Team Fortress 2/cp degrootkeep

DeGroot Keep is a map designed for Medieval Mode, and the only map available in this mode. Only melee weapons and certain other weapons are allowed in this mode. Medium health packs look like chunks of meat. Killing enemies will let them drop small health packs instead of weapons.

The map works like ../cp_gravelpit/, in which BLU team has to capture the first two points in order to capture the third. However, once the third control point hasn't been captured after a set period, access to the point will be blocked off and the attacking team has to recapture the first two points.

../Scout/
As a Scout, your weapons deal less damage, but you do hold the advantage in speed. Make full use of your fast swing speed and movement to perform hit-and-runs. Focus more on capturing points when attacking, and let your teammates deal with problematic foes.
 * Allowed weapons
 * Primary: None
 * Secondary: Bonk! Atomic Punch, Crit-a-Cola, Mad Milk
 * Melee: Bat, Sandman, Holy Mackerel, Boston Basher, Candy Cane, Sun-on-a-Stick, Fan O'War, Three Rune Blade, Saxxy, Atomizer

For the choice of a secondary, Bonk! Atomic Punch is less useful, since there's no Sentry Guns or Heavies with Miniguns. It does provide you a chance of escape. The Crit-a-Cola is risky to drink, but makes up for your lack of power. Mad Milk makes you harder to kill, and can coat a lot of enemies bunched together.

For your melee weapon, the Bat has no drawbacks whatsoever, so it's a decent default weapon. The Sandman gives you a rare ranged attack, but makes you more fragile. Boston Basher is a risky but rewarding weapon to bring with you, and the self-damage can propel you over and into the keep's walls. The Candy Cane's explosive vulnerability is much less of a worry without rockets and grenades, and it drops 2 health kits on a kill, so it is a better choice than your Bat. The Sun-on-a-Stick is only useful with Sharpened Volcano Fragment wielding Pyros or Snipers who fire frequent ignited arrows. Fan O'War makes you a pure support class, hit-and-run, and don't get into a direct fight with an enemy. The Atomizer gives you more mobility but takes away your attack speed advantage, so don't try to fight to much and use your triple jumps to move around better.

../Soldier/
Losing your rocket launchers and shotguns reduces your combat ability and makes you more of a support class. With the right loadouts, the Soldier can become an effective teammate in this mode.
 * Allowed weapons
 * Primary: None
 * Secondary: Buff Banner, Gunboats, Battalion's Backup, Concheror, Mantreads
 * Melee: Shovel, Equalizer, Pain Train, Frying Pan, Half-Zatoichi, Disciplinary Action, Saxxy, Market Gardener

Your Gunboats and Mantreads are mostly useless due to the absence of rocket jumps, so you would want to bring a backpack buff item as a secondary. The Buff Banner is really helpful during pushes, such as on to the final point. The Battalion's Backup is better for defense, so your team survives longer during a coordinated attack. The Concheror works well for either side, letting your teammates heal themselves without a Medic.

For your melee weapon, the Shovel deals pretty consistant damage, but you would want to switch to the Pain Train if on BLU. There's no bullets in this mode so the Pain train is pretty much a direct upgrade. The Equalizer's speed and power buff is helpful when you stay in fights for a longer time, as well as escape when things get too hairy. The Half-Zatoichi is a good weapon since you can't use your rocket launchers anyway and rarely needs to use your secondaries. Watch out for other players wielding the Half-Zatoichi, as they can kill you in one hit and vice versa. The Disciplinary Action reduces your power but is a helpful support tool, letting you and teammates reach the battlefield faster. It also has more range than the Eyelander, so you might get a few hits in before your enemy can. Don't use the Market Gardener, as it is completely useless without rocket jumps.

../Pyro/
Without your Flamethrower or your ranged weapons you're not as dangerous as before. You do have resistance to afterburn, higher health and access to a decent range of melee weapons.
 * Allowed weapons
 * Primary: None
 * Secondary: None
 * Melee: Fire Axe, Axtinguisher, Homewrecker, Powerjack, Back Scratcher, Sharpened Volcano Fragment, Maul, Saxxy, Postal Pummeler

Your Fire Axe is a pretty standard melee weapon, but your Back Scratcher is almost always better, since enemies will always drop health kits upon death, letting you restore lost health from a fight. The Sharpened Volcano Fragment let's you inflict afterburn like your flamethrower, letting you wear down enemies as well as spycheck, so it's a common weapon for Pyros in Medieval Mode. The Axtinguisher's use is diminished without your flamethrowers or flare gun, but if your team has Huntsman Snipers who frequently ignite arrows or other Pyros wielding the Sharpened Volcano Fragment you can quickly maim a burning enemy to death. The Powerjack heals you in addition to the dropped health packs, but it's increased melee vulnerability can give you a disadvantage in battles. The Homewrecker is useless without buildings or sappers to destroy.

