Difference between revisions of "Unused content"

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(Unused weapon "The Conventional" has been renamed to "The Instructor". Name changed based on leak file name.)
 
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{{Quotation|'''The Sniper''' on unfitting designed content|Back to the drawing board, genius!|sound=Sniper_DominationEngineer03.wav}}
+
{{Beta|unused}}
 +
[[File:Unused content.png|right|400px|This will never work.]]
 +
{{Quotation|'''The Sniper'''|Back to the drawing board, genius!|sound=Sniper DominationEngineer03.wav}}
  
[[File:Repnode.png|right|This will never work.]]
+
Like many video games, ''Team Fortress 2'' changed significantly over the course of its development. Decisions as to how the gameplay would work changed, such as whether or not grenades would be used like they were in ''[[Team Fortress Classic]]''. An item might have been cut simply because it was replaced by something better, like the [[Soldier]]'s medals, and sometimes content was cut due to the change in the game's style. Listed on this page are weapons, items, and other odds and ends that were cut from the game, but in most cases left over in some form in the game's content ([[vdc:vpk|.VPK]]) files as '''unused content'''. Unlike [[Currently unreleased content|unreleased content]], ''unused'' in this context is assumed to be purposefully cut or abandoned without hope for being integrated at some point.
Like many video games, ''Team Fortress 2'' changed significantly over the course of its development. Decisions as to how the gameplay would work changed, such as whether or not grenades would be used, like they were in ''[[Team Fortress Classic]]''. An item might have been cut simply because it was replaced by something better, like the [[Soldier]]'s medals. And sometimes, content was cut because the game's style changed. List on this page are weapons, items, and other odds and ends that were cut from the game, but in most cases, leftover in some form in the game's .gcf files.
 
  
==Weapons==
+
== Classes ==
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" | Notes
 +
|-
 +
| '''[[Civilian]]'''
 +
| Unused [[Hunted (Classic)|game mode-specific]] class. Was to be escorted from one point on a map to another, functioning as a playable [[Payload#Carts|Payload bomb cart]]. Valve wanted him to be in the VIP gamemode, which was scrapped along with the civilian.
 +
|-
 +
| '''[[Commander]]'''
 +
| Non-physical class removed during ''Team Fortress 2'''s development. Was to oversee the map, provide aerial support, place [[buildings]], and communicate tactics to teammates.
 +
|-
 +
| '''[[Classes#Unused content|Female Classes]]'''
 +
| Non-physical classes. The concept was created and revealed by a former employee of Valve, Drew Wolf.
 +
|}
  
===Primary Weapons===
+
== Game modes ==
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" | Notes
 +
|-
 +
| '''[[Raid]]'''
 +
| A prototype of [[Mann vs. Machine (game mode)|Mann vs. Machine]] with unique bosses like the [[Knight]] and the {{botignore|[[Mecha Level 4 Sentry]]}}.
 +
|-
 +
| '''[[Bounty]]'''
 +
| A game mode involving placing a bounty on people's heads.
 +
|-
 +
| '''[[Creep Mode]]'''
 +
| An unfinished game mode based on the idea of "Creeps" and "Creep waves" in [[Dota 2]]. A predecessor to Mann vs. Machine.
 +
|}
  
 +
== Maps ==
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" | Notes
 +
|-
 +
| '''[[Cloak (Control Point)]]'''
 +
| Cloak is a small [[Control Point]] map with an unknown purpose. It consists of a spawn room for each team in opposite corners of the map. There is one control point in the center of the map on an elevated platform. There are no Health packs, Ammo crates, or resupply lockers on the map. Outside of the main area of the map, there is a giant model of each class looking through gaps in the walls.
 +
|}
 +
 +
== Weapons ==
 +
=== Primary weapons ===
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Name
 
! class="header" width="10%" | Class
 
! class="header" width="10%" | Class
 
! class="header" width="10%" | Replacement
 
! class="header" width="10%" | Replacement
! class="header" width="10%" | Ammo<br/>Loaded
 
! class="header" width="10%" | Ammo<br/>Carried
 
 
! class="header" | Notes
 
! class="header" | Notes
 +
|-
 +
| '''[[Nail Gun]]'''
 +
| [[Scout]]
 +
| [[Scattergun]]
 +
| Wielded by the Scout in [[Trailer 2]]. ''[[Team Fortress Classic]]'' weapon.
 
|-
 
|-
 
| '''[[Ludmila]]'''
 
| '''[[Ludmila]]'''
 
| [[Heavy]]
 
| [[Heavy]]
 
| [[Natascha]]
 
| [[Natascha]]
| 200
+
| Primary fire would have functioned like that of the regular [[Minigun]], whereas secondary fire would have dealt less damage, but drain health from enemies hit, in a manner virtually identical to the [[Blutsauger]]. The downside would have been the inability to spin the weapon prematurely.
| N/A
 
| Primary fire would have functioned like that of the regular [[Minigun]], whereas secondary fire would have dealt less damage, but drain health from enemies hit (in a manner virtually identical to the [[Blutsauger]]). The downside would have been the inability to spin the weapon prematurely.
 
 
|-
 
|-
| '''[[Nail Gun]]'''
+
| '''[[Walkabout]]'''
| [[Scout]]
+
| [[Sniper]]
| [[Scattergun]]
+
| [[Huntsman]]
| Unknown
+
| Would have allowed the player to walk at normal speed while sniping, with the downside being reduced damage and no zooming/charging abilities.
| Unknown
 
| Wielded by the Scout in [[Trailer 2]]. ''[[Team Fortress Classic]]'' weapon.
 
 
|-
 
|-
 
| '''[[Tranquilizer Gun]]'''
 
| '''[[Tranquilizer Gun]]'''
 
| [[Spy]]
 
| [[Spy]]
 
| [[Revolver]]
 
| [[Revolver]]
 +
|Wielded by the Spy in [[Trailer 1]]. ''[[Team Fortress Classic]]'' weapon.
 +
|-
 +
| '''Mirror and Uranium Botkiller [[Rocket Launcher]], [[Scattergun]], [[Flame Thrower]], [[Minigun]] and [[Sniper Rifle]]'''
 +
| [[Soldier]], [[Scout]], [[Pyro]], [[Heavy]] and [[Sniper]]
 +
| [[Stock weapons]]
 +
| Unused [[Botkiller weapons]], probably made as rewards for unreleased tour(s).
 +
|-
 +
| '''[[Dart Gun]]'''
 +
| [[Spy]]
 +
| None
 +
| Reslist and {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} leak. A second attempt to add the Tranquilizer Gun concept to the game.
 +
|-
 +
| '''[[Big Mean Mother Hubbard]]'''
 +
| [[Engineer]]
 +
| None
 +
| A [[Polycount Pack]] contest entry that appears to have been playtested at some point.
 +
|-
 +
| '''[[Afterburner]]'''
 +
| [[Pyro]]
 +
| None
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[[Griefblower]]'''
 +
| [[Pyro]]
 +
| None
 +
| A [[Polycount Pack]] contest entry that was shown off in a [https://www.youtube.com/watch?v=LPtHCeb_HPc video] used in a GDC 2013 talk by Joe Ludwig.
 +
|-
 +
| '''[[Sucker]]'''
 +
| [[Pyro]]
 +
| None
 +
| Would slowly suck players towards the player, rather than blast them away. Mentioned in [https://www.teamfortress.com/post.php?id=13542 a blog post].
 +
|-
 +
| '''[[Instructor]]'''
 
| Unknown
 
| Unknown
| Unknown
+
| None
|Wielded by the Spy in [[Trailer 1]].
+
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} leak.
 +
|-
 +
| '''[[Viewfinder]]'''
 +
| [[Sniper]]
 +
| None
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 
|-
 
|-
| '''[[Walkabout]]'''
+
| '''[[Revolver Sniper Rifle]]'''
 
| [[Sniper]]
 
| [[Sniper]]
| [[Huntsman]]
+
| None
| Unknown
+
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} leak.
| Unknown
+
|-
| Would have allowed the player to walk at normal speed while sniping, with the downside being reduced damage and no zooming/charging abilities.
+
| '''[[Mortar Launcher]]'''
 +
| [[Soldier]]
 +
| None
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} leak.
 +
|-
 +
| '''[[Specialist]]'''
 +
| [[Scout]]
 +
| None
 +
| {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[[Assault Cannon]]'''
 +
| [[Heavy]]
 +
| None
 +
| {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[[DNA Gun]]'''
 +
| [[Spy]]
 +
| None
 +
| Experimental Spy weapon
 
|}
 
|}
  
===Secondary Weapons===
+
=== Secondary weapons ===
 
 
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Name
 
! class="header" width="10%" | Class
 
! class="header" width="10%" | Class
 
! class="header" width="10%" | Replacement
 
! class="header" width="10%" | Replacement
! class="header" width="10%" | Ammo<br/>Loaded
 
! class="header" width="10%" | Ammo<br/>Carried
 
 
! class="header" | Notes
 
! class="header" | Notes
 
|-
 
|-
| '''[[Backpack (Weapon)|Backpack]]'''
+
| '''[[Backpack (weapon)|Backpack]]'''
 
| [[Scout]]
 
| [[Scout]]
| [[Bonk! Atomic Punch|Bonk! Atomic&nbsp;Punch]]
+
| [[Bonk! Atomic Punch]]
| N/A
+
| Would have allowed the Scout to pick up items such as [[Health]], [[Ammo]], and [[Metal]] and drop them in the field for easier access to allies.
| N/A
 
| Would have allowed the Scout to pick up items like [[Health]], [[Ammo]], and [[Metal]] and drop them in the field for easier access to allies.
 
 
|-
 
|-
 
| '''[[Dynamite Pack]]'''
 
| '''[[Dynamite Pack]]'''
 
| [[Demoman]]
 
| [[Demoman]]
 
| [[Stickybomb Launcher]]
 
| [[Stickybomb Launcher]]
| 1
 
| Unknown
 
 
| Would have exploded into several dynamite sticks that scatter and explode in turn. See [[Unused content#Grenades|MIRV Grenade]]. Wielded by the [[Demoman]] in both Trailers [[Trailer 1|1]] and [[Trailer 2|2]].
 
