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The map has been uploaded to serveme.tf and can be selected as "pl_upward_f7" when renting a server.
Latest update: 14/4/2022
INTRODUCTION
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"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.
SUMMARY
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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.
CHANGES
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- Corrected clipping.
- Better splash handling.
- Closing off of a LOT of holes.
- Reworked decorative props and brushwork to be more in line with the competitive format.
- Removed the box gap on last
- 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)
- Compiled with bspreveal.
A full compilation of patchnotes from F1 can be found
hereWANT TO HELP?
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We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add R0boprod or HOI if you'd like to work with us!
SHOUT-OUTS
JackyLegs for guiding the mapping process and providing a more experienced competitive insight
Xobile for spending hours recompiling and fixing all the problems with decompiling
Niro For getting most of the changes done and plowing this task across the finishline
[url=https://refresh.tf/upward]DOWNLOAD[/url]
The map has been uploaded to [url=https://serveme.tf/]serveme.tf[/url] and can be selected as "pl_upward_f7" when renting a server.
Latest update: 14/4/2022
[b]INTRODUCTION[/b]
[spoiler]"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.[/spoiler]
[b]SUMMARY[/b]
[spoiler]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.[/spoiler]
[b]CHANGES[/b]
[spoiler][list]
[*] Corrected clipping.
[*] Better splash handling.
[*] Closing off of a LOT of holes.
[*] Reworked decorative props and brushwork to be more in line with the competitive format.
[*] Removed the box gap on last
[*] 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)
[*] Compiled with [url=https://tf2maps.net/threads/bspreveal-compile-tool-for-improved-in-game-visualization.44856/]bspreveal[/url].
[/list]
A full compilation of patchnotes from F1 can be found [url=https://github.com/tom288/Refresh/blob/master/Upward/Upward_F1_Changelog.md]here[/url][/spoiler]
[b]WANT TO HELP?[/b]
[spoiler]We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add [b]R0boprod[/b] or [b]HOI[/b] if you'd like to work with us![/spoiler]
[b]SHOUT-OUTS[/b]
[b]JackyLegs[/b] for guiding the mapping process and providing a more experienced competitive insight
[b]Xobile[/b] for spending hours recompiling and fixing all the problems with decompiling
[b]Niro[/b] For getting most of the changes done and plowing this task across the finishline
thoughts on fixing/removing the dispenser block on last?
thoughts on fixing/removing the dispenser block on last?
wishthoughts on fixing/removing the dispenser block on last?
nah
[quote=wish]thoughts on fixing/removing the dispenser block on last?[/quote] nah
really good changes on the maps so far. Maybe they will get playtime in rgl at some point. Also might be worth offering them to valve and see if they would make the changes official
really good changes on the maps so far. Maybe they will get playtime in rgl at some point. Also might be worth offering them to valve and see if they would make the changes official
wishthoughts on fixing/removing the dispenser block on last?
definitely better if removed, kind of makes player specifically target the dispenser on last just so the spy could get to upper, super stupid imo (not as bad as it was on badwater 3rd tho)
[quote=wish]thoughts on fixing/removing the dispenser block on last?[/quote]
definitely better if removed, kind of makes player specifically target the dispenser on last just so the spy could get to upper, super stupid imo (not as bad as it was on badwater 3rd tho)
Last under the tracks could use some attention imo
Last under the tracks could use some attention imo
harris0nUpward is generally the second map most players think of when someone mentions the payload gamemode.
There.. fixed that for you
[quote=harris0n]Upward is generally the [b]second[/b] map most players think of when someone mentions the payload gamemode. [/quote]
There.. fixed that for you
flaressLast under the tracks could use some attention imo
we've updated the clipping along the walls under the last point as well as smooth out the area by removing collision on the overhead lamp. We originally intended on removing the poles but decided against it as they are used by players to duck and weave during combat
[quote=flaress]Last under the tracks could use some attention imo[/quote]
we've updated the clipping along the walls under the last point as well as smooth out the area by removing collision on the overhead lamp. We originally intended on removing the poles but decided against it as they are used by players to duck and weave during combat
pl_upward_f2 has been released
F2 aims to correct a lot of the errors that came with decompiling upward as well as fix a few more smaller bugs along the way.
- Readded a bunch of missing decals.
- Raised ceiling bar on red last too make movement smoother.
- Adjusted bloom and hdr exposure settings.
- Various clipping and block bullet changes behind and around props.
- Improved lighting on rock models.
- Removed pop-in on specific props.
- All lighting around last should reflect how it is in default upward now.
pl_upward_f2 has been [url=https://tf2maps.net/downloads/refresh-upward.11836/update?update=32239]released[/url]
F2 aims to correct a lot of the errors that came with decompiling upward as well as fix a few more smaller bugs along the way.
[list]
[*] Readded a bunch of missing decals.
[*] Raised ceiling bar on red last too make movement smoother.
[*] Adjusted bloom and hdr exposure settings.
[*] Various clipping and block bullet changes behind and around props.
[*] Improved lighting on rock models.
[*] Removed pop-in on specific props.
[*] All lighting around last should reflect how it is in default upward now.
[/list]
remove dispenser block at last
remove dispenser block at last
pl_upward_f3 has been released
F3 is a small update to help correct a few minor issues:
- Removed remaining bush on flank side of First.
- Corrected floating windows and boards above Second.
- Removed new hiding spot along Blue base.
- Removed new hiding spot above First.
- Fixed gap between the wood and dirt on First.
