Difference between revisions of "Medieval Mode"
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== Strategy == | == Strategy == |
Revision as of 05:51, 8 May 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, and Darwin's Danger Shield
- 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
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.
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."
- 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.