Medieval TF2 Mod

Discussion in 'Mapping Questions & Discussion' started by Warren Moonbeam, Mar 22, 2011.

  1. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    I am thinking about modding weapons / remaking Medieval mode TF2. I wanted to expand the roles of previously screwed classes (engies and pyros).
    I was posting to get opinions on what people would want to see in a new Medieval TF2. Keep in mind that it needs to be SOMEWHAT justifiable with the medieval/ancient time period (even though some already aren't)
     
  2. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    now that pyro has the sharpened volcano fragment, engineer is the only one that truly feels short-decked when playing medieval

    just give him that blade trap thing from ravenholm
     
  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Bear trap.

    actually, the suthern hospitality is not bad in medieval
     
  4. Jeremy

    Jeremy L11: Posh Member

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    A poison version of the Huntsman.

    On hit: Target is affected by poison for 5 seconds.
    -40% damage done
    Arrows cannot be set alight


    It'll be a less-effective, ranged version of the Tribalman's Shiv.

    (just an idea I thought of in a matter of about three seconds)
     
  5. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    but the sniper is one of two classes that DON'T need help in medieval...
     
  6. REEJ

    REEJ L7: Fancy Member

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    well, it is a known fact that ALWAYS medieval servers are full of snipers/demos, it's getting boring.
     
  7. Moose

    Moose L6: Sharp Member

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    the powerjack is amazing in medieval, I've never seen pyro as a bad melee class, even without the axtinguisher.
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    I use the back scratcher in medieval, it's pretty great

    And yeah sniper needs zero help. I'm not that great at sniper, rifle or huntsman, but I can top the team pretty easily with the huntsman on degroot.
     
  9. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    Ok, I was also thinking about making my mod bigger than just adding more weapons. I was thinking about turning the classes into full fledged, medieval style classes (such as two special abilities and perhaps at least two interesting weapons). I agree, Snipers do not need any help right now. Its just, the engies and pyros don't even have a secondary ability, so it feels like just run and melee.
    I want to keep similar gameplay aspects, such as the importance of health packs, and the importance of melee, but I want to creatively expand the game as well.
    Keep the feedback coming please! I appreciate it.
     
  10. Trotim

    aa Trotim

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    Someone should make a SourceMod plugin that automatically adds rage to Soldiers' banners every second. If you set it so that it takes around a minute to fill (without hitting anyone or getting hit), they would be nice Uber equivalents and make Soldier a working support class in Medieval instead of just a worse Demo.
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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  12. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    pyro shoots fire from his hands like the flare gun and engi builds a crossbow machine
     
  13. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    And the backscratcher, don't know why people overlook that so much. I love it's bonuses, especially the health kit buff. Seeing as small healkits drop all over the bloody place in that mode (in my experience).
     
  14. Jeremy

    Jeremy L11: Posh Member

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    A sentry gun that is a large slingshot and fires rocks at enemies.

    And a sapper which is a bucket of fuel and a match.
     
  15. Crash

    aa Crash func_nerd

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    I know they've said this, but I don't believe that that is the setting.

    1. There is a ticket booth model, haven't seen it in game yet though, is it even in?

    2. There is spytech stuff hidden all over the castle!

    So I'd say it's just an attraction of some kind.
     
