Difference between revisions of "Medieval Mode"
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Revision as of 07:36, 15 August 2011
“ | Welcome...to the Dominatening!
Click to listen
— The Demoman
|
” |
Medieval mode is a 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, including all melee 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. However, 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, will subsequently close and all control points will revert to being uncaptured.
Contents
Gameplay mechanics
- Players drop small health kits 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.
- Third-person mode can be enabled without use of sv_cheats by using the command
tf_medieval_thirdperson 1
.
Allowed weapons
- All Melee weapons.
† While allowed, they serve no purpose, as there are no rocket launchers.
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
Template:Medieval mode chat parser
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.
- Added the Concheror and the Fishcake to the list of weapons allowed in Medieval mode
- Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the whitelist for Medieval mode
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.
- Bots will work in Medieval mode if tf_bot_melee_only is set to 1. If not, the Spy and Engineer are the only classes that will attack with melee weapons.
- Although it is said that modern weapons aren't allowed, the Soldier can still use the grenades for his Kamikaze taunt, the Spy still has his high-tech Invisibility Watch and Disguise Kit and the Engineer can still access his mechanical hand. Despite this, Jarate is disallowed.
- Additionally, manufactured food items can be used, such as Bonk! Atomic Punch or Dalokohs Bar.
- The Scout's Candy Cane melee weapon drops a secondary health kit in addition to the one dropped normally.