../Demoman/
With a wide range of melee weapons and his shields and booties, the Demoman is pretty much designed for this mode, and is a very common contender.
 * Allowed weapons
 * Primary: Ali Baba's Wee Booties
 * Secondary: Chargin' Targe, Splendid Screen
 * Melee: Bottle, Eyelander, Pain Train, Scotsman's Skullcutter, Frying Pan, Horseless Headless Headmann's Headtaker, Ullapool Caber, Claidheamh Mor, Half-Zatoichi, Saxxy, Persian Persuader, Nessie's Nine Iron

Equip your booties and shield if you have them. The boots will give you more freedom for maneuvering when shield charging. For the choice of a shield, the Chargin' Targe has better intrinsic resistances against fire and explosives, but since these damage sources are so rare in this mode, the Splendid Screen is often used instead for it's shield bash and instant criticals.

You do have more melee weapons than any class, so it's a good idea to try them all out to find what suits you best in this mode. The Bottle lacks any drawbacks, but the Pain Train is pretty much a direct upgrade to it, as it let's you capture points twice as fast on offense and there are no bullets in this mode. The Eyelander makes you weaker at the start of a match, but makes you a powerful threat after racking up a few heads. The Scotsman's Skullcutter is great on defense, and can clear out enemies on the control points. The Ullapool Caber is a rare source of explosive damage and can take out a lot of enemies with it's blast, propels you high in the air but leaves you with a weaker weapon and lower health afterwards. The Claidheamh Mor increases your charge distance, letting you charge at further opponents as well as move across larger distances, but watch out for your reduced health. The Half-Zatoichi is great since you can't switch weapons anyway and fully-heals you after every kill. Just watch out for enemies who are also carrying the Half-Zatoichi. The Persian Persuader's ammo-changing attribute is more useful as you don't need ammo, and it effectively gives you two health packs per kill.

../Heavy/
Without your Minigun, you're not as terrifying and deadly as normally. With you high-health, lunchbox items and good melee weapons, you can still be a challenging opponent on the field of battle.
 * Allowed weapons
 * Primary: None
 * Secondary: Sandvich, Dalokohs Bar, Buffalo Steak Sandvich, Fishcake
 * Melee: Fists, Killing Gloves of Boxing, Gloves of Running Urgently, Warrior's Spirit, Fists of Steel, Saxxy, Eviction Notice

On choosing your lunchbox item, the Sandvich let's you heal yourself or drop it for your teammates when lacking a Medic. The Dalokohs Bar increases your maximum health and is one of the only ways of getting overhealed. The Buffalo Steak Sandvich is gives you a faster move speed and mini-crits with your melee weapons, making you a fearable opponent, but be careful of the mini-crits you will also take.

As for melee weapons, your Fists are pretty standard and has no drawbacks. Your K.G.B can become deadly once you get a kill, because you will be getting more kills with the crit-boosts it gives. The Warrior's Spirit deals higher damage with less health, so kill enemies before they land too much hits on you. The Eviction Notice let's you attack faster than a Scout at the cost of damage, but you can use the Buffalo Steak Sandvich to compensate for this. Avoid the G.R.U and Fists of Steel. The G.R.U. deals less damage, and it's constant health draining can be problematic without a Medi Gun's constant healing. The Fists of Steel are even worse, as you take more damage for nothing in return.

../Engineer/

 * Allowed weapons
 * Primary: None
 * Secondary: None
 * Melee: Wrench, Golden Wrench, Gunslinger, Southern Hospitality, Saxxy, Jag
 * PDA: None

../Medic/

 * Allowed weapons
 * Primary: Crusader's Crossbow
 * Secondary: None
 * Melee: Bonesaw, Ubersaw, Vita-Saw, Amputator, Saxxy, Solemn Vow

../Sniper/

 * Allowed weapons
 * Primary: Huntsman
 * Secondary: Razorback, Darwin's Danger Shield
 * Melee: Kukri, Tribalman's Shiv, Bushwacka, Saxxy, Shahanshah

../Spy/

 * Allowed weapons
 * Primary: None
 * Secondary: None
 * Melee: Knife, Your Eternal Reward, Conniver's Kunai, Saxxy, Big Earner
 * PDA: Disguise Kit, Invisibility Watch, Cloak and Dagger, Enthusiast's Timepiece