| Would have exploded into several dynamite sticks that scatter and explode in turn. See [[Unused content#Grenades|MIRV Grenade]]. Wielded by the [[Demoman]] in both Trailers [[Trailer 1|1]] and [[Trailer 2|2]].
 
|-
 
|-
| '''[[Instant teleport]]'''
+
| '''[[Instant Teleport]]'''
 
| [[Engineer]]
 
| [[Engineer]]
| [[Wrangler]]
+
| [[Eureka Effect]]
| N/A
 
| N/A
 
 
| Would have allowed the Engineer to instantly teleport back to his teleport exit.
 
| Would have allowed the Engineer to instantly teleport back to his teleport exit.
 +
|-
 +
| '''[[Medi Gun Beta 1]]'''
 +
| [[Medic]]
 +
| None
 +
| Would have permanently boosted a player's health to 150% of their maximum but healed at half the rate of the [[Medi Gun]].
 
|-
 
|-
 
| '''[[Overhealer]]'''
 
| '''[[Overhealer]]'''
 
| [[Medic]]
 
| [[Medic]]
 
| [[Kritzkrieg]]
 
| [[Kritzkrieg]]
| N/A
 
| N/A
 
 
| Would have permanently boosted a player's health to 200% of their maximum with the ÜberCharge meter filling either very slowly or not at all.
 
| Would have permanently boosted a player's health to 200% of their maximum with the ÜberCharge meter filling either very slowly or not at all.
 +
|-
 +
| '''[[Schwaben Charger 9000]]'''
 +
| [[Medic]]
 +
| None
 +
| A Polycount Pack entry that was visible in the [[Team Fortress 2 is Free to Play]] video.
 
|-
 
|-
 
| '''[[Syringe]]'''
 
| '''[[Syringe]]'''
 
| [[Medic]]
 
| [[Medic]]
 
| [[Medi Gun]]
 
| [[Medi Gun]]
| N/A
 
| N/A
 
 
| Would heal allies on injection. Wielded by the Medic in [[Trailer 1]].
 
| Would heal allies on injection. Wielded by the Medic in [[Trailer 1]].
 +
|-
 +
| '''Mirror and Uranium Botkiller [[Stickybomb Launcher]] and [[Medi Gun]]'''
 +
| [[Demoman]] and [[Medic]]
 +
| [[Stock weapons]]
 +
| Unused [[Botkiller weapons]], probably made as rewards for unreleased tour(s).
 +
|-
 +
| '''[[Big Bomb]]'''
 +
| [[Demoman]]
 +
| None
 +
| Would act as one big stickybomb, rather than multiple small ones. Mentioned in [https://www.teamfortress.com/post.php?id=13542 a blog post].
 +
|-
 +
| '''[[Trigger]]'''
 +
| [[Demoman]]
 +
| None
 +
| A trigger button of some sort. Is said to be for the cluster of dynamite the Demoman has in [[Trailer 1]].
 +
|-
 +
| '''[[Heraldic Targe]]'''
 +
| [[Demoman]]
 +
| Unknown
 +
| Assumed to have been a replacement for [[The Chargin' Targe]], but its true function is unknown. The Heraldic Targe was revealed in the {{Patch name|12|23|2010}}.
 +
|-
 +
| '''[[Spitfire]]'''
 +
| [[Pyro]]
 +
| None
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 
|}
 
|}
  
===Melee Weapons===
+
=== Melee weapons ===
 
 
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Name
Line 99: Line 213:
 
! class="header" | Notes
 
! class="header" | Notes
 
|-
 
|-
| '''[[Beer stein]]'''
+
| '''[[Catcher's Mitt]]'''
| Unknown - Assumed [[Demoman]]
+
| [[Scout]]
| Unknown - Assumed [[Bottle]]
+
| None
|
+
| Would have allowed the Scout to catch enemy projectiles and throw them back, dealing the same damage as the caught object.
 +
|-
 +
| '''[[Stratonic Swatter]]'''
 +
| [[Soldier]]
 +
| None
 +
| A kill icon is included in the VPK, and the weapon is used in a promotional image for the [[Very Scary Halloween Special]].
 +
|-
 +
| '''[[Baleful Beacon]]'''
 +
| [[Pyro]]
 +
| None
 +
| This weapon was created specifically for the Halloween Update 2011. Texture files were released during the Very Scary Halloween Special.
 +
|-
 +
| '''[[Head-Trimmer]]'''
 +
| [[Pyro]]
 +
| None
 +
| Briefly featured in the [[Team Fortress 2 is Free to Play]] video.
 
|-
 
|-
| '''[[Branding iron]]'''
+
| '''[[Branding Iron]]'''
 
| [[Pyro]]
 
| [[Pyro]]
 
| [[Fire Axe]]
 
| [[Fire Axe]]
| Within the game_sounds_weapon.txt file, the Fire Axe has the heading "Branding iron".
+
| Within the game_sounds_weapons.txt file, the Fire Axe has the heading "BRANDING IRON".
 
|-
 
|-
| '''[[Catcher's mitt]]'''
+
| '''[[Lead Pipe]]'''
| [[Scout]]
+
| [[Heavy]]
| [[Sandman]]
+
| [[Fists]]
| Would have allowed the Scout to catch enemy projectiles and throw them back, dealing the same damage as the caught object.
+
| The model and sound references in the game_sounds_weapons.txt file are the only parts left in-game.
 
|-
 
|-
 
| '''[[Club]]'''
 
| '''[[Club]]'''
 
| [[Sniper]]
 
| [[Sniper]]
 
| [[Kukri]]
 
| [[Kukri]]
| The Kukri is still listed as a club in the console.
+
| The Kukri is still called the club internally.
 
|-
 
|-
 
| '''[[Crowbar]]'''
 
| '''[[Crowbar]]'''
| All
+
| [[Classes|All classes]] other than [[Engineer]] and [[Spy]]
| Standard [[Melee]] Weapons
+
| [[Stock weapons|Stock melee weapons]]
 
| ''[[Team Fortress Classic]]'' weapon.
 
| ''[[Team Fortress Classic]]'' weapon.
 
|-
 
|-
| '''[[Jag]]'''
+
| '''[[Beer Stein]]'''
| Engineer
+
| Unknown
| N/A
+
| None
| This weapon is fully textured, and was advertised as part of the [[Mann-Conomy Update]], but was never released.
+
| Only the model was included in the game files, with no indication of the intended class.
 +
|-
 +
| '''Mirror and Uranium Botkiller [[Knife]] and [[Wrench]]'''
 +
| [[Engineer]] and [[Spy]]
 +
| [[Stock weapons]]
 +
| Unused [[Botkiller weapons]], probably made as rewards for unreleased tour(s).
 
|-
 
|-
| '''[[Lead pipe]]'''
+
| '''[[Krankensage]]'''
 +
| [[Medic]]
 +
| None
 +
| Made an appearance in the [[Fancy vs. Nasty Update#Krankensage|Fancy vs. Nasty Update]] then had filename strings appear in reslists.
 +
|-
 +
| '''[[Cardiac Arrest]]'''
 +
| [[Medic]]
 +
| None
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} leak.
 +
|-
 +
| '''[[Inside Jab]]'''
 +
| [[Spy]]
 +
| None
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[[Facestab Knife]]'''
 +
| [[Spy]]
 +
| None
 +
| Would instantly kill from the front instead of the back. Referenced on [https://www.teamfortress.com/post.php?id=13542 a blog post].
 +
|-
 +
| '''[[Boomerang]]'''
 
| Unknown
 
| Unknown
| Unknown
+
| None
|
+
| Very little functionality code remains for this. Appears to have been cut pretty early on.
 +
|}
 +
 
 +
=== PDA ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" width="10%" | Class
 +
! class="header" width="20%" | Replacement
 +
! class="header" | Notes
 +
|-
 +
| '''[[Demoman PDA]]'''
 +
| [[Demoman]]
 +
| None
 +
| Very early development leftover, potentially related to the [[Detpack]]
 +
|-
 +
| '''[[Handy Pardner]]'''
 +
| [[Engineer]]
 +
| None
 +
| [[PDA]] for the [[Mini-Dispenser]]
 +
|-
 +
| '''[[Spy Trap PDA]]'''
 +
| [[Spy]]
 +
| None
 +
| PDA for the [[Spy]] Trap building
 +
|-
 +
| '''[[Dynamite Sapper]]'''
 +
| [[Spy]]
 +
| None
 +
| Experimental [[Sapper]] for the Spy
 
|}
 
|}
  
===Grenades===
+
=== Watches ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" width="10%" | Class
 +
! class="header" width="20%" | Replacement
 +
! class="header" | Notes
 +
|-
 +
| '''[[Phase Cloaking Watch]]'''
 +
| [[Spy]]
 +
| None
 +
| Experimental [[Spy]] watch
 +
|}
  
The only projectile '''Grenades''' in ''[[Team Fortress 2]]'' are those fired from the [[Demoman]]'s [[Grenade Launcher]]. The [[Jarate]] and [[Mad Milk]] weapons function somewhat like grenades, though they are never officially referred to as such (and also do not bounce in most situations). The Soldier does utilise a grenade for a [[Kamikaze|taunt]], but does not throw them.
+
=== Grenades ===
 +
The only grenade projectiles in ''[[Team Fortress 2]]'' are those fired from the Demoman's primary weapons. Additionally, the Soldier detonates a grenade as part of the [[Grenade (taunt)|Grenade]] kill taunt, albeit without throwing it. The Pyro also wears a bandolier holding three incendiary grenades, but they are purely cosmetic.
  
