it's effectiveness drops drastically on the last point, although it could still be considered on GRN if your team doesn't have a Mechanic.
- This map has many flank routes, utilize them as Flanker to get key kills.
- Near the GRN spawn room there's a lot of rocks. As an Agent, GRN or RED, you can hide behind these to cloak.
Update History[]
October 28, 2023 (Typical Horrors III)
- Added pl_upward_event
December 24, 2023 (Kringle's Annual New Year Expansion)
- Removed pl_upward_event from the public map rotation.
October 19, 2024 (Typical Horrors IV)
- Re-added pl_upward event to the public map rotation.
Trivia[]
- On the loading screen, the Modified By section of the credits has a credit labelled as "idk".
- However, the actual contributors to this map are Toiletarecool and ppurplux.
- There is a grave near point D with a Camo Cap and the text; "Camo Camper R.I.P." This grave is to give a sendoff to a famous TC2 community figure called Camo Camper after he quit TC2 after playing for 6 years.[1]