Team Fortress 2

Team Fortress 2

374 ratings
Team-Swapped Upward
   
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Game Mode: Payload, Specialty
File Size
Posted
Updated
12.780 MB
23 May, 2017 @ 1:50am
6 Jan, 2021 @ 8:17pm
3 Change Notes ( view )

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Team-Swapped Upward

In 1 collection by TheGhostThatWas
Team-Swapped Maps
6 items
Description
The Red team is attacking and the Blue team defends on this alternate version of Upward.

Download this map on TF2maps[tf2maps.net]

In addition to the new art pass, this version of the map fixes the following bugs that are present in the live version:
  • Added a nobuild zone in the the defenders shortcut from last to the third point. This removes the hidden teleporter exploit.


Changelog
B7 Update: 8/29/2020
  • Replaced textures
  • Fixed display errors
  • Fixed prop lighting on the third point
  • Improved lighting
  • Improved navmesh
B3 Update: 6/4/2017
  • Changed Red's first spawn textures
  • Remade missing entities (overlays lost during decompiling)
  • Added custom assets to replace those that didn't have red variants
  • Fixed prop(s)/light(s) missed during preious passes
  • Reduced overall warm colors
  • Removed map exploit near the last point
29 Comments
ImANerd 31 Jul, 2023 @ 1:05pm 
Do you have an sfm version?
TheoRex 24 Mar, 2023 @ 3:10pm 
THE TABLES HAVE TURNED!
racknae 15 Feb, 2021 @ 3:34am 
Shouldn't the building to the right of the 3rd point be red?
haunted medic 5 Dec, 2020 @ 12:05pm 
words cannot express how amasion this idea is!
Spyper 26 Sep, 2020 @ 10:25am 
this is cursed
mtga 20 Aug, 2020 @ 9:05am 
Therapist: Don't worry, the Red payload cart can't hurt you.
Red payload cart:
beef broth 2 Nov, 2019 @ 10:21am 
An interesting concept.
lucas the gamer 13 Sep, 2017 @ 10:05pm 
how do find all map names in console
rats destroyer 29 Jul, 2017 @ 5:41am 
Is the RED n' BLU respawn time still the same?

Just asking.
TheGhostThatWas  [author] 20 Jun, 2017 @ 3:23pm 
@Tarluk

1. I am aware that there are problems with the UI. Unfortunately, they might be hard coded into the payload gamemode, but that's just what I found from doing some quick searching.
2. The map is still in verion B4, and therefore most of the actual elements of the map are still open to change. These include the mostly Red wooden walls scattered around the map. Replacing these in a way that doesn't look incredibly sloppy is something I'm trying to take time with.
3. The wooden platform lighting is a result of running the compiler on lower settings because the map is not complete. The final compile will remove these, but full compiles take longer amounts of time, and they aren't important to me in this stage. These lighting bugs are present on other maps in the series as well.

I have no plans to change the gameplay, but I understand that not everyone is interested in a few simple map reskins.
Thanks for the detailed feedback!