They were a strong feature of [[Team Fortress Classic]], and were scrapped during the early testing stages of Team Fortress 2. Developers have revealed this choice was due to gameplay concerns with how they were used, such as [[Spamming]], certain potential [[exploits]], and general over-reliance on them as a whole.
+
Grenades were a strong feature of ''Team Fortress Classic'', but were scrapped during the early testing stages of ''Team Fortress 2''. Developers have revealed that this choice was due to gameplay concerns with how they were used, such as being thrown randomly at chokepoints, certain potential exploits, and general over-reliance on them as a whole.
  
Each class was set to have primary and secondary grenades, with the primary grenades being [[Frag Grenade]]s and secondary grenades possessing more specialized functions. There is still code pertaining to thrown grenades in the server_i486.so file
+
Each class was set to have primary and secondary grenades, with the primary grenades being [[Frag Grenade]]s and secondary grenades possessing more specialized functions. There is still code pertaining to thrown grenades in the <code>server_i486.so</code> file, as well as keybinds related to grenades (+grenade1 and +grenade2). Players would have to holster their weapons in order to switch to the Grenade slots and use their grenades. Some remnants of this holster system can be found in the form of holster/unholster animations in {{code|models/weapons/v_models/v_bat_scout.mdl}}, {{code|models/weapons/v_models/v_smg_sniper.mdl}} and {{code|models/weapons/v_models/v_shotgun_soldier.mdl}}. {{code|v_bat_scout.mdl}}'s holster animation was designed for the original bat model from the early trailers, rather than the model actually used in the final game, so the bat appears to get stuck inside the Scout's arm.
  
 
Several grenade types are modeled, some of which are updated versions of those found in ''Team Fortress Classic'' and some of which are new designs. Sounds for thrown grenades can also be found in the game files.
 
Several grenade types are modeled, some of which are updated versions of those found in ''Team Fortress Classic'' and some of which are new designs. Sounds for thrown grenades can also be found in the game files.
  
An unobtainable [[Crafting]] item called a "Grenade Token" used to exist, but it was removed with the [[Mann-Conomy Update]].
+
An unobtainable [[crafting]] item called a "Grenade Token" used to exist, but was removed with the [[Mann-Conomy Update]].
 
 
  
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Class
 
! class="header" width="15%" | Class
! class="header" width="10%" | Ammo<br/>Loaded
 
! class="header" width="10%" | Ammo<br/>Carried
 
 
! class="header" | Notes
 
! class="header" | Notes
|-
 
| '''[[Bear trap]]'''
 
| [[Sniper]]
 
| 1
 
| Unknown
 
| Possibly would have had the same functionality as the ''Team Fortress Classic'' caltrops.
 
 
|-
 
|-
 
| '''[[Concussion Grenade]]'''
 
| '''[[Concussion Grenade]]'''
 
| [[Scout]]
 
| [[Scout]]
| 1
+
| ''[[Team Fortress Classic]]'' weapon. Blasted players back and gave them dizzyness.
| Unknown
+
|-
| ''[[Team Fortress Classic]]'' weapon.
+
| '''[[Nail Grenade]]'''
 +
| [[Soldier]]
 +
| ''Team Fortress Classic'' weapon. Hopped up, fired a ring of nails for 5 seconds, then detonated.
 +
|-
 +
| '''[[Napalm Grenade]]'''
 +
| [[Pyro]]
 +
| ''Team Fortress Classic'' weapon. Created a radius of fire, similar to the CS:GO Molotov. The Pyro's belt has three unusable napalm grenades.
 +
|-
 +
| '''[[MIRV Grenade]]'''
 +
| [[Demoman]], [[Heavy]]
 +
| Wielded by Demoman in [[Trailer 1]] and [[Trailer 2]]. Exploded into smaller bomblets, which then exploded after a few seconds.
 
|-
 
|-
 
| '''[[EMP Grenade]]'''
 
| '''[[EMP Grenade]]'''
 
| [[Engineer]]
 
| [[Engineer]]
| 1
+
| ''Team Fortress Classic'' weapon.
| Unknown
+
|-
 +
| '''[[Heal Grenade]]'''
 +
| [[Medic]]
 +
| Based on the class that carried this grenade, it is possible that it would have healed teammates upon detonation.
 +
|-
 +
| '''[[Gas Grenade]]'''
 +
| [[Spy]]
 
| ''Team Fortress Classic'' weapon.
 
| ''Team Fortress Classic'' weapon.
 
|-
 
|-
 
| '''[[Frag Grenade]]'''
 
| '''[[Frag Grenade]]'''
| All (except [[Scout]])
+
| [[Classes|All classes]] other than [[Scout]]
| 1
+
| ''Team Fortress Classic'' weapon. The Soldier carries two unusable frag grenades on his belt and uses one in the [[Equalizer]] and [[Escape Plan]] taunts. [[RED]] version reappeared as a decoration of the [[Mann vs. Machine (game mode)|Mann vs. Machine]] Upgrade Store.
 +
|-
 +
| '''[[Bear Trap]]'''
 +
| [[Scout]]
 +
| Possibly would have had the same functionality as the ''Team Fortress Classic'' caltrops. RED version reappeared as a decoration of the Mann vs. Machine Upgrade Store.
 +
|-
 +
| '''[[Smoke Bomb]]'''<br><sup>(also referred to as [[Throwable weapons#Smoke Grenade|Smoke Grenade]])</sup>
 +
| [[Spy]]
 +
| Typical smoke grenade. Was tested early on in development as a part of the [[Spy]]'s cloaking process. Was later brought back when throwable weapons were being tested.
 +
|-
 +
| '''[[Throwable weapons#Teleport Grenade|Teleport Grenade]]'''
 +
| Unknown
 +
| Would teleport the thrower to wherever the grenade landed.
 +
|-
 +
| '''[[Throwable weapons#Chain Grenade|Chain Grenade]]'''<br><sup>(also referred to as Gravity Grenade)</sup>
 
| Unknown
 
| Unknown
| ''Team Fortress Classic'' weapon. The Soldier carries two unusable frag grenades on his belt and uses one in his [[Equalizer]] taunt.
+
| A trap-style grenade, would suck enemies within its area of effect towards the grenade.
 +
|}
 +
 
 +
=== [[Throwable weapons]] ===
 +
Throwable weapons were a new class of weapons being tested internally.
 +
 
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" width="15%" | Class
 +
! class="header" | Notes
 +
|-
 +
| '''[[Throwable weapons#Repel|Repel]]'''
 +
| Unknown
 +
| A throwable airblast of sorts; would knock enemies back similar to an airblast.
 
|-
 
|-
| '''[[Gas Grenade]]'''
+
| '''[[Throwable weapons#Brick|Brick]]'''
| [[Spy]]
 
| 1
 
 
| Unknown
 
| Unknown
| ''Team Fortress Classic'' weapon.
+
| A throwable brick.
 
|-
 
|-
| '''[[Heal Grenade]]'''
+
| '''[[Throwable weapons#Target Dummy|Target Dummy]]'''
| [[Medic]]
 
| 1
 
 
| Unknown
 
| Unknown
| Based on the class that carried this grenade, it is possible that it would have healed teammates upon detonation.
+
| A throwable that would explode and create a plywood target dummy at the explosion location.
 
|-
 
|-
| '''[[MIRV grenade]]'''
+
| '''[[Throwable weapons#Throwing Knife|Throwing Knife]]'''
| [[Demoman]]/[[Heavy]]
 
| 1
 
 
| Unknown
 
| Unknown
| ''Team Fortress Classic'' weapon. Wielded by Demoman in [[Trailer 1]] and [[Trailer 2]]. Changed to a secondary weapon, then replaced by the [[Stickybomb Launcher]].
+
| A throwing knife. Would stick out of the enemy when hit.
 
|-
 
|-
| '''[[Nail Grenade]]'''
+
| '''[[Throwable weapons#Snowball|Snowball]]'''
| [[Soldier]]
 
| 1
 
 
| Unknown
 
| Unknown
| ''Team Fortress Classic'' weapon.
+
| A snowball. Nothing is really known about this.
 
|-
 
|-
| '''[[Napalm Grenade]]'''
+
| '''[[Paint Bomb]]'''
| [[Pyro]]
 
| 1
 
 
| Unknown
 
| Unknown
| ''Team Fortress Classic'' weapon. The Pyro carries three unusable napalm grenades on his belt.
+
| Functionality code shows this would work somewhat similar to the paint mechanic of [[w:Splatoon|Splatoon]], where a colored paint decal would be applied to level brushwork, players, and props.
 +
|-
 
|}
 
|}
  
===Buildings===
+
=== Buildings ===
 
 
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Name
! class="header" width="15%" | Class
 
! class="header" width="20%"| Replacement
 
 
! class="header" | Notes
 
! class="header" | Notes
 +
|-
 +
| '''[[Detpack]]'''
 +
| An experimental building for the Demoman from the early days of TF2's development.
 
|-
 
|-
 
| '''[[Repair Node]]'''
 
| '''[[Repair Node]]'''
| [[Engineer]]
 
| Unknown
 
 
| Was to act as a replacement for the Teleporter or the Dispenser. Would automatically repair buildings when the Engineer was away from his base.
 
| Was to act as a replacement for the Teleporter or the Dispenser. Would automatically repair buildings when the Engineer was away from his base.
 +
|-
 +
| '''[[Recon]]'''
 +
| A scrapped building. It is unknown what the function was. The only remnants of it is a beeping sound.
 +
|-
 +
| '''[[Mini-Dispenser]]'''
 +
| A scrapped mini version of Dispenser. Costs 70 metal.
 +
|-
 +
| '''[[Speed Pad]]'''
 +
| A scrapped modified Teleporter that applied the [[Disciplinary Action]] effect. Costs 100 metal.
 +
|-
 +
| '''[[Catapult]]'''
 +
| A scrapped modified Teleporter that launch user into the air with [[Disciplinary Action]] effect.
 +
|-
 +
| '''[[Spy Trap]]'''
 +
| A scrapped building for the Spy that came with three different modes that could be used.
 
|}
 
|}
  
===Turrets===
+
=== Turrets ===
 
 
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Name
 
! class="header" width="15%" | Name
! class="header" width="15%" | Replacement
 
! class="header" width="10%" | Ammo<br/>Loaded
 
! class="header" width="10%" | Ammo<br/>Carried
 
 
! class="header" | Notes
 
! class="header" | Notes
 
|-
 
|-
 
| '''[[Unused turrets|Turrets]]'''
 
| '''[[Unused turrets|Turrets]]'''
| None
+
| The Original design of ''Team Fortress 2'' appears to have had spawn room turrets; several different designs were created, including a large turret and a mini turret, but none of them made it into the final game.
| N/A
 
| N/A
 
| The original design of ''Team Fortress 2'' appears to have had spawn room turrets; several different designs were created, including a large turret and a mini turret, but none of them made it into the final game.
 
 
|}
 
|}
  
 
== Miscellaneous ==
 
== Miscellaneous ==
 +
In addition to weapons, several items were created for TF2 that were ultimately never fully implemented or used. All of the items on this page originated from the VPK files.
  
