Medieval Fortress 2: An Introduction
Team Fortress 2 takes place in the sixties. Everyone knows this. But RED and BLU aren’t new creations. They didn’t come about around that time. No, the Team Fortress 2 that we know is only a single chapter in a war that has spanned centuries. It spanned back… to medieval times…
Some of the tools of war from those times long since passed survive in the current incarnation of this never ending war. And using these tools, we here at ubercharged.net labs have recreated the war as it was hundreds of years ago. We have recreated…
MEDIEVAL FORTRESS 2
Medieval Fortress 2 is an update of a classic mod found on ubercharged.net Server 1. This update is a complete rework of the plugin, and includes TARGELANDER DEMOS and EQUALIZER SOLDIERS.
“But DPErny, what IS Medieval Fortress 2? I’ve never heard of it.”
Medieval Fortress 2 is what it says on the cover: it’s a Sourcemod plugin that creates a Medieval theme in Team Fortress 2.
THE STORY
Europe was a bloody, gory place since the fall of the Roman empire. For centuries, feudal states grabbed for whatever partition of the former empire that they could. Rulers, sometimes fair, sometimes tyrants, came and went. Then, word of a new king spread. A powerful, wise ruler known as King Manne was fighting to unite the world under his rule. He succeeded in uniting most of Europe, and then ceased his conquest to manage the empire he had accrued. During this rule, there was a time of great peace and many hats.
But then, King Manne fell ill. He no longer had the strength to run his kingdom. He left the day to day running of the Kingdom to his most trusted aide, Saxtonnious Hale. But Saxtonnious could not run it either, not without the guidance and wisdom of King Manne. The land began to fall apart.
Now, King Manne had two handsome, dashing sons. Blutonious and Lord Redwall, as they were called, were fiercely competitive. Each was always trying to outdo the other. When their father fell ill, Blutonious and Redwall each felt that they were entitled to the throne. One can only imagine their anger when Saxtonious was put into power. But Blutonious and Lord Redwall were not stupid. They watched as their father’s kingdom fell to ruin. Blutonious fled to the lands in the east, and Redwall went west. Each began amassing an army of supporters from their father’s former force.
Then, one day, the conflict finally erupted. Blutonious and Redwall each declared their land a sovereign state, named Blubaria and Redland respectively. Great battles were fought in the name of these two powers, and the very planet shook under the conflict.
THE CLASSES
The Archer

Ye Olde Kindom of Manne spared no expense when selecting its Archers. The most talented marksmen in the land were much prized during the great fissure; Redwall and Blutnoius each scrambled to win the favor of the kingdom’s Archers, knowing how important they’d be in the later battles. The Archers were often taught the then fledgling art of Jarate, a method of defence conceived by those strange peoples of the Far East. While most fierce with a bow in hand, Archers are a formidable warrior with a blade as well.
The Knight

No medieval war would be complete without knights, but these were far from chivalrous. These fierce warriors from the land of the Scotts were a force to be reckoned with. Hardened in battle and wielding cursed swords of unimaginable power, the Knights make up the backbone of any assault. They had been known to charge at their foes with reckless abandon, shouting a bloodcurdling battle cry. These fearsome Scottsmen are widely known for their lethal decapitations.
The Berserker

Tales were told of fearsome warriors from the Scandinavian regions that were but ordinary miners in times of peace. When times of war dawn, however, they were far from peaceful. These men revel in pain, and fight to the death without retreat. Travelers from the northern regions say that these Berserkers fight more fiercely as they sustain wounds, and that the most heavily wounded often take down foes with one swing of their mighty pickaxe. Berserkers occasionally carry in to battle a horn of war, which they blow to rally their fellows into the same frenzy.
The Bear

These strange men from cold regions to the east were as strong as they were stupid. Discovered by the Mannish traders, these hulking brutes knew no weapons. They fought with their bare hands alone, crushing their foes with but a swing of a mighty fist. The harsh landscape of Siberia trained them to withstand punishment far beyond that of a normal warrior. They also brought with them from their native lands a culinary dish with amazing medicinal properties. This meal of bread, meat, and vegtables serves to heal the brutes should they sustain damage. They have also been known to lend it to ailing comrades in times of great need.
