pl upward f10

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

f10

30/07/2022
  • 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

f9

06/06/2022
  • fixed
    Fixed non-solid roof on bridge on 3rd.
pl_upward_f9

f8

25/05/2022
  • fixed
    Fixed wrap assassin bug on last.
pl_upward_f8

f7

14/04/2022
  • added
    Added cubemaps.
  • fixed
    Fixed some texture misalignments.
  • improvement
    Improved some blockbullets in tunnel and playground on 2nd.
pl_upward_f7

f6

18/03/2022
  • fixed
    Fixed textures overwriting on other maps.
  • improvement
    Small clipping and splash improvements across the map.
pl_upward_f6

f5

13/12/2021
  • 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.
  • custom
    Changed cabinet in spawn to no longer have shadows and prevent doors clipping out
pl_upward_f5

f4

10/12/2021
  • fixed
    Being able to cap/deny cart from under rollercoaster on 3rd.
  • 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.
  • custom
    Sign behaviour around the map to avoid solidity/visibility issues.
pl_upward_f4

f3

29/10/2021
  • 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.
  • custom
    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

f2

26/10/2021
  • 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.
  • removed
    Pop-in on specific props.
  • custom
    Adjusted Bloom and hdr exposure settings.
pl_upward_f2

f1

21/09/2021
  • 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.
pl_upward_f1
First
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First
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First
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Tunnel
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Tunnel
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Tunnel
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Side-Tunnel
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Tunnel-Highway
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Second-Hill
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Second-Hill
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Second
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Second
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House-Boiler
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Sewers
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Third
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Third
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Shithouse
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Spiral
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Last-Choke
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Last-FrontStairs
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Last-Upper
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Last-Boxes
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Last
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Last-HarryPotter
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Last-Under
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Last
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Blue-First-Spawn
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Blue-Second-Spawn
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Red/Blue-Spawn
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Red-Last-Spawn
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