In addition to weapons, several items were created for TF2 that were ultimately never fully implemented or used. All of the items on this page originated from the ''Team Fortress 2'' .gcf files.
+
=== Cosmetics ===
 
 
===Hats===
 
 
 
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="20%" | Name
 
! class="header" width="20%" | Name
! class="header" width="10%" | Item Type
 
 
! class="header" | Class
 
! class="header" | Class
 
! class="header" width="60%" | Notes
 
! class="header" width="60%" | Notes
 
|-
 
|-
|'''[[Bonk'n'Flash]]'''
+
| '''[[Bonk'n'Flash]]'''
| Hat
+
| [[Scout]]
| Scout
+
| A helmet, similar in appearance to the [[Batter's Helmet]], based off of the mask worn by DC Comics superhero "The Flash." The [[Bonk Boy]] was designed to replace this hat.
| A helmet, similar in appearance to the [[Batter's Helmet]], based off of the mask worn by DC Comics superhero "the Flash."
+
|-
 +
| '''[[Bullseye's Head]]'''
 +
| [[Scout]]
 +
| Would have been released along with the [[Athletic Supporter]], the [[Superfan]] and the [[Essential Accessories]] as part of the promotion for purchasing ''Monday Night Combat'' on Steam before February 1, 2011.
 +
|-
 +
| '''[[ID Badge]]'''
 +
| [[Classes|All classes]]
 +
| An unused ID Badge that would have been able to be used with the [[Decal Tool]]. As of the {{Patch name|11|11|2013}}, the files for this were removed.
 +
|-
 +
| '''[[Improv Coonskin Cap]]'''
 +
| [[Soldier]]
 +
| An unused item found in the files of the {{Patch name|10|21|2016}} intended to appear in the [[Creepy Crawly Case]] collection. Files related to it were removed from the game in a later patch.
 
|-
 
|-
 
| '''[[Legionaire's Lid]]'''
 
| '''[[Legionaire's Lid]]'''
| Hat
+
| [[Soldier]]
| Soldier
+
| Description reads "An antique from the late Imperial Gallic period".
| width="50%" | Description reads "An antique from the late Imperial Gallic period".
+
|-
 +
| '''[[Mummy Eyes]]'''
 +
| [[Pyro]]
 +
| An unused item found in the game's files after the [[Scream Fortress 2013]] update that would have wrapped the Pyro's mask in bandages to resemble an Egyptian Mummy, and crack open the Pyro's mask goggles to reveal small pupils when worn. The data for this item was removed in the {{Patch name|11|1|2013}}.
 
|-
 
|-
 
| '''[[Sam's Hat]]'''
 
| '''[[Sam's Hat]]'''
| Hat
+
| [[Classes|All classes]]
| All classes
+
| Would have been released, along with [[Max's Severed Head]], the [[Lugermorph]], and the [[Big Kill]] as part of the week-long cross-promotion for purchasing Sam & Max: The Devil's Playhouse on Steam. The [[Bloodhound]] was its replacement, was for only the [[Sniper]] and [[Spy]], and was a promotional item for Poker Night 2.
| width="50%" | Would have been released, along with [[Max's Severed Head]], the [[Lugermorph]], and the [[Big Kill]] as part of the week-long cross promotion for purchasing Sam & Max: The Devil's Playhouse on Steam.
+
|-
 +
| '''[[Mercenary Park (hat)]]'''
 +
| [[Classes|All classes]]
 +
| An unused item for all classes that would have been released in the [[Jungle Inferno Update]]. Although present in the item schema, it is currently unavailable in-game. It is unknown when it will be present in the game, if at all.
 +
|-
 +
|'''[[ Mannanas Hat]]'''
 +
| [[Classes|All classes]]
 +
| An unused item for all classes that would have been released in the [[Jungle Inferno Update]]. It is a bright yellow cap with a yeti on the front, eating bananas.
 +
|-
 +
| '''[[Never Forget Hat]]'''
 +
| [[Classes|All classes]]
 +
| An unused item for all classes that would have been released in the [[Jungle Inferno Update]]. It is a grey and blue cap with an emblem on the front commemorating Poopy Joe, who died during a terrible rocket accident. May his soul rest in peace...
 +
|-
 +
| '''[[Yeti Park Hardhat]]'''
 +
| [[Classes|All classes]]
 +
| An unused item for all classes that would have been released in the [[Jungle Inferno Update]]. It is a plain white hardhat with a yellow light attached to the front and a "Yeti Park" logo printed on the side.
 +
|-
 +
| '''[[Simple Helm]]'''
 +
| Unknown
 +
| Not much is known about this cosmetic.
 +
|-
 +
| '''[[Celtic Crown]]'''
 +
| [[Demoman]]
 +
| Made an appearance in the [[Fancy vs. Nasty Update#Celtic Crown|Fancy vs. Nasty Update]], then had filename strings appear in some reslists.
 +
|-
 +
| '''[[Stamp Pin]]'''
 +
| Unknown
 +
| A decal-able badge item found in the files of the [[Team Fortress 2 Beta|Team Fortress 2 Open Beta]].
 +
|}
  
 +
=== Action Items ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" | Class
 +
! class="header" width="60%" | Notes
 +
|-
 +
| '''[[Noise Maker#Unused|Noise Makers]]'''
 +
| [[Classes|All classes]]
 +
| Three unused noise makers exist in the game files, through icons and sound files: one from the [[Scream Fortress Update]] called "[[Noise Maker#Scream Fortress|Spooky]]," one from the [[Shogun Pack]] called "[[Noise Maker#Shogun Pack|Yell]]," and one from the [[Japan Charity Bundle]] called "[[Noise Maker#Japan Charity Bundle|Prayer Bowl]]."
 +
|-
 +
| '''[[Valve Store Shipment Box]]'''
 +
| [[Classes|All classes]]
 +
| Single use action item without any texture. Function unknown.
 
|}
 
|}
  
===Vehicles===
+
=== Taunts ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" | Class
 +
! class="header" width="60%" | Notes
 +
|-
 +
| '''taunt_come_and_get_me'''
 +
| [[Scout]]
 +
| The Scout puts his arms out and wags his lower body in a challenging and somewhat suggestive way. The sequence still exists and looks like [https://web.archive.org/web/20190909080211/http://i.imgur.com/m2xcEqT.gif this].
 +
|-
 +
| '''bring_it'''
 +
| [[Scout]]
 +
| Almost identical to [[Battin' a Thousand]] except instead of yawning at the end the Scout gestures for his opponent to come closer with his free hand.
 +
|-
 +
| '''bring_it2'''
 +
| [[Scout]]
 +
| The Scout puts his right hand against his ear and extends his left hand out gesturing an opponent to come closer.
 +
|-
 +
| '''show1'''
 +
| [[Soldier]]
 +
| The Soldier would stomp his feet, cross his arms then show something off.
 +
|-
 +
| '''taunt_gimme_20'''
 +
| [[Soldier]]
 +
| The Soldier first points at his enemy and then at the ground. The sequence is still present but contains no animation.
 +
|-
 +
| '''taunt_slit_throat'''
 +
| [[Soldier]]
 +
| The Soldier looks at his enemy and makes a gesture across his throat in a threatening manner. The sequence still exists but contains no animation.
 +
|-
 +
| '''taunt_sit'''
 +
| [[Pyro]]
 +
| The Pyro quickly sits down with their head in their hands, exactly like in the [[True Meaning]] comic, before jumping up to stand again. The Sequence is still present in the model file and looks like [https://web.archive.org/web/20190909080215/http://i.imgur.com/0QC31uh.gif this].
 +
|-
 +
| '''taunt_battlecry_secondary'''
 +
| [[Demoman]]
 +
| A battle cry-like taunt that resembles the Demoman's shout of "Let's do it!" in [[Meet the Demoman]].
 +
|-
 +
| '''demo_see_you'''
 +
| [[Demoman]]
 +
| Demoman does a salute with his right hand.
 +
|-
 +
| '''show1'''
 +
| [[Heavy]]
 +
| The Heavy would lift his leg then show something off. The sequence is still present but contains no animation.
 +
|-
 +
| '''taunt_big_gorilla'''
 +
| [[Heavy]]
 +
| The Heavy puts down his [[Weapons#heavyprimary|primary weapon]] and pounds his chest like a gorilla.
 +
|-
 +
| '''strong_man'''
 +
| [[Heavy]]
 +
| The heavy puts down his [[Weapons#heavyprimary|primary weapon]], does an upwards bicep flex with his right arm, then another upwards flex with his left arm, and finally does a downward flex with both arms before picking the primary back up.
 +
|-
 +
| '''nuggy2'''
 +
| [[Heavy]]
 +
| The Heavy gives Scout (possibly a partner taunt to be used with any other class) a [[wiktionary:noogie|noogie]].
 +
|-
 +
| '''N/A'''
 +
| [[Engineer]]
 +
| The Engineer would take out his guitar and play a long tune on it.
 +
|-
 +
| '''taunt10'''
 +
| [[Engineer]]
 +
| The Engineer would wiggle around uncomfortably, then vomit. The Sequence is still in the model file.
 +
|-
 +
| '''taunt_test'''
 +
| [[Engineer]]
 +
| The Engineer puts down his Shotgun and taps his hardhat.
 +
|-
 +
| '''taunt_BBQ'''
 +
| [[Engineer]]
 +
| The Engineer does some grilling on a portable stove.
 +
|-
 +
| '''taunt_screw_loose'''
 +
| [[Engineer]]
 +
| The Engineer gently taps his head with his Wrench a few times and then pretends to tighten an imaginary screw.
 +
|-
 +
| '''N/A'''
 +
| [[Medic]]
 +
| Similar to the [[Amputator]]'s [[Medicating Melody]] taunt, except that the melodies are played on an electric guitar. Originally used as the [[Ubersaw]]'s taunt before being replaced with the [[Uberslice]].
 +
|-
 +
| '''taunt_saxophone'''
 +
| [[Sniper]]
 +
| The Sniper appears to play a saxophone, then bows and tips his hat when he finishes. Even though unused in the game, it was used in the [[Expiration Date]] animation. A similar, if not exactly identical (frame by frame) taunt exists in the game as the [[Killer Solo]].
 +
|-
 +
| '''carving_time2b'''
 +
| [[Sniper]]
 +
| The Sniper uses his [[Weapons#snipermelee|melee weapon]] to carve a wooden object.
 +
|-
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=285497881 Santé!]'''
 +
| [[Spy]]
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=537097018 Hoodoo Hex]'''
 +
| [[Spy]]
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=299903909 Au Revoir]'''
 +
| [[Spy]]
 +
| {{Patch name|10|28|2015}} {{code|texture_preload_list.txt}} and {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=327239563 French Revolutions]'''
 +
| [[Spy]]
 +
| {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=432719411 Sneaky Feet]'''
 +
| [[Spy]]
 +
| {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=416613047 Art of War]'''
 +
| [[Spy]]
 +
| {{Patch name|10|20|2017}} ([[Jungle Inferno Update]]) leak.
 +
|-
 +
| '''spy_smoke'''
 +
| [[Spy]]
 +
| The Spy inhales deeply on his cigarette and puffs a small amount of smoke out in front of him.
 +
|}
  