  16. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    Here are current ideas I am working out. Note that these are extremely temporary:
    SQUIRE (Scout) SUPPORT CLASS
    Due to his delivery background and odd job man story. It would give the Scout more things to do than just run and whack.
    -Keep speed, double-jump ability, and quick melee (maybe make a bit weaker to emphasize support)
    -Can pick up and carry health packs (limit two or three) and drop them off to people on front lines
    -Mark enemies with Fan O'War and Mad Milk type weapons
    -Maybe carry ammo as well
    LORD (or WARRIOR) (Soldier) OFFENSIVE CLASS
    Due to his leadership ability in battle. It would give the Soldier more things to do than just run and whack.
    -Keep Buff Banner/Horn ideas, make them easier to achieve by having constant charging/quicker charging. This would serve as a replacement for Ubercharge and provide pushes to prevent stalemates
    -Melee weapon that would shock/disorient players
    -He would do extra damaged to "marked" players (establish relationship with Squire)
    MAGUS (Pyro) OFFENSIVE CLASS
    Due to him/her being into fire. It would give the Pyro more things to do than just run and whack.
    -Weapon that ignites people, does more damage from behind
    -Kills collect souls, after meter charged, period of self immolation that does damage to nearby enemies for a SHORT time. Again, adds push effect for offense.
    -Maybe a small fire ball spell (similar to flare gun, only nerfed)
    SWORDSMAN (Demoman) OFFENSIVE CLASS
    Due to his current update... it would keep his role in Medieval mode.
    -Charge with shield, and use weapons like he does now
    -Substitute for Ullapool Caber for AoE (very minor) and building destruction
    BUTCHER (Heavy) DEFENSIVE CLASS
    Due to his size and his health. This would give him more to do than just run and whack. The goal would be to reproduce area denial such as in normal TF2. (This class Im a bit unclear about)
    -Large club, or long pike, that would prevent movement when drawn, but rape people if they got close to him
    -Beef mutton instead of Sandvich (or Mead that would reduce vision clarity/attack clarity, but buff him up)
    -Ability to pick up Engineers dispensers/other buildings
    SMITHY (Engineer) DEFENSIVE CLASS
    Due to his ability to construct buildings. This would make him actually playable in Medieval mode. ;)
    -Building that would temporary heat (buff) weapons of teamates, weapons would cool off after a while
    -Dispenser that would slowly generate health packs (and I mean slow healing compared to modern dispensers). Scout would deliver to weak peeps.
    PHYSICIAN (Medic) SUPPORT CLASS
    Due to his ability to heal people. Couple of ideas, including sticking with current loadout.
    -Crossbow, like current weapon
    -Amputator taunt with a minor buff near dispensers (perhaps)
    -If not above, something that makes people receive more health from health packs when he is around
    -Another idea besides crossbow, using dispenser as vehicle for healing, needs it to heal, melee would steal enemies health, and then he would be able to whack allies for heals (charge bar)
    BOWMAN (Sniper) DEFENSIVE CLASS
    Due to his ability to shoot a bow! Very unclear how to make area denial class, need three defense. Maybe make Magus defense and him offense.
    -Current loadout, minus the ability to spam without aiming.
    -Perhaps ability when next to some building to shoot three arrows in wedge formation from bow. (sounds overpowered)
    TRAITOR (Spy) SUPPORT CLASS
    Due to his ability to be a traitor. This would add a bit of a twist to current Medieval spy.
    -Cloak ability (maybe take out Cloak and Dagger)
    -Normal backstab ability
    -Ability to poison health packs and/or dispensers that would actually hurt EVERYONE that picks it up, unable to detect whether poisonous, dispenser poisoned until fixed

    Here is a long list of ideas. Feedback?
     
  17. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    Oh, I forgot. I am thinking about eliminating health pack drops on enemy death. Goal would be to emphasize strong focus on Health and conservation. Also, increase Squire's ability. I think health is really important in Medieval Mode.

    The Butcher would have a below average melee to move around with.
     
  18. Terwonick

    Terwonick L6: Sharp Member

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    why not make the engie able to build a trebuchet?

    Stats:

    50% more resistant to damage
    50% greater damage output (than one of the lvl 3 rockets)


    50% less resistant to fire
    only 2 shots before needing to be reloaded


    picture of a trebuchet:

    [​IMG]
     
  19. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    Yes, I was thinking about giving the Smithy a building that would serve as area denial, or maybe siege. The Smith is going to be a hard class to balance...
     
  20. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    Can I have more feedback on the class post before I invest hours into making this mod please. :)