Morrigan Alley

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Revision as of 01:24, 26 November 2025 by Fisherboy800 (talk | contribs) (Added more information about the cart, grammar fixes, trivia, and more pictures relating to information of the map (Proof of cart speed:https://drive.google.com/file/d/1GZFVjIOPwsgoWqWoFg-Y8wEKb9F8VRwN/view?usp=sharing))
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Morrigan Alley
Mally1.jpeg
Basic Information
Map type: Payload
File name: pl_morrigan_alley_b3
Version: Beta 3
Released: January 1, 2011
Last updated: July 31, 2011
Developer(s): Treythepunkid
Link(s): TF2Maps
Map Info
Environment: Middle Ages, Castle Town
Setting: Dawn
Hazards: Iron maiden, Pitfalls
Deep Water: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×3  •  Mediumhealth.png ×2  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Mediumammo.png ×11
Map overview
Morrigan Alley overview.png
Nightfall plunges upon a quiet street,
Oh my, what's that? a bomb! What a treat.
To watch it erupt would be quite a feat,
The team they oppose had better retreat!
A poem for sweet Lady Morrigan from the Medieval Update page

Morrigan Alley is a single-stage custom Payload map, designed exclusively for Medieval Mode. It is the premier map in the unofficial community-made Medieval Update with its Beta 3 build being premiered on the 6th day of the update. The map takes place in a faux middle ages village castle town, with BLU's objective to push the Payload cart into the door of the central castle to break in. As with all medieval maps, there are several braziers where Snipers can ignite their arrows to deal afterburn damage dispersed through out the map. Additionally, Health pickups and ammo pickups have custom models that appear as various types of meat and arrow quivers.

The Payload cart BLU pushes through this map is composed of a wooden barrel filled with gunpowder supported by a wooden cart which rolls along a predetermined path. The bomb cart about 15% taller than a standard payload cart which is tall enough to prevent players from being able to crouch jump on top of it. The bomb cart also moves 1.2X faster than a standard Payload cart, but does not provide healing or ammo to players when range of it.

Locations

Pictogram comment.png The following locations are described from the BLU perspective.

Ye Olde Capture Pointe Oneth

  • BLU Spawn: BLU Spawn is a torture dungeon containing a schematic of this map's Payload cart and a supply locker. There are three exits, one primary leading to the Amphitheater and 2 flank routes leading into the amphitheater.
  • The Amphitheater: The area surrounding the exterior of BLU's spawn. It has two venues, the gallows and an iron maiden with a large health pickup in front of it and a wooden play stage containing a small health and medium ammo pickup. When a player walks into the iron maiden, it stuns them and after 3 second instant kills them, tossing their ragdoll directly upwards. This area leads into the Lower Village by the main Payload path and a backstage flank route.
  • RED Spawn: RED Spawn is a tower barrack connected to the first battlements with a supply locker. It becomes BLU's spawn once the first control point is captured.
  • The First Battlements: A large stone wall that provides a high ground over the Payload path. It has several openings to allow for RED players to jump down.
  • Lower Village: The village surrounding the Payload path after the amphitheater, it contains several storefronts of various specialties. In the first part of this area the store "Mercenaries Merchandise Weapon Shoppe", a blacksmith room with a staircase leading to a bridge over the Payload path with two medium ammo pickups on either end. The center of the Lower Village is adjacent to the First Battlements with a flank route underneath its walls. This area contains a medium health pickup on top of a staircase. The last store front "Roy Zeo's Hat Emporium is a store adjacent to the first point with three different entrances.

Ye Olde Capture Pointe Twoth

  • RED Spawn: An open spawn room connected to the Second Battlements with a supply locker.
  • The Second Battlements: A thin stone wall surrounding the courtyard providing a high ground over the Payload path. It has several openings to allow for RED players to jump down.
  • Courtyard: A large cobblestone open area in the center of the Second Battlements with a fountain in the center. Surrounding this fountain are benches containing 2 small health and 2 medium ammo pickups. Inside the stones walls there are two flank routes running throughout the entirety of the courtyard with exits toward the fountain and the area outside of the second point.
  • Upper Village: The area immediately surrounding the second control point. Similarly to the Lower Village, it contains several storefronts with "Kavans Knickknackery" being a small enclosed hallway. It leads directly to the battlefield. Outside of "The Travelers Tavern" there is an upper platform with a medium ammo pickup and at the bottom of a staircase a large health pickup.
  • The Crypt: A flank route leading from the Upper Village to just outside the bridge facing the castle door. Outside medium health and ammo pickup.

Ye Olde Capture Pointe Threeth

BLU Spawn: The "Henrietta's Hostel", serving as BLU's spawn when the second control point is captured. It contains a supply locker with two paths towards exit, one to the left leading into the street of the upper village, and the right path leading to both the street and an upper platform with a medium ammo pickup.
The Battlefield: The large open grassland outside of RED's castle. There is an upper area with a rock wall containing a medium ammo pickup facing a divot with a small pond. The final control point is captured when the Payload cart is pushed across the bridge into the castle door.
The Final Battlements: The stone walls surrounding the battlefield connected to the castle.
The Castle': RED's stronghold, it is a large three floor structure where RED's final spawn resides. Inside of RED's spawn there is a grandiose throne hall right next to where RED spawns with a supply locker. Outside leads into a bailey and the upper battlements of the castle, one large opening in the walls, another smaller one above the bridge, and a path towards the Final Battlements.

Changelog

Changelog:
Changelog (December 20, 2010)
  • Morrigan Alley is created

Changelog (January 18, 2011)

  • Added arrows and track overlays to show where the cart is moving.
  • Added animated capture point flags to cap 1 and 2 to help tell what team owns what point from a distance.
  • Down scaled start of the map.
  • Added more side routes to help getting to capture points very fast.
  • Fixed all arrow braziers
  • Added new medieval food and ammo types for health and ammo pickups
  • Added more lighting to the map.
  • Updated some models lighting origins to help make them appear better.
  • Removed all collisions on all stone arch ways.
  • Straightened out some of the path tracks that where going into tight areas.
  • Some layout changes to Reds first spawn.
  • Lowered courtyards fountain to allow all classes access to health and ammo.
  • Stylized buildings to help provide sniper cover.
  • Updated one area with experimental death trap: The Iron Maiden.

Bugs

  • The health and ammo pickups dropped on player death are their standard variants. [1]
  • If the cart rolls back to a capture point, its wheels will keep turning even when still. [2]

Trivia

  • Every 2-3 minutes the window facing the rotten food piles in the each part of the village will play an animation of a pair of hands tossing an apple core out of a basket and into the street.

Gallery

References