 +
=== Vehicles ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" width="60%" | Notes
 +
|-
 +
| '''[[Payload#Unused content|Prototype rideable cart models]]'''
 +
| Two prototype rideable cart bomb cars were created and left in the TF2 files. Neither model has textures, as both appear to be very early models. However, these rideable carts have been seen in some custom maps. A slightly different rideable cart exists in [[Frontier]].
 +
|-
 +
| '''Prototype cart bomb'''
 +
| Listed as a spytech cart bomb. Unfinished model based off of [[:File:GoldrushCart.jpg|this]] piece of concept artwork.
 +
|}
 +
 +
=== Models/Model Animations ===
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="20%" | Name
 
! class="header" width="20%" | Name
! class="header" width="10%" | Item Type
 
! class="header" | Class
 
 
! class="header" width="60%" | Notes
 
! class="header" width="60%" | Notes
 
|-
 
|-
| '''[[Payload#Unused models|Prototype rideable cart models]]'''
+
| '''Casual badge level down'''
| Vehicle
+
| (models/vgui/12v12_badge.mdl/level_down) An unused leveling down animation.
| N/A
 
| Two prototype rideable cart bomb cars were created and leftover in the TF2 files. Neither model has textures, as both appear to be very early models. However, these rideable carts have been seen in some custom maps.
 
 
|-
 
|-
|'''[[Payload#Unused models|Prototype cart bomb]]'''
+
| '''Barricade test'''
|Vehicle
+
| (models/props_medieval/barricade_test.mdl/break) An alternate version of the barricade model used in Medieval Mode.
|N/A
+
|-
| Listed as a Spytech cart bomb. Unfinished model based off of [[:File:GoldrushCart.jpg|this]] piece of concept artwork.
+
| '''Trailer 1 and Trailer 2 Minigun shell'''
 +
| (models/effects/miniguncasing.mdl) The shells ejected from the [[Minigun]] in [[Trailer 1]] and [[Trailer 2]].
 
|}
 
|}
  
===Other items===
+
=== Music ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" width="60%" | Notes
 +
|-
 +
| '''[https://www.youtube.com/watch?v=2m5RkbulDdA intruder_alert_midi.midi]'''
 +
| A rendition--perhaps the original version--of [[Intruder Alert]] in MIDI format. All of the instruments are set to "piano", including the percussion.
 +
|-
 +
| '''[https://www.youtube.com/watch?v=Q7eJg7hRvqE tf_music_upgrade_machine.wav]'''
 +
| A 1-minute loop of elevator music that presumably would play in [[Mann vs. Machine (game mode)|Mann vs. Machine]] when players were at an [[Upgrade Station]].
 +
|-
 +
| '''[[Media:Bonus round 30.wav|bonus round music]]'''
 +
| A 30 second clip of timpani drums on two notes, at a fast tempo. Unknown function.
 +
|}
  
 +
=== Other items ===
 
{| class="wikitable grid" width="100%"
 
{| class="wikitable grid" width="100%"
 
! class="header" width="20%" | Name
 
! class="header" width="20%" | Name
 
! class="header" width="10%" | Item Type
 
! class="header" width="10%" | Item Type
! class="header" | Class
 
 
! class="header" width="60%" | Notes
 
! class="header" width="60%" | Notes
 
|-
 
|-
 
| '''[[Camera]]'''
 
| '''[[Camera]]'''
 
| World item
 
| World item
| N/A
+
| Its ultimate in-game purpose is unknown but is believed that it was a feature for recording without using demo files which can be made using the [[console|developer's console]]. It has a highly detailed model, bearing the brand name Arr!, a play on the [[w:Arri|Arri]] line of cameras.
| Its ultimate in-game purpose is unknown but is believed that it was a feature for recording without using demo files which can be made using the developer console. It has a highly detailed model, bearing the brand name Arr!, a play on the Arri line of cameras.
 
 
|-
 
|-
|'''[[Capture the Flag#Gallery|Old flags]]'''
+
| '''[[Capture the Flag#Gallery|Old flags]]'''
 
| World item
 
| World item
| N/A
+
| Prior to using [[Capture the Flag#Intelligence|Intelligence]] briefcases for [[Capture the Flag|CTF]] mode, several flags bearing the faces of Robin Walker (for RED) and another Valve developer, Charlie Brown, (for BLU) were used as placeholders.
| Prior to using [[Intelligence]] briefcases for [[CTF]] mode, several flags bearing the faces of Valve employees were used as placeholders.
+
|-
 +
| '''Decapitation models'''
 +
| Aesthetic item
 +
| Released along with the [[Eyelander]], assumed to be scrapped models that would have been placed at the player's neck, when decapitated by the Eyelander. Only the Soldier's model was included in the GCF, but it is assumed all players would have had their own model, in a similar fashion to [[List of All class cosmetics|All class cosmetics]]
 
|-
 
|-
| '''[[Intelligence#Neutral Intelligence|Neutral Intelligence]]'''
+
| '''[[DeGroot Keep#Gallery|Scroll]]'''
| World item
+
| Pickup
| N/A
+
| Included as part of the [[Australian Christmas]] update. Its intended use is unknown, though it is in the [[DeGroot Keep]] materials folder.
| A grey-colored Intelligence briefcase. Has been used in several custom maps, though it has not been featured in any official maps.
 
 
|-
 
|-
|'''Decapitation models'''
+
| '''[[DeGroot Keep#Gallery|Ticket Booth]]'''
| Aesthetic item
+
| Prop
| All classes
+
| Included as part of the [[Australian Christmas]] update. Its intended use is unknown, though it is in the [[DeGroot Keep]] materials folder.
| Released along with the [[Eyelander]], assumed to be scrapped models that would have been placed at the player's neck, when decapitated by the Eyelander. Only the Soldier's model was included in the GCF, but it is assumed all players would have had their own model, in a similar fashion to [[Max's Severed Head]] and [[Modest Pile of Hat]].
 
 
|-
 
|-
|'''[[Unused Kill icons]]'''
+
| '''[[Kill icon#Unused|Unused kill icons]]'''
 
| Icon
 
| Icon
| N/A
+
| Several unused kill icons exist in the game files, including an alternate [[Ambassador#Trivia|Ambassador headshot]] image, an alternate [[Sentry Gun#Trivia|level 1 Sentry Gun]] image, and an [[Death#Environmental Kills|explosion]] image.
| Several unused kill icons exist in the game files, including an alternate [[Ambassador#Trivia|Ambassador headshot]] image, an alternate [[Sentry#Trivia|level 1 Sentry Gun]] image, an [[Fire|environmental fire death]] image, and an [[Death#Environmental Kills|explosion]] image.
 
 
|-
 
|-
|'''Alternate Deathcam UI'''
+
| '''Alternate Deathcam UI'''
 
| User interface
 
| User interface
| N/A
+
| Alternate version of the [[deathcam]] function. Would have depicted the captured deathcam screenshot landing on top of a pile of other pictures, all of which appear to have been taken from beta versions of the game.
| Alternate version of the deathcam function. Would have depicted the F5'd deathcam picture landing on top of a pile of other pictures, all of which appear to have been taken from beta versions of the game.
 
 
|-
 
|-
| '''[[TOBOR]]'''
+
| '''[[Tobor]]'''
 
| Unknown
 
| Unknown
| N/A
 
 
| Unused texture added in the [[Mac Update]].
 
| Unused texture added in the [[Mac Update]].
 
