DeGroot Keep: Difference between revisions
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SciF1Qizard (talk | contribs) Added trivia and expanded lead. Needs map pictures and locations. |
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| file-name = cp_degrootkeep | | file-name = cp_degrootkeep | ||
| map-image = - | | map-image = - | ||
| release-date = | | release-date = 12/17/2010 | ||
| developer(s) = Valve | | developer(s) = Valve | ||
| map-environment = Alpine | | map-environment = Alpine | ||
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'''DeGroot Keep''' is an officially designed [[Medieval Mode|medieval mode]] [[Attack / Defense]] map and was the first medieval mode map for [[Team Fortress 2 Classic]], followed by [[Krepost]]. It was first added to [[Team Fortress 2]] on the 17th of December 2010 and added to Team Fortress 2 Classic on the 4th of July in the [[Death & Taxes]] update. | '''DeGroot Keep''' is an officially designed [[Medieval Mode|medieval mode]] [[Attack / Defense]] map and was the first medieval mode map for [[Team Fortress 2 Classic]], followed by [[Krepost]]. It was first added to [[Team Fortress 2]] on the 17th of December 2010 and added to Team Fortress 2 Classic on the 4th of July in the [[Death & Taxes]] update. | ||
DeGroot Keep is a relatively small Attack / Defense map | DeGroot Keep is a relatively small Attack / Defense map that takes place in a (supposedly) 10th Century European manor on a forested hill. The surrounding buildings and keep fortifications are built in a medieval European-style. A few torches are spread throughout the map, which allow [[Huntsman]] [[Sniper]]s to light their arrows on fire. The flagship feature of this map is the castle keep which is this map's namesake, DeGroot Keep. The keep is a European style medieval castle made of cobblestone. Walls protect the inner courtyard, which houses the final [[Control Points|control point]]. Defenders can climb up to the ramparts of the keep and defend from there or jump down to more directly engage the attackers. | ||
This map consists of | This map consists of three control points. Control points A and B are to the west and east of the keep itself on either side, and a castle gate blocks the third C. Point C is only accessible by BLU after capturing the first two. A and B, once captured, are locked. After these points have been captured, a music sting will play and the sound of a gate opening will play. BLU will have a limited amount of time to capture the objective. If BLU captures the point in time, they win. If time runs out, the gate closes, and points A and B will return to RED. BLU must recapture A and B to make another attempt at C. This repeats until the round ends. | ||
== Trivia == | == Trivia == | ||
*The keep is named after Demoman's family in Team Fortress 2. However, since most TF2 comics are non-canon to TF2C, it is unconfirmed whether this piece of lore is the same. | *The keep is named after Demoman's family in Team Fortress 2. However, since most TF2 comics are non-canon to TF2C, it is unconfirmed whether this piece of lore is the same. | ||
*There are a few hints such as the train tracks in front of BLU spawn and an unused ticket booth in the files that suggest DeGroot | *There are a few hints, such as the train tracks in front of BLU spawn and an unused ticket booth in the files, that suggest DeGroot Keep is closer to a tourist attraction or re-enactment than an actual 10th-century keep. | ||