Difference between revisions of "Medieval Mode"
(→Update history) |
|||
Line 1: | Line 1: | ||
− | [[File:Medieval mode tf2.png | + | [[File:Medieval mode tf2.png|right|475px|Promotional for Medieval Gamemode]] |
{{Quotation|'''The Demoman'''|Welcome...to the Dominatening!|sound=Demoman_dominationdemoman04.wav}} | {{Quotation|'''The Demoman'''|Welcome...to the Dominatening!|sound=Demoman_dominationdemoman04.wav}} | ||
− | '''Medieval mode''' is a [[List of game modes|game mode]] added to | + | '''Medieval mode''' is a [[List of game modes|game mode]] added to ''Team Fortress 2'' during the [[Australian Christmas]] event with the [[December 17, 2010 Patch|December 17, 2010 update]]. |
Currently, there is only one official map that uses medieval mode, [[DeGroot Keep]]. 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. The goal of the game mode is similar to a control point game, there are a number of [[control points]] which the attacking team must capture and the defending team must defend, however, in the only official map currently, the attackers must capture the first two control points before having access to the last control point, which, if not captured in a set amount of time, will close and all control points will revert to being uncaptured. | Currently, there is only one official map that uses medieval mode, [[DeGroot Keep]]. 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. The goal of the game mode is similar to a control point game, there are a number of [[control points]] which the attacking team must capture and the defending team must defend, however, in the only official map currently, the attackers must capture the first two control points before having access to the last control point, which, if not captured in a set amount of time, will close and all control points will revert to being uncaptured. | ||
Line 1,074: | Line 1,074: | ||
* The rules for chat modification are defined in [[media:Autorp.txt|autorp.txt]]. | * The rules for chat modification are defined in [[media:Autorp.txt|autorp.txt]]. | ||
* Unlike most of the text in ''Team Fortress 2'', the chat parser has not been translated into languages other than English. | * 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 == | ||
Line 1,092: | Line 1,088: | ||
== Bugs == | == Bugs == | ||
* Generally, because they are currently unsupported with Melee Weapons (With the exception of the Wrench and seldom-used Knife), Bots present little or next to no threat in this game-mode. Occasionally they will run at you with a Melee Weapon in hand, but they do not know how to attack with it. | * Generally, because they are currently unsupported with Melee Weapons (With the exception of the Wrench and seldom-used Knife), Bots present little or next to no threat in this game-mode. Occasionally they will run at you with a Melee Weapon in hand, but they do not know how to attack with it. | ||
+ | |||
+ | == Trivia == | ||
+ | *In the [http://www.teamfortress.com/australianchristmas/ release page], the presence of ''Team Fortress 2'' characters in a medieval setting is explained by stating the Soldier "[Simply] angered a magician." | ||
+ | *It also hastens to tell us that all of our [[hats|clothes]] are allowed to be kept, a blessing for most ''Team Fortress 2'' players. | ||
{{AustralianChristmasNav}} | {{AustralianChristmasNav}} | ||
− | |||
[[Category:Game modes]] | [[Category:Game modes]] |
Revision as of 16:48, 29 March 2011
“ | Welcome...to the Dominatening!
Click to listen
— The Demoman
|
” |
Medieval mode is a game mode added to Team Fortress 2 during the Australian Christmas event with the December 17, 2010 update.
Currently, there is only one official map that uses medieval mode, DeGroot Keep. 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. The goal of the game mode is similar to a control point game, there are a number of control points which the attacking team must capture and the defending team must defend, however, in the only official map currently, the attackers must capture the first two control points before having access to the last control point, which, if not captured in a set amount of time, will close and all control points will revert to being uncaptured.
Contents
Gameplay mechanics
- Players drop small medkits instead of weapons upon death.
- Using the Übersaw does not build the Medic's ÜberCharge meter.
- Generally, only non-ranged weapons and items or bows may be used.
- Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
- Third-person mode can be enabled without sv_cheats by using the command
tf_medieval_thirdperson 1
.
Allowed weapons
- All Melee weapons.
- Scout: Bonk! Atomic Punch, Crit-a-Cola, and Mad Milk
- Soldier: Buff Banner, Battalion's Backup and Concheror (Gunboats are allowed, but they do nothing, as there are no rocket launchers)
- Demoman: Chargin' Targe
- Heavy: Sandvich, Dalokohs Bar, and Buffalo Steak Sandvich
- Medic: Crusader's Crossbow
- Sniper: Huntsman, Razorback, Darwin's Danger Shield and Jarate
- Spy: Disguise Kit, Invisibility Watch, Cloak and Dagger, Dead Ringer, and Enthusiast's Timepiece
- Any taunt kills associated with permitted weapons.
Maps
The Medieval Mode is currently only available by default on the map DeGroot Keep. It can be enabled on any other map with the server variable tf_medieval
set to 1
.
Map | File Name | |
---|---|---|
DeGroot Keep | cp_degrootkeep |
Strategy
Chat parser
When playing on Medieval maps, an "auto-roleplay" Template:W modifies all text chat between players to look like Ye Olde English by randomly applying the following rules.
Word replacement
|
|
Punctuation
|
|
Insults
Original Text | Replacement |
---|---|
idiot | <adjective>, <adjective> <noun> |
fool | |
bastard |
Adjectives | |||
---|---|---|---|
|
|
|
|
Nouns | |||
---|---|---|---|
|
|
|
|
Classes
|
|
Added to beginning of chat messages
|
|
Gods | |||
---|---|---|---|
|
|
|
|
God adjectives | |||
---|---|---|---|
|
|
|
|
Body parts | |||
---|---|---|---|
|
|
|
|
Body part adjectives | |||
---|---|---|---|
|
|
|
|
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
tf_medieval_autorp
to0
. - Text beginning with '!' or '/' is ignored, so that SourceMod commands aren't modified.
- The rules for chat modification are defined in autorp.txt.
- Unlike most of the text in Team Fortress 2, the chat parser has not been translated into languages other than English.
Update history
December 17, 2010 Patch (Australian Christmas)
- Added Medieval Mode
- 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.
Bugs
- Generally, because they are currently unsupported with Melee Weapons (With the exception of the Wrench and seldom-used Knife), Bots present little or next to no threat in this game-mode. Occasionally they will run at you with a Melee Weapon in hand, but they do not know how to attack with it.
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."
- It also hastens to tell us that all of our clothes are allowed to be kept, a blessing for most Team Fortress 2 players.