Difference between revisions of "Medieval Mode"
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− | [[File:Medieval | + | {{featured article tag}}<!-- |
− | + | -->[[File:Medieval Mode tf2.png|right|475px|Promotional art for the Medieval Mode.]] | |
− | ''' | + | {{Quotation|'''The Sniper'''|God save the queen!|sound=Sniper_battlecry05.wav}} |
− | + | '''Medieval Mode''' is a [[List of game modes|game mode]] added to ''Team Fortress 2'' during the {{update link|Australian Christmas}} event with the {{Patch name|12|17|2010}}. | |
+ | |||
+ | The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons as well as other medieval-era weapons. The goal of the game mode is similar to a control point game, in that there are a number of [[control point (objective)|control points]] which the attacking team must capture and the defending team must defend. In the only currently official map, the attackers must capture the first two control points in order to gain access to the last control point, which, if not captured in a set amount of time, subsequently closes and all control points revert to being uncaptured. | ||
== Gameplay mechanics == | == Gameplay mechanics == | ||
− | * Players drop small [[Health#Health Kits|health kits]] | + | * Players drop small [[Health#Health Kits|health kits]] and weapons upon [[death]]. |
− | * Using the | + | ** The {{cl|Scout}}'s {{item link|Candy Cane}} melee weapon drops a secondary health kit in addition to the one dropped normally. |
− | * | + | * Using the {{item link|Übersaw}} does not build the {{cl|Medic}}'s [[ÜberCharge]] meter. |
− | * Third-person mode can be enabled without use of [[cheats|sv_cheats]] by using the command {{code|tf_medieval_thirdperson 1}}. | + | * Players are restricted to melee weapons, with a set of exceptions based on graphical style and vitality to the class' mechanics. |
+ | * [[Cheats#thirdperson|Third-person]] mode can be enabled without use of [[cheats|sv_cheats]] by using the command {{code|tf_medieval_thirdperson 1}}. | ||
+ | ** This form of third person is different from others, placing one's crosshair over their shoulder instead of above their head. | ||
== {{anchor|weapons}} Allowed weapons == | == {{anchor|weapons}} Allowed weapons == | ||
{{see also|Category:Medieval weapons}} | {{see also|Category:Medieval weapons}} | ||
− | * All [[ | + | * All melee [[weapons]] are allowed, but aside from those, players may use the following: |
− | { | + | {{List of medieval weapons}} |
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− | + | == Maps == | |
+ | {{main|List of maps}} | ||
− | + | Medieval Mode is enabled for all maps with a {{code|tf_logic_medieval}} entity and can be enabled for any other map by setting the server variable {{code|tf_medieval}} to {{code|1}}. | |
− | |||
− | + | Community maps are identified with an italic font. | |
− | + | {{Maps table|Medieval}} | |
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− | |} | ||
== Strategy == | == Strategy == | ||
− | {{main|Medieval Mode strategy}} | + | {{main|Basic Medieval Mode strategy}} |
+ | {{main|Community Medieval Mode strategy}} | ||
== Chat parser == | == Chat parser == | ||
− | [[ | + | [[File:Gette it Onne!.png|thumb|right|200px|Promotional logo for the Medieval Mode.]] |
− | When playing on Medieval maps, an "auto-roleplay" | + | When playing on Medieval maps, an "auto-roleplay" [[w:Parsing|parser]] modifies all text chat between players to look like [[w:Ye olde|Ye Olde English]] by randomly applying the following rules. |
− | + | {{Medieval Mode chat parser}} | |
− | {{ | ||
− | {| | + | === Notes === |
− | | | + | * Server operators can disable this behavior by setting the server variable {{code|tf_medieval_autorp}} to {{code|0}}. |
+ | * Text beginning with {{code|!}} or {{code|/}} is ignored to avoid modifying [[SourceMod]] commands. | ||
+ | * The rules for chat modification are defined in the <code>[[Media:Autorp.txt|autorp.txt]]</code> file. | ||
+ | * Unlike most of the text in ''Team Fortress 2'', the chat parser has not been translated into languages other than English. | ||
− | + | == Update history == | |
− | + | {{Update history| | |
− | + | '''{{Patch name|12|17|2010}}''' ({{update link|Australian Christmas}}) | |
− | + | * Added Medieval Mode to the game. | |
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− | + | '''{{Patch name|12|22|2010}}''' | |
− | + | * Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified). | |
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− | + | '''{{Patch name|2|14|2011}}''' | |