|-
 
|-
 +
|'''[[Item quality#Unused content|Unused Item qualities]]'''
 +
| Quality
 +
| Three unused item qualities exist, named Completed, Rarity2, and Rarity3. The hexidecimal colors for Rarity2 and Rarity3 are <span style="color:#8D834B">#8D834B</span> and <span style="color:#70550F">#70550F</span> respectively. Completed has no associated color.
 +
|-
 +
|'''Other Unused Textures'''
 +
| Classes
 +
| There are several unused textures in the game files, some include weapons and others include beta class textures, and some weapon textures, like the [[Bottle]]'s BLU texture.
 +
|-
 +
|'''[[Unusual#Unused content|Unused Unusual effects]]'''
 +
| Particle(s)
 +
| During the [[Mann-Conomy Update]] and the [[Very Scary Halloween Special]], several particle effects were added that went unused.
 +
|-
 +
|'''Burning animations'''
 +
| Animation(s)
 +
| The GCF contains 8 unused class specific death animations to all but the [[Pyro]], presumably for death by [[burn]] damage.
 +
|-
 +
|'''serving_platter'''
 +
| World item
 +
| A texture-less restaurant plate with a skull. This was found in the taunts folder, however, no correspondent animation for a class or voices was found on the game files.
 +
|-
 +
| '''Badlands textures'''
 +
| Textures
 +
| There are several textures in the Badlands folder that are not used on the map. These models include a jetpack, a helmet, a laser, and many more.
 +
|}
 +
 +
=== Item attributes ===
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Unlocalized Name
 +
! class="header" | Function
 +
! class="header" | Description
 +
|-
 +
| '''Attrib_OverhealDecay_Disabled'''
 +
| Overheal bonus doesn't decay.
 +
| The primary attribute of the removed Overhealer. Uses the same attribute class as the "overheal decay bonus" and "overheal decay penalty", still functional.
 +
|-
 +
| '''Attrib_FistsHaveRadialBuff'''
 +
| On Kill: +50 health on nearby teammates.
 +
On Kill: +10% Crit Chance on nearby teammates.
 +
| Former attribute of the K.G.B. Oddly, if the player scores a kill with an item possessing this attribute, Heavy will taunt. Nonfunctional.
 +
|-
 +
| '''Attrib_DmgPenaltyVsNonStunned'''
 +
| %s1% damage vs non-stunned players.
 +
| Previous downside of the Sandman.
 +
|-
 +
| '''Attrib_ZoomSpeedMod_Disabled'''
 +
| No move speed penalty from zoom.
 +
| Walkabout's positive attribute.
 +
|-
 +
| '''Attrib_SniperNoCharge'''
 +
| No zoom or damage charge.
 +
| Walkabout's downside.
 +
|-
 +
| '''Attrib_SniperZoom_Penalty'''
 +
| Decreased scope sight.
 +
| Walkabout's downside.
 +
|-
 +
| '''Attrib_NoDoubleJump'''
 +
| Disables double jump on wearer.
 +
| Former negative attribute of the Sandman before it was changed to -15 health.
 +
|-
 +
| '''Attrib_AbsorbDmgWhileCloaked'''
 +
| Absorbs %s1% damage while cloaked
 +
| Completely unused attribute indicating new Cloak type. The attribute was never fully coded into the game. Unimplemented.
 +
|-
 +
| '''Attrib_RocketLauncherSeeker'''
 +
| Fires laser guided rockets
 +
| Removed Rocket Launcher. It is unknown whether this attribute retains its functionality
 +
|-
 +
| '''Attrib_ChargedAirblast'''
 +
| Airblast can now be charged, which will push enemies further
 +
| Degreaser design experiment. Works, but has no HUD elements to show it.
 +
|-
 +
| '''Attrib_AirblastCost_Decreased'''
 +
| %s1% airblast cost
 +
| Degreaser design experiment.
 +
|-
 +
| '''Attrib_SoldierBackpackRange'''
 +
| Effect Radius +%s1%
 +
| Increases radius of effect of Soldier's banners.
 +
|-
 +
| '''Attrib_SentryAmmo'''
 +
| Sentry Ammo +%s1
 +
| Increases sentry ammo.
 +
|-
 +
| '''Attrib_LifeleechOnDamage'''
 +
| Lifeleech %s1%
 +
| Causes a certain percentage of damage dealt to be returned as health.<ref>game/server/tf/tf_player.cpp:10100</ref>
 +
|-
 +
| '''Attrib_MeleeCleaveAttack'''
 +
| Cleave Attack
 +
| Allows melee weapons to hit more than one target at a time.<ref>game/shared/tf/tf_weaponbase_melee.cpp:L718</ref>
 +
|-
 +
| '''Attrib_AOEHealChance_Small'''
 +
| Small Chance to heal teammates around you when you deal damage
 +
| Successfully damaging an enemy has a predetermined chance to give the attacker AOE healing for 1 second; weapons with faster fire rates reduce the chance.<ref>game/shared/tf/tf_weaponbase.cpp:L4865</ref>
 +
|-
 +
| '''Attrib_CritStreakChance_Small'''
 +
| Small Chance to become Crit Boosted when you deal damage
 +
| Successfully damaging an enemy has a predetermined chance to give the attacker Crits for 3 seconds; weapons with faster fire rates reduce the chance.<ref>game/shared/tf/tf_weaponbase.cpp:L4875</ref>
 +
|-
 +
| '''Attrib_StunChance_Small'''
 +
| Small Chance to stun enemies you damage
 +
| Successfully damaging an enemy has a predetermined chance to stun them completely for 3 seconds; weapons with faster fire rates reduce the chance.<ref>game/shared/tf/tf_weaponbase.cpp:L4885</ref>
 +
|-
 +
| '''Attrib_AOEDamageChance_Small'''
 +
| Small Chance to shock enemies near targets you damage
 +
| Successfully damaging an enemy has a predetermined chance to cause the victim, and up to 12 enemies in a 100 hammer unit range to bleed for 2 seconds at 150 damage per second, and be completely stunned for 2 seconds; weapons with faster fire rates reduce the chance to trigger the effect.<ref>game/shared/tf/tf_weaponbase.cpp:L4896-4961</ref>
 +
|-
 +
| '''Attrib_UberOnHitChance'''
 +
| +%s1% Chance to become Übered when enemies damage you
 +
| Receiving damage has a chance to give [[ÜberCharge]] for 3 seconds.<ref>game/shared/tf/tf_gamerules.cpp:L6784</ref>
 +
|-
 +
| '''Attrib_RageDamageBoost'''
 +
| Gains a damage bonus as rage increases, up to %s1%
 +
| Gives a damage multiplier as the Rage meter is filled, scaling linearly.<ref>game/shared/tf/tf_weaponbase_gun.cpp:L940</ref>
 +
|-
 +
| '''Attrib_AccurScalesDmg'''
 +
| Accuracy scales damage
 +
| Gives a damage multiplier that is scaled linearly based on the ratio of bullets hit to fired. The ratio and multiplier is cleared after 0.7 seconds pass with no shots hitting an enemy player.<ref>game/shared/tf/tf_weaponbase_gun.cpp:L978</ref>
 +
|-
 +
| '''Attrib_DamageSameClass'''
 +
| +%s1% Damage to Enemies of the Same Class
 +
| Causes the weapon to deal extra damage to enemies of the same class.<ref>game/shared/tf/tf_gamerules.cpp:L6092</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Gives Crits to the weapon when the player in under a certain percentage of health.<ref>game/shared/tf/tf_player_shared.cpp:L7781</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| If the attached weapon uses Übercharge as ammo, then shooting an enemy Medic will transfer a certain percentage of the Über consumed to the victim.<ref>game/server/tf/tf_player.cpp:L7994</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Decreases damage dealt by the attached weapon for each target penetrated.<ref>game/shared/tf/tf_player_shared.cpp:L9906</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Increases the player's speed while hauling a Teleporter.<ref>game/shared/tf/tf_player_shared.cpp:L10441</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Prevents the player from being afflicted by "wet" debuffs, such as Jarate or Mad Milk.<ref>game/shared/tf/tf_player_shared.cpp:L12185</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Causes the Spy to disguise as a Dispenser while crouching.<ref>game/server/tf/tf_player.cpp:L1530</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Changes the player's model to that of the equivalent MvM Robot.<ref>game/server/tf/tf_player.cpp:L3993</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Gives the player a certain percent chance to be teleported back to spawn with 1 health when they take damage and would've otherwise died.<ref>game/server/tf/tf_player.cpp:9032</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Allows the player to stay underwater without drowning.<ref>game/server/tf/tf_player.cpp:21585</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Increases the Medic's speed by 5% for each organ collected, up to 50%. May have been a planned rework for the Vita-Saw before it was decided to keep its Übercharge preservation stat.<ref>game/shared/tf/tf_weapon_bonesaw.cpp:L96</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Hitting a teammate gives them a certain amount of health, taking from your own.<ref>game/shared/tf/tf_weaponbase_melee.cpp:L660</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Scales damage of the attached weapon based on what percentage of health the user has remaining.<ref>game/shared/tf/tf_weaponbase_melee.cpp:L1006</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Increases the fire rate of a weapon while not rocket jumping.<ref>game/shared/tf/tf_weaponbase_gun.cpp:L120</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Causes the last bullet in the clip of a weapon to always be a Crit.<ref>game/shared/tf/tf_weaponbase_gun.cpp:L1126</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Killing enemies of the same class increases fire rate by a flat predetermined rate, fire rate boost is lost when killing an enemy of another class, combo caps out at 3 kills.<ref>game/shared/tf/tf_weaponbase.cpp:L2783</ref><ref>game/shared/tf/tf_weaponbase.h:L535</ref> Current class killstreak would be shown on the HUD.<ref>game/client/tf/tf_hud_itemeffectmeter.cpp:L876</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Successfully damaging an enemy would increase a meter by a predetermined percentage, giving increased damage on the next hit; max damage bonus would cap out at 200%.<ref>game/shared/tf/tf_weaponbase.cpp:L4649</ref><ref>game/shared/tf/tf_weapon_revolver.cpp:L342</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Shooting decreases the damage bonus meter of the attribute mentioned above.<ref>game/shared/tf/tf_weapon_revolver.cpp:L178</ref>
 +
|-
 +
| '''N/A'''
 +
| No description available.
 +
| Reverses the push force of airblast, causing enemies to be pushed toward the user instead of pushing them away; the vertical push of the airblast is reduced by 25%.<ref>game/shared/tf/tf_weapon_flamethrower.cpp:L1197, 1203</ref>
 
|}
 
|}
  
=== Major updates for the Xbox 360 ===
+
=== Holiday restrictions ===
Though the porting of class updates to the Xbox 360 version of TF2 has been discussed at length, recently Gabe Newell stated that porting said updates would cost [http://www.wired.com/gamelife/2010/03/steam-mac/ "several hundred thousand dollars"] due to Microsoft's content fees. As such, the release of these updates for the Xbox 360 are highly unlikely.
+
{| class="wikitable grid" width="100%"
 +
! class="header" | Unlocalized Name
 +
! class="header" | Description
 +
|-
 +
| '''Econ_holiday_restriction_halloween_or_fullmoon_or_valentines'''
 +
| Makes the item only usable during a [[Halloween event]], [[Full Moon]], or Valentine's Day.
 +
|}
 +
 