The field of battle
Currently, the known battles of Medieval Fortress were fought at the castle Redfort. This tall structure, on the border between Redland and Blubaria, was held fiercely by the Redlandians. The Blubarians, attacking from a cave just outside of the castle, stormmed the gates and fought their way through the castle.
The Real Story
Medieval Fortress came about of the first time during the summer of 2009. After a rousing game of shenanigans, I decided that it was time to learn Sourcemod, and bringing Medieval Fortress to the non-administrated masses would be an excellent project. I began working on Medieval Fortress immediately.
I started my adventures in Sourcemod by reading the AlliedModder’s Wiki, and by reading Sirot’s Zombie Fortress plugin. These two sources helped me tremendously, and before long I was making headway on Medieval Fortress. Despite numerous bugs, glitches, and setbacks, I managed to choke out a working version of the plugin I intended. The final product was terribly unorganised, completely unoptimized, and it barely passed AlliedModders aproval, but it worked. About a month after the original Medieval Fortress had been put on, the new plugin was on Server 1.
Medieval Fortress was an instant success. It was played often, and for a while it was hard to get into a game that was hosting Medieval Fortress. Most of the server population loved it. Soon, however, after the fun had worn off, Medieval Fortress was taken off rotation and forgotten.
Fast forward to December of 2009, and the Demo vs Soldier update. As soon as the public caught glimpse of the Eyelander, the forums were alight with people asking for Medieval Fortress to get an update. People who had never heard of my plugin were demanding it. Several threads cropped up on the Steam Forums asking for someone to make a medieval game mode. Interest in the subject soared. I stepped back and analyzed the situation; people demanded it, I would provide. Before the update had even been released, I began work on Medieval Fortress 2.
This time around, I was more experienced in Sourcemod, and I could recognise the disaster that was my first plugin. Considering this, I decided that Medieval Fortress 2 would be a complete recode. I rebuilt my entire plugin from the ground up, starting with nothing but a blank notepad screen. When a problem arose, I asked for help. Before the end of December, Medieval Fortress 2 was ready for release. It was put up on Server 1, and playtesting helped me to iron out the one major bug in the programming.
And, now, two months after the completion of Medieval Fortress, I am ready to release it to the public at large. The source code, the program, everything that a server operator needs to host Medieval Fortress is available right now. What’s more, so long as even 1 server operator hosts Medieval Fortress, I will continue to keep it up-to-date and ready for more challenges. As time goes by, I will release more features, and the bare-bones plugin you see today will be a far more in depth game mode.
The Technical Details
Today’s Medieval Fortress allows for four classes, as previously stated. The Knight is a Demoman. He is allowed only the Eyelander, the Bottle, and the Targe. The Archer is Medieval Fortress’ default class. Anyone trying to switch to an unallowed class will be redirected to this tweak on the Sniper. He is allowed only the Huntsman, Jarate, the Razorback (which, although useless now, I plan on adding features for later), and his Kukri. The Berserker is simply a the Soldier with all non-melee weapons stripped, excluding the Buff Banner. The Bear is the same with a Heavy; all non-melee weapons are stripped excepting the Sandvich.
To set up map to automatically play Medieval Fortress, simply erase the map’s existing prefix and affix “mf_” to the beginning. For example, on UC server 1, we use Redfort under the name “mf_redfort_b3″. Alternatively, Medieval Fortress can be enabled on any map by typing “sm_mf_enable” into the console (changemap admin flags required). While Medieval Fortress will automatically disable itself at the end of a map, it can be turned off manually by typing “sm_mf_disable” into the console (also requires changemap).
Download
Source code: Medieval Fortress 2
Plugin: MF2
Credits
I have to give credit to tons of people for this, because it really isn’t original. First off, credit goes to Phoenix, the ubercharged.net editor, for the original Medieval Fortress. He got the ball rolling. Next, credit to mrmof for making the map we play on. More credit goes to everyone on the ubercharged.net forum for making this work.
DPErny on February 8th 2010 in demoman, heavy weapons guy, sniper, soldier, team fortress 2

Helis responded on 08 Feb 2010 at 5:08 am #
Surprisingly enough I think Medieval Fortress is actually balanced. Of course I’ll have to play it first….