− | {| | + | * {{undocumented}} Fixed players getting set bonuses applied on Medieval maps for items that are not allowed in Medieval mode. This is presumably a side-effect of the item_whitelist set bonus fix. |
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− | {| | + | '''{{Patch name|5|25|2011}}''' |
− | | | + | * Added Concheror and Fishcake to the list of weapons allowed in Medieval mode. |
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− | | | + | '''{{Patch name|6|27|2011}}''' |
+ | * Added Splendid Screen, Ali Baba's Wee Booties, and Mantreads to the whitelist for Medieval mode. | ||
− | {| | + | '''{{Patch name|11|7|2011}}''' |
− | + | * {{undocumented}} Added Bootlegger to the whitelist for Medieval mode. | |
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− | |} | + | '''{{Patch name|3|22|2012}}''' |
+ | * Updated Cozy Camper to allow it to be used in Medieval Mode. | ||
− | + | '''{{Patch name|8|3|2012}}''' | |
− | {| | + | * Flying Guillotine is now available in Medieval mode. |
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− | {| | + | '''{{Patch name|1|16|2013}}''' |
− | + | * Added Robo-Sandvich, Festive Sandvich, Festive Buff Banner, and Festive Huntsman to the list of items allowed in Medieval mode. | |
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− | {| | + | '''{{Patch name|1|9|2014}}''' |
− | + | * Fixed not being able to use Festive Crusader's Crossbow in Medieval mode. | |
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− | {| | + | '''{{Patch name|4|1|2014}} |
− | + | * Gunboats are now available in Medieval mode. | |
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− | {| | + | '''{{Patch name|4|25|2016}} #2''' |
− | + | * Updated the Quickplay category for Alternative game modes to include Medieval maps. | |
− | + | }} | |
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− | == | + | == Bugs == |
− | * | + | * If one forces a map change from Medieval Mode with the "<code>map <mapname></code>" [[List of useful console commands#Miscellaneous commands|console command]], players remain in Medieval Mode after the map changes even if the new map does not have Medieval Mode on by default. |
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== Trivia == | == Trivia == | ||
− | * In | + | * In [https://www.teamfortress.com/australianchristmas/ the release page], the presence of ''Team Fortress 2'' characters in a medieval setting is explained by stating the {{cl|Soldier}} "[Simply] angered a magician." This is a play on the familiar trope [https://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt "A wizard did it"], which is commonly used by authors to wave away any plot holes found by their most detail oriented fans. |
− | * | + | ** It was later revealed in the {{update link|Very Scary Halloween Special}} that the magician in question is [[Merasmus|Merasmus the Magician]], the [[RED]] Soldier's roommate. |
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− | {{ | + | {{Australian Christmas Nav}} |
+ | {{Maps Nav}} | ||
[[Category:Game modes]] | [[Category:Game modes]] |
Revision as of 23:35, 8 November 2023
“ | God save the queen!
Click to listen
— The Sniper
|
” |
Medieval Mode is a game mode added to Team Fortress 2 during the Australian Christmas event with the December 17, 2010 Patch.
The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons as well as other medieval-era weapons. The goal of the game mode is similar to a control point game, in that there are a number of control points which the attacking team must capture and the defending team must defend. In the only currently official map, the attackers must capture the first two control points in order to gain access to the last control point, which, if not captured in a set amount of time, subsequently closes and all control points revert to being uncaptured.
Contents
Gameplay mechanics
- Players drop small health kits and weapons upon death.
- The Scout's Candy Cane melee weapon drops a secondary health kit in addition to the one dropped normally.
- Using the Ubersaw does not build the Medic's ÜberCharge meter.
- Players are restricted to melee weapons, with a set of exceptions based on graphical style and vitality to the class' mechanics.
- Third-person mode can be enabled without use of sv_cheats by using the command
tf_medieval_thirdperson 1
.- This form of third person is different from others, placing one's crosshair over their shoulder instead of above their head.
