Medieval Mode + Magic Spells

Discussion in 'Mapping Questions & Discussion' started by Mystic Monkey, Nov 2, 2013.

  1. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    Spellbooks are not holiday restricted and you can place magic spells in Hammer Editor. I'm looking forward to whatever new maps magic may bring in the future.

    I know Medieval Mode itself isn't as popular due to lack of decent guns and being mostly melee, but blasting with magic instead of weapon may make the game mode itself a whole lot interesting.

    Do you think it would make a good combination?
     
  2. The Asylum

    aa The Asylum

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    Medieval mode is already unbalanced as fuck and not for taking seriously anyway, so I don't think there'd be any harm done
     
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  3. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    I can imagine magic could make up for long range attacks

    The combo of Medieval and Magic could also open up new themes of map like "Fantasy" with Gundorf and Blasbo Babbins.

    I myself have ideas themed on vikings.
     
  4. WhyNott

    WhyNott L1: Registered

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    What about a MVM medival map where you fight skeletons in catacombs?


    The waves would be tricky to do, but possible. And there would be spells instead of money and upgrades. What do you think about it?
     
  5. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    Probably best Zombies to do that since they were made to be reskin for Halloween MvM in the first place.

    Unless there is enough data for the skeletons to do usual MvM things.
     
  6. Kincyr

    Kincyr L1: Registered

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    there's an unused scroll model (models/props_medieval/medieval_scroll.mdl) that's perfect as an alternate model for the tf_spell_pickup entities. (players who are killed will still drop books)

    while the spellbooks and spells themselves aren't Halloween-restricted, the HUD itself however is
     
  7. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    My guess is that VALVe had been planning Medieval Mode to have magic in it to make up for lack of decent weapons, perhaps without the use of spell books and that simply taking a scroll will grant a spell. But perhaps the reason why they did not include it was because while TF2 lore can be rather silly, they did not want to actually have magic other than "a wizard did it" to explain why the mercs were at DeGroot Keep. But over the Halloweens, turns out the wizard excuse was legit and magic pretty much introduced to TF2 that by this years Halloween might as well let the players use it.

    I am looking forward to future maps with my Fancy Spellbook, especially all year round, non-Halloween maps as well as, if possible, custom spells.

    I know it's possible to disable selected spells in Hammer Editor, I wonder if it's possible to replace them and how.