- Attached a lightswitch wire to the ceiling on Third.
pl_upward_f3 has been [url=https://tf2maps.net/downloads/refresh-upward.11836/update?update=32280]released[/url]
F3 is a small update to help correct a few minor issues:
[list]
[*] Removed remaining bush on flank side of First.
[*] Corrected floating windows and boards above Second.
[*] Removed new hiding spot along Blue base.
[*] Removed new hiding spot above First.
[*] Fixed gap between the wood and dirt on First.
[*] Attached a lightswitch wire to the ceiling on Third.
[/list]
Why no f4_a1 post? It's on serveme.
Why no f4_a1 post? It's on serveme.
Ebola-ChanWhy no f4_a1 post? It's on serveme.
I haven't checked yet but it could be a fake
There is a cp_process_f10 on serveme which resembles nothing compared to process at all
[quote=Ebola-Chan]Why no f4_a1 post? It's on serveme.[/quote]
I haven't checked yet but it could be a fake
There is a cp_process_f10 on serveme which resembles nothing compared to process at all
Ebola-ChanWhy no f4_a1 post? It's on serveme.
That was uploaded as a test by someone and was deleted straight away, the list still showed it but the map was no longer no the servers.
RahmedThere is a cp_process_f10 on serveme which resembles nothing compared to process at all
Uploaded by a troll, and has been deleted.
If you see these fake maps, please let me know on the serveme discord or on steam.
[quote=Ebola-Chan]Why no f4_a1 post? It's on serveme.[/quote]
That was uploaded as a test by someone and was deleted straight away, the list still showed it but the map was no longer no the servers.
[quote=Rahmed]There is a cp_process_f10 on serveme which resembles nothing compared to process at all[/quote]
Uploaded by a troll, and has been deleted.
If you see these fake maps, please let me know on the serveme discord or on steam.
MongWhy no f4_a1 post? It's on serveme.
there's an upward_f4 now!
pl_upward_f4 has been released
Full credit to Hondjo for working on this version
- reworked sign behaviour around the map to avoid solidity/visibility issues
- improved clipping around first point under playground and blue side of the cliff-bridge
- improved clipping in spiral
- improved clipping around metal vertical beams and curbs under point on last
- improved clipping under heavy balcony on third
- improved splash around first-tunnel entrance wall
- fixed being able to cap/deny cart from under rollercoaster
[quote=Mong]Why no f4_a1 post? It's on serveme.[/quote]
there's an upward_f4 now!
pl_upward_f4 has been [url=https://tf2maps.net/downloads/refresh-upward.11836/download?version=32952]released[/url]
Full credit to Hondjo for working on this version
[list]
[*] reworked sign behaviour around the map to avoid solidity/visibility issues
[*] improved clipping around first point under playground and blue side of the cliff-bridge
[*] improved clipping in spiral
[*] improved clipping around metal vertical beams and curbs under point on last
[*] improved clipping under heavy balcony on third
[*] improved splash around first-tunnel entrance wall
[*] fixed being able to cap/deny cart from under rollercoaster
[/list]
Very cool. Uploaded to serveme NA and EU.
Very cool. Uploaded to serveme NA and EU.
pl_upward_f5 has been released
- replaced clipbrushes with blockbullets in:
backstairs last, balcony/window second, house second-third, banana last, spiral last, b house second
- fixed misaligned fire extinguisher on last.
- support beams on last upper no longer bounce stickies
- fixed overlay ammo patch in dropdown/window second.
- changed cabinet in spawn to no longer have shadows and prevent doors clipping out
pl_upward_f5 has been [url=https://tf2maps.net/downloads/refresh-upward.11836/download?version=33039]released[/url]
[list]
[*] replaced clipbrushes with blockbullets in:
backstairs last, balcony/window second, house second-third, banana last, spiral last, b house second
[*] fixed misaligned fire extinguisher on last.
[*] support beams on last upper no longer bounce stickies
[*] fixed overlay ammo patch in dropdown/window second.
[*] changed cabinet in spawn to no longer have shadows and prevent doors clipping out
[/list]
i love the dispenser block as much as the next guy but isn't that a perfect example of something you would want fixed in a refresh edition
it's not like it makes engineer on last any worse, it will really only have a big impact on bad engineer players
i love the dispenser block as much as the next guy but isn't that a perfect example of something you would want fixed in a refresh edition
it's not like it makes engineer on last any worse, it will really only have a big impact on bad engineer players
pl_upward_f6 has been released
credit to Hondjo and Bereth for their work on this version
- Fixed textures overwriting on other maps
- Small clipping and splash improvements across the map
pl_upward_f6 has been [url=https://refresh.tf/upward]released[/url]
credit to [b]Hondjo[/b] and [b]Bereth[/b] for their work on this version
[list]
[*] Fixed textures overwriting on other maps
[*] Small clipping and splash improvements across the map
[/list]
https://clips.twitch.tv/NurturingStrangePieUncleNox-qG7E2TSBB5sz2FIh
pl_upward_f7 has been released
credit to Bereth for their work on this version
- Added cubemaps
- Fixed some texture misalignments
- Improved some blockbullets in tunnel and playground on 2nd
pl_upward_f7 has been [url=https://refresh.tf/upward]released[/url]
credit to [b]Bereth[/b] for their work on this version
[list]
[*] Added cubemaps
[*] Fixed some texture misalignments
[*] Improved some blockbullets in tunnel and playground on 2nd
[/list]