No! It should be 100%! One of the strengths of TF2 and Valve's design philosophy is introduce new mechanic, explain, and build on it. If you're going to do something like this, keep it consistent and it'll help players out in understanding. In my experience, if you change stuff about how players think the game works, they'll throw out the rest of their assumptions too and blindly wander around like a bunch of CSS players.
Also, good luck with this. I'm very interested in how medieval mode changes the game and I was thinking of how a payload map would work, unsuccessfully. I think your best bet is actually doing a 3 stage payload, unless you can come up with some clever folding design for a one stage. Just have the cart roll through a portcullis at the end of each stage, and put the final objective down a hill (through a gate I guess, which'd be the final checkpoint?). Don't have any ideas for the checkpoints though.
You've got a whole mountain of potential settings with a little town, definitely enough for a 3 stage payload.
But I really fucking hate that guy
I see where you are coming from. I will try my best to keep i consistent but i am not sure how much i can do!
Now onto some info and updates!
Just wanted to run the whole idea by you guys before i put on the finishing touches and put it into alpha.
First off the layout.
What i can see (from the one map Valve gave us) is that Medieval maps are supposed to be fun fast and easily learnable maps.
To help fill my need for longevity on a medieval map the map has been separated into 3 areas. This isn't a 3 stage (I don't want to break up any gameplay pacing by making the entire team have to wait the setup time again). What i have done instead is make the teams move spawn every capture point that is caped. Each capture point is within very easy distance from the cart so there should be no long hauls like other payload maps have.
The way the spawning works is once Blu capture the first area reds first spawn becomes theres and red move to the court yard. Once the end of the court yard is captured then the blus spawn in the spawn down the road and red spawn for at the castle for the final battle.
To help really stretch out the battles i have slowed the cart very slightly. I am hoping this will cause the matches to be much closer and longer (But seeing as 90% of the combat is close range and assuming people will be on the cart is might not be needed).
Holy fuck this image sucks.
As well as the slower cart i have disabled healing on the cart. I know all of this stacks on top to seem like the attacking team is really underpowered. I just don't want to be adding in dispensers and stuff in medieval mode without proper testing.
Now screen shots of the maps areas.
Might have to work on sniper cover here. Gonna add boxes around there.
A place for the attacks to be very sneaky.
The courtyard, not the two side paths going left and right both ending up on there corresponding sides in near the fountain.
The start of the final stretch into the final area!
The final battle ground. Notice the side path leading from before the entrance to right under the bridge. An excellent place to avoid sniper fire all together, although i cant say much for the people dropping down right on top of you from above.
More shots of the final area.
I hope you guys can give some feedback to how this looks. Thanks!