ONWARDS TO UC 1 MEN!
orange!Gamer responded on 08 Feb 2010 at 5:19 am #
TAKE THE SWORD AND FIGHT MY BROTHERS!! BECAUSE I REALLY WANT TO PLAY THIS SHIT!!!!
Secret Agent Clank! responded on 08 Feb 2010 at 5:27 am #
What about the Spy.
He could be an assassassin and the DR could be sorcery.
Oh wait that would be the extent of his abilities anyway hurr.
Still needs some way to heal. I recommend Dispensegineers only and for yer silly little story say they’re alchemists or something.
Also redfort is crappy lol.
__fell responded on 08 Feb 2010 at 5:27 am #
since the sniper update i’ve always wanted to see a side composed entirely of huntsman archers on an open map
might be fun against an all scout army.. let them fight in the shade..
Decade responded on 08 Feb 2010 at 5:53 am #
I played this shortly after the Spy/Sniper update on a different server. On that server they allowed Mages (Medics). They also allowed Pyros, you couldn’t burn anyone with your flames, but you could light arrows on fire.
Jackal responded on 08 Feb 2010 at 7:23 am #
I find the lack of my sexy voice and melee disturbing…
derp responded on 08 Feb 2010 at 7:57 am #
melee mode with terrible snipers
Densha responded on 08 Feb 2010 at 8:14 am #
what about the pyro as the lumberjack, armed only with his meele weapons and the backburner used only to light friendly archer’s arrows (ie not to damage enemies)
also.. the medic could be a Mage (as Decade stated above), medigun/kritzkrieg only. the scout could be the messenger (meele only)
and i agree with Clank about the spy
Arthur responded on 08 Feb 2010 at 8:57 am #
What I really love about it is, ITS SO QUIET! Seriosly, compared to the usual constant bombing sound its so nice!
DPErny responded on 08 Feb 2010 at 9:19 am #
@Arthur: Yeah, it’s really cool. Just the sound of melee on flesh and the death screams of your peers.
ZombieSkittles responded on 08 Feb 2010 at 9:38 am #
Is there a server already running this? I’d like to play it against people..
DPErny responded on 08 Feb 2010 at 11:26 am #
@ZombieSkittles: UC1 has it on, although it’s an unpatched version that allows Heavies to have shotguns under certain circumstances (the bug I talked about fixing). You’ll have to get a mod to put it on Redfort though.
ChrisH responded on 08 Feb 2010 at 12:35 pm #
What the fuck!? You forgot the wizards, the FLAREGUN PYROS!
ZombieSkittles responded on 08 Feb 2010 at 1:11 pm #
@DPErny: Redfort?
Mr. ShinyObject responded on 08 Feb 2010 at 1:16 pm #
why, why, WHY MUST I NOT BE ABLE TO PLAY TF2 AND THIS AWESOME, AWESOME MOD!?!?!?
I was always a great, great fan of medeival fortress and would always nominate it, and was horrified when all of the sudden it wasn’t there.
I think I may start to cry tears of joy…
tribestone responded on 08 Feb 2010 at 2:13 pm #
The logical part of me says this mod won’t last and will fade away when the novelty of swords and sheilds wear off…
The other part of me wants to say
“call the pyros Dragons, spies Rouges, medics Preists, scouts Clubbers, and maybe make engineers Dispensersmiths”
Jung92 responded on 08 Feb 2010 at 2:27 pm #
Nice, I’ve missed this mod. So I’m assuming Medics have been taken off?
It would also be reaaaally nice to have some custom maps for this if possible
Lavida responded on 08 Feb 2010 at 6:10 pm #
Here are some suggestions…
Fire Mage = Pyro (Flare Gun, Ax’s ONLY)
Thieves = Spy (Dagger only/Disguise Kit)
White Mage = Medic (Medigun/Saw ONLY)
Also Rename Soliders to Dwarfs since they are known to use pickaxes/shovels.
Paper Shadow responded on 09 Feb 2010 at 3:05 am #
Medics and Pyros use to be in, but were considered overpowered and removed…
Something like that…
DPErny responded on 09 Feb 2010 at 10:10 am #
The Medic and the Pyro are just plain out of character. Although if someone could do custom models, I think I could fit them in.
