Medieval Spamalot A14a

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  • Bakery respawn doesn't teleport RED
  • Reduced time for frozen state on round start to 3 seconds, increased setup to 33 seconds.
  • Improved lighting
  • Fixed geometry intersecting a ramp
  • Added some more ammo/health around the map
  • Deleted a few leftover braziers around the map.

A lot of the map is reworked and new stuff has been added. The gimmicks have changed, there are new weapons, new layout for stage 2 have been made.
  • The powerups you could pick up in A13 are now reworked into a building that Engineer can build.
  • Engineer can build an Anvil to dispense three new powerups.
    • These powerups last for the life and cannot stack.
  • Engineer can also build a cannon and two Braziers.
I'm trying to get rid of a lot of the flat-ground and go for angles like ramps and towers and such.

  • Pyro can equip the Thermal Thruster and Gas Passer
  • Engineers can build (as mentioned before)
  • Heavy now has 400 HP and is bigger in scale
  • Soldier can charge his banner 2x faster.


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A13 Changelog
  • Removed Uber Powerup
  • Fixed bug where players would gain Dalokohs Bar buff on all power ups

Stage 1
  • Moved CP2 over to where it can't be seen from the doorway

Stage 2
  • Major layout changes for CP1 + CP2
  • CP1: Added flank
  • CP1: Moved BLU entrance door over so it cannot be shot at from the CP
  • CP2: Completely revised


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A12 Changelog
  • Made some capture areas bigger
  • Experimenting with displacements
  • Detailing
  • Fixed unwalkable displacements
  • Added three new powerups: Battalion's Backup (+20 HP, -35% dmg Buff for 10 seconds), Ubercharge (Ubered for 8 seconds), Crit-a-Cola (Mini-crits for 8 seconds, marked for death after attacking)
  • Optimized framerate with Hint+skip and areaportals
  • Fixed double Medieval fanfare at round beginning

Stage 1
  • Added terrace on left side of castle
  • Changed textures of BLU's spawn cavern
  • Opened up area between 1st and 2nd CPs
  • Fixed BLU's magic spawn rock being blockable
  • Raised ground level around the capture area / entrance of RED Keep

Stage 2
  • Reduced cap time of last CP to 2.5 seconds.
  • Added new resupply locker in forward spawns
  • Added lights near resupply at BLU's first spawn

Other powerups
  • Invisibility Watch (Cloak for 8 seconds)
  • Concheror (Regeneration, Speed Boost and Vampire buff for 10 seconds)
  • Dalokohs Bar (+50 HP for 30 seconds)


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A11 Changelog
  • Fixed wrong mission goal strings
  • Spy is now unbanned from the map (since the trap didn't work right)

Stage 1
  • Reworked some displacements so most are walkable.
  • Fixed a hole in the wall in BLU spawn
  • Added an extra route inside the castle
  • Removed the main entrance doors from the castle
  • Increased respawn time for RED when first two CPs are captured (6s, was 5s)
  • Reduced final CP capture time to 2.5s (from 5)

Stage 2
  • Fixed everybody teleporting to Spy hell (it doesn't exist anymore)
  • Fixed Spy from being playable. (Spies now teleport outside the map on Stage 2)
  • Fixed darkness in Stage 1 BLU spawn.
  • Added some area portals and changed some curved architecture to func_detail.
  • Adjusted HDR / Bloom.
  • Disabled custom drops gotten from kills
Main highlights:
  • New Stage 1: Featuring lots of snow. Also, now is 3CP (from 2CP).
  • New Power-ups: Pick up the Soldier's Concheror, Heavy's Dalokohs Bar or Spy's Invisibility Watch.
  • Spy Can Die by Fire: Spy is banned from the map. Any time you pick the class you're sent to a snowy hellscape. (Where you burn, and perish ya sleuthy-scum!)
  • Soldiers can build Rage in spawn by attacking the dummy.
Other stuff:
  • Adjusted some spawn packs
  • Raised the final CP in stage 1 so players won't take fall damage.
A9a Changelog
-Changed most env_soundscape to env_soundscape_proxy to reduce errors and possibly lag.

Stage 1
-Brightened up main doorway to RED Keep.
-Addressed learning curve for boots. RED Spawn now requires boots to leave by jumping over a gate.
A9 Changelog

Stage 1

  • Magic Boots now only last 3 jumps before disappearing (at which your character only jumps regular height).
  • Magic Boots can no longer stomp people. Instead, it negates fall damage (only when the boots are on).
  • Magic Boots now glow purple.
  • Magic Boots now have lift-off and landing particles/sounds.
  • Removed FOV on all spectator cameras.
  • Changed color of the ground on BLU side.
  • Changed steepness of hill to be able to walk up on every possible angle.
  • Added missing soundscape.

Stage 2
  • Added some cover for the RED Tavern spawn door.