About
The original map pl_upward was made by Valve.
Upward is generally the first map most players think of when someone mentions the payload gamemode.
Being a major staple of both competitive and casual this map is beloved by all but its not without its flaws. Being released in 2010, upward has aged poorly with its clipping issues, unconventional mapping techniques and abundance of holes. Refresh has corrected all of this while still maintaining the same map we all love.
Update History
improvement
Changed the doors in dropdown to never be opened after closing.improvement
Changed the doors in dropdown from silent to making a sound when closing.fixed
Fixed detail brushes flickering on 1st point.fixed
Fixed some lighting issues.fixed
Fixed some props and brushes being solid.fixed
Fixed water brushes in skybox with various cubemaps.fixed
Fixed unoptimized visleaves next to the hill.fixed
Fixed floating barrel near 2nd.improvement
Improved clip alignment under balcony on 3rd.improvement
Added blockbullets in front of window and dropdown-elbow.improvement
Added more func_occluders.improvement
Added resupply sign on last RED last spawn.improvement
Reduced t-junction and edicts (func_brush).
pl_upward_f12
improvement
Added back occluders from stock upward.improvement
Added more hints, areaportals and occluders for optimization.improvement
Redone skybox brushes for optimization.
pl_upward_f11
fixed
Fixed the catwalk roof on third.improvement
Improved splash handling by removing leftover spawn signs collision.improvement
Added clip to window on last near dropdown.reverted
Brought back PC props instead of the resupply cabinet in last spawn.
pl_upward_f10
fixed
Added cubemaps.fixed
Fixed some texture misalignments.improvement
Improved some blockbullets in tunnel and playground on 2nd.
pl_upward_f7
fixed
Fixed textures overwriting on other maps.improvement
Small clipping and splash improvements across the map.
pl_upward_f6
fixed
Misaligned fire extinguisher on last.fixed
Support beams on last upper no longer bounce stickies.fixed
Overlay ammo patch in dropdown/window second.improvement
Replaced clipbrushes with blockbullets in: backstairs last, balcony/window second, house second-third, dropdown/banana last, spiral last, b house second.improvement
Changed cabinet in spawn to no longer have shadows and prevent doors clipping out
pl_upward_f5
fixed
Being able to cap/deny cart from under rollercoaster on 3rd.fixed
Sign behaviour around the map to avoid solidity/visibility issues.improvement
Clipping around first point under playground and blue side of the cliff-bridge.improvement
Clipping in spiral.improvement
Clipping around metal vertical beams and curbs under point on last.improvement
Clipping under heavy balcony on third.improvement
Splash around first-tunnel entrance wall.
pl_upward_f4
fixed
Gap between the wood and dirt on First.fixed
Floating windows and boards above Second.removed
Remaining bush on flank side of First.removed
New hiding spot along Blue base.removed
New hiding spot above First.improvement
Attached a lightswitch wire to the ceiling on Third.custom
Replaced all patch overlays under health and ammo with func_illusionary ones so they are always visible.
pl_upward_f3
fixed
Lighting around last should reflect how it is in default upward now.fixed
Readded a bunch of missing decals.improvement
Raised ceiling bar on red last to make movement smoother.improvement
Various clipping and block bullet changes behind and around props.improvement
Lighting on rock models.improvement
Adjusted Bloom and hdr exposure settings.removed
Pop-in on specific props.
pl_upward_f2
fixed
Removed a lot of exploits (including: resup binding on enemy spawn doors, shooting into blue spawn from third, getting stuck on signs and being able to build in the dropdown).improvement
Corrected clipping.improvement
Better splash handling.improvement
Closing off of a LOT of holes.improvement
Reworked decorative props and brushwork to be more in line with the competitive format.removed
The box gap on last.custom
Compiled with BSPReveal.
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