 +
== [[Mann vs. Machine]] ==
 +
=== [[Robots]] ===
 +
These are unused robot templates that exist in the game files.
 +
==== [[Scout Robot]] ====
 +
===== Scout =====
 +
{{Robot loadout|icon=scout|name=Scout|primary=Scattergun|attribs={{nerf|-15% slower firing speed}}}}
 +
{{Robot loadout|icon=scout|name=Scout|melee=Holy Mackerel}}
 +
{{Robot loadout|icon=scout|name=Scout|melee=Sun-on-a-Stick|hat=Bolt Boy}}
 +
===== Wrap Assassin =====
 +
{{Robot loadout|icon=scout|name=Wrap Assassin|melee=Wrap Assassin|attribs=---}}
 +
 
 +
===== Force-A-Nature Scout =====
 +
{{Robot loadout|icon=scout fan|name=Force-A-Nature Scout|primary=Force-A-Nature|attribs={{buff|{{tooltip|+100% more knockback power|+70% after all gates have been captured}}}}{{nerf|-35% damage dealt}}{{nerf|-50% slower reload speed}}{{nerf|Cannot see past 500 units}}}}
 +
===== Giant Scout =====
 +
{{Robot loadout|icon=scout|giant=giant|name=Giant Scout|primary=Scattergun|attribs={{buff|1,600 HP}}{{buff|+30% knockback resistance}}}}
 +
===== Major League =====
 +
{{Robot loadout|icon=scout stun|giant=giant|name=Major League|melee=Sandman|hat=Cockfighter|misc1=Summer Shades|misc2=Boston Boom-Bringer|attribs={{buff|10,000 HP}}{{buff|900% increase in recharge rate}}{{buff|Gives 90% less rage}}{{buff|+800% move speed}}}}
 +
 
 +
==== [[Soldier Robot]] ====
 +
===== Major Crits (Type 1) =====
 +
{{Robot loadout|icon=soldier sergeant crits|giant=giant|name=Major Crits|primary=black box|secondary=Gunboats|hat=Team Captain|misc1=Fancy Dress Uniform|attribs={{buff|40,000 HP}}{{buff|100% crit chance}}{{buff|500% damage bonus}}{{buff|Rockets knock back enemies}}{{buff|100% larger blast radius}}{{buff|Regenerates 1 HP per second}}{{buff|+60% knockback resistance}}{{nerf|200% slower reload}}{{nerf|100% slower firing speed}}{{nerf|1 degree rocket spread}}{{nerf|-60% move speed}}{{info|1.9x larger in size}}}}
 +
===== Major Crits (Type 2) =====
 +
{{Robot loadout|icon=major crits|giant=giant|name=Major Crits|primary=Rocket Launcher|hat=Full Metal Drill Hat|attribs={{buff|60,000 HP}}{{buff|+60% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|Provides 90% less rage}}{{buff|Regenerates 40 HP per second}}{{buff|100% crit chance}}{{buff|1.5x damage dealt}}{{buff|+26 rockets in clip}}{{buff|+78% faster reload rate}}{{buff|+80% faster firing speed}}{{nerf|-50% movement speed}}{{nerf|-60% projectile speed}}{{nerf|5 degree rocket spread}}{{nerf|Does not fire until fully reloaded}}}}
 +
This version of Major Crits is exactly the same as the gatebot version seen in Mannhattan except this version wears the Full Metal Drill Hat instead of the Gatebot Helmet. But there is an unused icon in the game files that is still functional but is never used. It is an icon of the Full Metal Drill Hat and is known as soldier_major_crits. The gatebot version of Major Crits uses Colonel Barrage's icon: soldier_barrage.
 +
 
 +
===== Giant Blast Soldier (Type 2) =====
 +
{{Robot loadout|icon=soldier libertylauncher|giant=giant|name=Giant Blast Soldier|primary=Liberty Launcher|hat=Dr's Dapper Topper|attribs={{info|Robot is [[Mannhattan|Gatebot]]}}<br>{{buff|4000 HP}}{{buff|+60% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|+5 rockets in clip}}{{buff|+75% faster firing speed}}{{buff|+80% faster reload rate}}{{buff|+20% larger blast radius}}{{buff|Rockets knock back enemies}}{{buff|Provides 90% less rage}}{{nerf|-50% movement speed}}{{nerf|Does not fire until fully reloaded}}{{nerf|-25% damage dealt}}{{nerf|+4 degree rocket spread}}}}
 +
===== Giant Burst Fire Soldier (Type 3) =====
 +
{{Robot loadout|icon=soldier spammer|giant=giant|name=Giant Burst Fire Soldier|primary=Rocket Launcher|attribs={{info|Robot is [[Mannhattan|Gatebot]]}}<br>{{buff|4200 HP}}{{buff|+60% knockback resistance}}{{buff|{{tooltip|+200% damage dealt|+100% damage dealt after all gate is captured}}}}{{buff|+5 rockets in clip}}{{buff|+60% faster reload rate}}{{buff|+80% faster firing speed}}{{nerf|-50% movement speed}}{{nerf|-10% slower projectile speed}}{{nerf|Does not fire until fully reloaded}}}}
 +
 
 +
===== Giant Burst Fire Soldier (Type 4) =====
 +
{{Robot loadout|icon=soldier spammer|giant=giant|name=Giant Burst Fire Soldier|primary=Rocket Launcher|attribs={{info|Robot is [[Mannhattan|Gatebot]]}}<br>{{buff|4200 HP}}{{buff|+60% knockback resistance}}{{buff|{{tooltip|+100% damage dealt|+0% damage dealt after all gate is captured}}}}{{buff|+5 rockets in clip}}{{buff|+60% faster reload rate}}{{buff|+80% faster firing speed}}{{nerf|-50% movement speed}}{{nerf|-10% slower projectile speed}}{{nerf|Does not fire until fully reloaded}}}}
 +
 
 +
===== Chief Concheror Soldier =====
 +
{{Robot loadout|icon=soldier conch|giant=giant|name=Chief Concheror Soldier|primary=Rocket Launcher|secondary=Concheror|attribs={{buff|50,000 HP}}{{buff|+60% knockback resistance}}{{buff|Extra +90% vertical airblast resistance}}{{buff|Provides 90% less rage}}{{buff|Spawns with full rage}}{{buff|+800% longer buff duration}}{{nerf|-50% movement speed}}{{nerf|Does not fire until fully reloaded}}}}
 +
 
 +
==== [[Pyro Robot]] ====
 +
===== Giant Airblast Pyro =====
 +
{{Robot loadout|icon=pyro|giant=giant|name=Giant Airblast Pyro|primary=Degreaser|hat=Dead Cone|attribs={{buff|3,000 HP}}{{buff|Airblast pushes opponents with 5 times the force}}{{buff|+40% knockback resistance}}{{nerf|-95% damage penalty}}{{nerf|-50% move speed}}}}
 +
===== Chief Pyro =====
 +
{{Robot loadout|icon=pyro|giant=giant|name=Chief Pyro|primary=Flamethrower|attribs={{buff|55,000 HP}}{{buff|+400% damage bonus}}{{buff|Airblast pushes opponents with 2 times the force}}{{buff|+40% knockback resistance}}{{buff|Regenerates 500 HP per second}}{{nerf|-50% move speed}}}}
 +
===== Giant Flare Pyro =====
 +
{{Robot loadout|icon=pyro flare|giant=giant|name=Giant Flare Pyro|secondary=Scorch Shot|attribs={{buff|3,000 HP}}{{buff|80% faster firing speed}}{{buff|Flares push players back on hit}}{{buff|40% knockback resistance}}{{nerf|-65% move speed}}}}
 +
 
 +
==== [[Demoman Robot]] ====
 +
===== Chief Tavish =====
 +
{{Robot loadout|icon=demoknight|giant=giant|name=Chief Tavish|primary=Ali Baba's Wee Booties|secondary=Chargin' Targe|melee=Eyelander|hat=Prince Tavish's Crown|attribs={{buff|55,000 HP}}{{buff|5.0x damage dealt}}{{buff|+40% knockback resistance}}{{buff|Regenerates 500 HP per second}}{{nerf|-50% move speed}}}}
 +
===== Giant Rapid Fire Demo Chief =====
 +
{{Robot loadout|icon=demoman|giant=giant|name=Giant Rapid Fire Demo Chief|primary=Grenade Launcher|attribs={{buff|60,000 HP}}{{buff|+90% faster firing speed}}{{buff|+35% faster reload rate}}{{buff|+7 grenades in clip}}{{buff|+10% faster projectile speed}}{{buff|100% crit chance}}{{buff|+60% knockback resistance}}{{buff|+60% airblast force reduction}}{{nerf|2 degrees projectile spread}}{{nerf|50% slower move speed}}}}
 +
 
 +
==== [[Heavy Robot]] ====
 +
===== Heavy Mittens =====
 +
{{Robot loadout|icon=heavy mittens|name=Heavy Mittens|melee=Holiday Punch|hat=Point and Shoot|misc1=All-Father|attribs={{info|This is the Heavy Mittens used in-game but with disabled code enabled}}<br>{{info|35% smaller in size}}
 +
{{buff|100% crit chance}}{{buff|+30% faster move speed}}{{nerf|60 HP}}}}
 +
 