Allowed weapons
- All melee weapons are allowed, but aside from those, players may use the following:
Medieval weapons whitelist | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Secondary | ||||||||||
Bonk! Atomic Punch† | Crit-a-Cola | Mad Milk | Flying Guillotine | Mutated Milk | ||||||
Secondary | ||||||||||
Buff Banner† | Gunboats | Battalion's Backup | Concheror | Mantreads | B.A.S.E. Jumper | |||||
Primary | ||||||||||
Ali Baba's Wee Booties | Bootlegger | B.A.S.E. Jumper | ||||||||
Secondary | ||||||||||
Chargin' Targe† | Splendid Screen | Tide Turner | ||||||||
Secondary | ||||||||||
Sandvich† | Dalokohs Bar | Buffalo Steak Sandvich | Fishcake | Robo-Sandvich | Second Banana | |||||
Primary | ||||||||||
Crusader's Crossbow† | ||||||||||
Primary | ||||||||||
Huntsman† | Fortified Compound | |||||||||
Secondary | ||||||||||
Razorback | Darwin's Danger Shield | Cozy Camper | ||||||||
PDA | ||||||||||
Disguise Kit | ||||||||||
PDA 2 | ||||||||||
Invis Watch | Cloak and Dagger | Dead Ringer | Enthusiast's Timepiece | Quäckenbirdt | ||||||
Note |
† Includes Festive variants. |
Maps
Medieval Mode is enabled for all maps with a tf_logic_medieval
entity and can be enabled for any other map by setting the server variable tf_medieval
to 1
.
Community maps are identified with an italic font.
Name | Picture | File name |
---|---|---|
Burghausen | cp_burghausen
| |
DeGroot Keep | cp_degrootkeep
| |
Sandcastle | cp_degrootkeep_rats
|
Strategy
Chat parser
When playing on Medieval maps, an "auto-roleplay" parser modifies all text chat between players to look like Ye Olde English by randomly applying the following rules.
Word replacement
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Punctuation
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Insults
Original text | Replacement |
---|---|
idiot | <adjective>, <adjective> <noun> |
fool | |
bastard |
Adjectives | |||
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Nouns | |||
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Classes
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Added to beginning of chat messages
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Gods | |||
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God adjectives | |||
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Body parts | |||
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Body part adjectives | |||
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Added to end of chat messages
- Anon!
- Hum.
- Good sir!
- Good sire!
- Milady!
- My Liege!
- Guvnor!
Notes
- Server operators can disable this behavior by setting the server variable
tf_medieval_autorp
to0
. - Text beginning with
!
or/
is ignored to avoid modifying SourceMod commands. - The rules for chat modification are defined in the
autorp.txt
file. - Unlike most of the text in Team Fortress 2, the chat parser has not been translated into languages other than English.
Update history
- Added Medieval Mode to the game.
- Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified).
- [Undocumented] Fixed players getting set bonuses applied on Medieval maps for items that are not allowed in Medieval mode. This is presumably a side-effect of the item_whitelist set bonus fix.
- Added Concheror and Fishcake to the list of weapons allowed in Medieval mode.
- Added Splendid Screen, Ali Baba's Wee Booties, and Mantreads to the whitelist for Medieval mode.
- [Undocumented] Added Bootlegger to the whitelist for Medieval mode.
- Updated Cozy Camper to allow it to be used in Medieval Mode.
- Flying Guillotine is now available in Medieval mode.
- Added Robo-Sandvich, Festive Sandvich, Festive Buff Banner, and Festive Huntsman to the list of items allowed in Medieval mode.
- Fixed not being able to use Festive Crusader's Crossbow in Medieval mode.
- Gunboats are now available in Medieval mode.
- Updated the Quickplay category for Alternative game modes to include Medieval maps.
Bugs
- If one forces a map change from Medieval Mode with the "
map <mapname>
" console command, players remain in Medieval Mode after the map changes even if the new map does not have Medieval Mode on by default.
Trivia
- In the release page, the presence of Team Fortress 2 characters in a medieval setting is explained by stating the Soldier "[Simply] angered a magician." This is a play on the familiar trope "A wizard did it", which is commonly used by authors to wave away any plot holes found by their most detail oriented fans.
- It was later revealed in the Very Scary Halloween Special that the magician in question is Merasmus the Magician, the RED Soldier's roommate.
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