Master responded on 09 Feb 2010 at 2:28 pm #
This has been done before. The only server I play on had an event like this in early January.
ITS'aME'aMARIO!!!! responded on 09 Feb 2010 at 7:06 pm #
Let your lust for melee combat, archery, and bloodthirsty berserkers be sated.
http://www.pvkii.com/
coming soon to a valve steam store popup near you.
DPErny responded on 09 Feb 2010 at 11:28 pm #
@Master: But was it done with a plugin? Can you play it any time the map comes up to vote?
Secret Agent Clank! responded on 10 Feb 2010 at 4:02 am #
Also lol quit tooting your own horn that’s not very professional.
[/sniper]
ihranator responded on 10 Feb 2010 at 7:13 am #
I am Commander Shepard, and this is my favorite blog on the internet.
homie responded on 10 Feb 2010 at 9:53 pm #
Is that the sound track of Conan I hear?
Helis responded on 11 Feb 2010 at 12:56 pm #
MEDIEVAL STYLE EQUIPMENT
I.E, weapons that would of existed in the Middle Ages (aKa “Medieval Ages”). They had pickaxes, they had fists, they had swords, shields, arrows, they obviously had some form of food and container. Anything regarding guns or weapons derived from guns (flaregun) wouldn’t fit with the Medieval theme.
Valve may have stuff in the works though…..
Jack responded on 11 Feb 2010 at 5:05 pm #
Just sayin’, the Byzantine and the Chinese invented the Flamethrower before the Middle Ages.
Pyro gets flamethrower.
DPErny responded on 11 Feb 2010 at 11:39 pm #
@Jack: No he doesn’t.
DPErny responded on 11 Feb 2010 at 11:40 pm #
Also, has anyone put this on another server yet?
Danger Rsnger responded on 12 Feb 2010 at 4:12 am #
I knew it wouldn’t be long before someone did this. However you should add the
MAGE: PYRO with FLARE GUN and axetinguisher.
Graven_Image responded on 12 Feb 2010 at 4:24 am #
I agree with danger.
Archer: Sniper
Beserker: Soldier
Warrior: Heavy
Knight: Demoman
Black Mage: Pyro, with only Flare Gun and axes
White Mage: Medic, with only Mediguns
Peon: Engineer, wrench only and can build 4 dispensers
Assassin: Spy, with only watch, knife, and disguise kit.
Apothecary: Scout, with only Bonk and bats
DPErny responded on 12 Feb 2010 at 7:57 am #
Get me a modeller and I will add in every class.
Viral responded on 12 Feb 2010 at 6:19 pm #
This looks pretty cool.
I’ll suggest it to my mate once he gets his server up (UK).
tribestone responded on 13 Feb 2010 at 1:02 pm #
What if you can rig it so the pyro’s flamethrower has only 50 ammo?
Just enough for them ignite arows or reveal stealthed rouges.
Axe Murderer responded on 13 Feb 2010 at 7:00 pm #
some people arent getting how hard it is to “guess and check” with an admin console. the names and directories you need, REALLY RANDOM, PEOPLE. give DPErny a chance, its touch and go with nerds sometimes.
Axe Murderer responded on 13 Feb 2010 at 7:02 pm #
Adding in too many weapons (like flaregun pyro and medics, and spies, and every other thing you guys have suggested) can unbalance a veeeeerry finely tuned game such as team fortress, not to mention a VEEEEEERRRRRY precariously perched game mod (in terms of balance) like Medival fortress.
course, add some strict class limits and everything I’ve just said turns to stupid. carry on then, modders!
Axe Murderer responded on 13 Feb 2010 at 7:05 pm #
oh, and* last thing: one T only.
its SCOT, not SCOTT.
SCOTSMEN, not SCOTTSMEN.
FAR MITHER SCO’LAN!
Its funny because a Scottish accent eliminates the T anyway. T hee hee.
VGGeek responded on 15 Feb 2010 at 8:19 am #
Heavies should be called Giants, and there should be Medics with their saws and healing abilities.
Boxcat responded on 18 Feb 2010 at 5:30 am #
Alter the medics weapons so the saw heals then put them in.
JoshFreeman responded on 28 Feb 2010 at 1:26 pm #
Yes, Heavys should be called giants…
and Pyromancer ax / flare gun FTW