Difference between revisions of "Medieval Mode"
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− | {{ | + | {{featured article tag}}<!-- |
− | [[File:Medieval | + | -->[[File:Medieval Mode tf2.png|right|475px|Promotional art for the Medieval Mode.]] |
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− | = | + | {{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}}. | |
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− | + | 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. Aside from this restriction, the goal of the game mode is the same as that of an [[Control Point (game mode)#Attack/Defend|Attack/Defend 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. | |
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− | == | + | == Gameplay mechanics == |
− | The | + | * Players drop small [[Health#Health Kits|health kits]] and weapons upon [[death]]. |
+ | ** 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. | ||
+ | * 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 {{code|[[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 == | |
− | + | {{see also|Category:Medieval weapons}} | |
− | + | * All melee weapons are allowed, but aside from those, players may use the following: | |
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− | + | {{List of medieval weapons}} | |
− | == | + | == Maps == |
− | + | {{main|List of maps}} | |
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− | + | 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}}. | |
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− | + | Community maps are identified with an italic font. | |
+ | {{Maps table|Medieval}} | ||
− | + | == Strategy == | |
− | + | {{main|Basic Medieval Mode strategy}} | |
− | + | {{main|Community Medieval Mode strategy}} | |
− | == | + | == Chat parser == |
+ | [[File:Gette it Onne!.png|thumb|right|200px|Promotional logo for the Medieval Mode.]] | ||
− | + | 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. | |
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− | + | {{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. |
− | + | '''{{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. | ||
− | * | + | '''{{Patch name|6|27|2011}}''' |
− | + | * Added Splendid Screen, Ali Baba's Wee Booties, and Mantreads to the whitelist for Medieval mode. | |
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− | + | '''{{Patch name|11|7|2011}}''' | |
− | + | * {{undocumented}} Added Bootlegger to the whitelist for Medieval mode. | |
− | + | '''{{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 == |
− | * | + | * 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]] |
Latest revision as of 22:38, 11 September 2024
“ | 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. Aside from this restriction, the goal of the game mode is the same as that of an Attack/Defend Control Point game, in that there are a number of control points which the attacking team must capture and the defending team must defend.
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 commandtf_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 |
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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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