 +
===== Giant Heavy =====
 +
{{Robot loadout|icon=heavy|giant=giant|name=Giant Heavy|primary=Natascha|attribs={{buff|5,000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{nerf|-50% move speed}}}}
 +
{{Robot loadout|icon=heavy|giant=giant|name=Giant Heavy|primary=Brass Beast|attribs={{buff|5,000 HP}}{{buff|+70% knockback resistance}}{{buff|+50% damage bonus}}{{nerf|-50% move speed}}}}
 +
 
 +
===== Super Heavyweight Champ =====
 +
{{Robot loadout|icon=heavy champ|giant=giant|name=Super Heavyweight Champ|melee=Killing Gloves of Boxing|hat=Pugilist's Protector|attribs={{buff|5,000 HP}}{{buff|+70% knockback resistance}}{{buff|+20% damage bonus}}{{buff|+40% attack rate}}{{nerf|-50% move speed}}}}
 +
 
 +
==== [[Medic Robot]] ====
 +
===== Uber Medic =====
 +
{{Robot loadout|icon=medic uber|name=Uber Medic|primary=Syringe Gun|secondary=Medi Gun|melee=Bonesaw|attribs={{buff|Spawns with Full Übercharge}}{{buff|+400% faster heal rate}}{{nerf|-75% slower Übercharge rate}}{{info|Übercharge lasts 8 seconds (normal)}}}}
 +
===== Vaccinator Medic =====
 +
{{Robot loadout|icon=medic|name=Medic|primary=Syringe Gun|secondary=Vaccinator|melee=Bonesaw|attribs={{buff|Spawns with Full Übercharge}}{{buff|+2400% faster Übercharge rate}}{{buff|Übercharge lasts 108 seconds}}{{info|Vaccinator is set to Bullet Resistance}}}}
 +
{{Robot loadout|icon=medic|name=Medic|primary=Syringe Gun|secondary=Vaccinator|melee=Bonesaw|attribs={{buff|Spawns with Full Übercharge}}{{buff|+2400% faster Übercharge rate}}{{buff|Übercharge lasts 108 seconds}}{{info|Vaccinator is set to Blast Resistance}}}}
 +
{{Robot loadout|icon=medic|name=Medic|primary=Syringe Gun|secondary=Vaccinator|melee=Bonesaw|attribs={{buff|Spawns with Full Übercharge}}{{buff|+2400% faster Übercharge rate}}{{buff|Übercharge lasts 108 seconds}}{{info|Vaccinator is set to Fire Resistance}}}}
  
==See also==
+
These [[Vaccinator]] [[Medic Robot]]s were meant to use an item named "The Vaccinator MvM" in <code>items_game.txt</code>, but the item does not exist.
  
*[[Weapons]]
+
==== [[Sniper Robot]] ====
*[[Beta weapons]]
+
{{Robot loadout|icon=sniper jarate|name=Jarate Master|secondary=Jarate|hat=Desert Marauder|attribs={{buff|+90% recharge rate}}{{info|Game files indicate it was cut for not having a working throwing animation}}}}
*[[Developer weapons]]
+
 
*''[[Team Fortress Classic]]''
+
===== Rapid Fire Bowman (Type 2) =====
 +
{{Robot loadout|icon=sniper bow|name=Bowman Rapid Fire|primary=Huntsman|attribs={{info|1.5x larger in size}}<br>{{buff|1200 HP}}{{buff|+30% smaller head size}}{{buff|+40% faster firing speed}}{{nerf|-15% movement speed}}}}
 +
 
 +
=== [[Robots|Bosses]] ===
 +
==== [[Robots|Blimp]] ====
 +
{{Robot loadout|icon=Blimp|name=Blimp|attribs={{info|Not much is known about the Blimp, although in [[Mannhattan]] there's a large number of logical entities referring to a "mini_tank". An icon for the Blimp was added to the game with [[November 21, 2013 Patch|Two Cities update]]}}}}
 +
 
 +
=== [[Power Up Canteen|Canteen Buff Types]] ===
 +
These are unused buff that exist in the game code.
 +
{| class="wikitable grid"
 +
! class="header" |Image
 +
! class="header" |Type
 +
! class="header" |Usage
 +
|-
 +
| [[File:Tf_soldier_war_crime_spybunal.png|75px]]
 +
| '''Radius Stealth'''
 +
| Unknown.
 +
|-
 +
| [[File:Wage_Against_the_Machine_Achievement_Icon.jpg|75px]]
 +
| '''See Cash Through Wall'''
 +
| Make [[credits]] glow.<ref>game/client/tf/c_entity_currencypack.cpp:L45</ref>
 +
|}
 +
 
 +
=== [[Upgrade Station|Upgrades]] ===
 +
These are unused upgrades referenced in the code.<ref>game/shared/tf/tf_gamerules.cpp:L20999-21279</ref>
 +
{| class="wikitable grid"
 +
! class="header" | Class
 +
! class="header" | Weapon
 +
! class="header" | Description
 +
|-
 +
| Scout
 +
| Scattergun
 +
| Allows the Scout to teleport 192 units horizontally by double-tapping any of the movement keys. Cooldown of 2 seconds.<ref>game/shared/tf/tf_gamemovement.cpp:L3484-3519</ref>
 +
|-
 +
| Soldier
 +
| Rocket Launcher
 +
| Gives the Soldier 10x increased air control and fall damage immunity.<ref>game/server/tf/player_vs_environment/tf_upgrades.cpp:L708</ref> Firing a rocket while blast jumping propels you in the opposite direction of the rocket.<ref>game/shared/tf/tf_weapon_rocketlauncher.cpp:L335</ref>
 +
|-
 +
| Pyro
 +
| Flame Thrower
 +
| Gives the Pyro a rocket pack that sends it flying in the direction you are looking.<ref>game/shared/tf/tf_weapon_rocketpack.cpp:L63</ref> When you land with this active, fall damage is nullified, and Robots in a 192 Hammer unit radius will be stunned for 1 to 3 seconds, scaling based on how much fall damage would've been taken; stomping a Robot increases the stun time to 5 seconds.<ref>game/shared/tf/tf_player_shared.cpp:L4538</ref> Presumably reworked into the [[Thermal Thruster]].
 +
|-
 +
| Demoman
 +
| Chargin' Targe
 +
| Increases the amount of damage dealt from shield impacts.<ref>tf_english.txt:L11809</ref>
 +
|-
 +
| Medic
 +
| Medi Gun
 +
| Allows the Medic to heal a friendly Engineer's buildings at 10% of his current heal rate.<ref>game/shared/tf/tf_weapon_medigun.cpp:L910</ref>
 +
|-
 +
| Medic
 +
| Medi Gun
 +
| Gives the Medic a projectile shield that never expires.<ref>game/shared/tf/tf_weapon_medigun.cpp:L1153</ref>
 +
|-
 +
| Sniper
 +
| Sniper Rifle
 +
| Causes the Sniper to become cloaked after 2 seconds of standing still while scoped. Cloak is immediately removed if the Sniper moves in any manner.<ref>game/shared/tf/tf_player_shared.cpp:L7697</ref>
 +
|-
 +
| Sniper
 +
| Huntsman
 +
| Causes the Huntsman to shoot 2 additional arrows with random horizontal spread per upgrade tick.<ref>game/shared/tf/tf_weapon_compound_bow.cpp:L150</ref>
 +
|-
 +
| Spy
 +
| Sapper
 +
| Gives the Spy a speed boost, the ability to walk through Robots, and damage immunity while cloaked. Decloaking inside a Robot causes the Spy to be telefragged.<ref>game/shared/tf/tf_player_shared.cpp:L5314-5356</ref>
 +
|-
 +
| Spy
 +
| Sapper
 +
| Gives the Spy [[Spy Trap|a PDA]] that can build three different support utilities.<ref>game/server/tf/tf_obj_spy_trap.cpp</ref>
 +
|}
  
{{Scrappedweapons Nav}}
+
== See also ==
 +
* [[Weapons]]
 +
* [[Beta weapons]]
 +
* [[Developer weapons]]
 +
* ''[[Valve's Team Fortress]]''
 +
* ''[[Team Fortress 2: Brotherhood of Arms]]''
 +
* ''[[Team Fortress Classic]]''
  
 +
== References ==
 +
<references/>
  
 +
{{Scrappedweapons Nav}}
  
[[Category:Weapons]]
 
 
[[Category:Lists]]
 
[[Category:Lists]]
[[Category:Beta and unused content]]
+
[[Category:Beta and unused content| ]]
[[Category:Hats]]
 

Latest revision as of 18:13, 1 November 2024

This will never work.
Back to the drawing board, genius!
The Sniper

Like many video games, Team Fortress 2 changed significantly over the course of its development. Decisions as to how the gameplay would work changed, such as whether or not grenades would be used like they were in Team Fortress Classic. An item might have been cut simply because it was replaced by something better, like the Soldier's medals, and sometimes content was cut due to the change in the game's style. Listed on this page are weapons, items, and other odds and ends that were cut from the game, but in most cases left over in some form in the game's content (.VPK) files as unused content. Unlike unreleased content, unused in this context is assumed to be purposefully cut or abandoned without hope for being integrated at some point.

Classes

Name Notes
Civilian Unused game mode-specific class. Was to be escorted from one point on a map to another, functioning as a playable Payload bomb cart. Valve wanted him to be in the VIP gamemode, which was scrapped along with the civilian.
Commander Non-physical class removed during Team Fortress 2's development. Was to oversee the map, provide aerial support, place buildings, and communicate tactics to teammates.
Female Classes Non-physical classes. The concept was created and revealed by a former employee of Valve, Drew Wolf.

Game modes

Name Notes
Raid A prototype of Mann vs. Machine with unique bosses like the Knight and the Mecha Level 4 Sentry.
Bounty A game mode involving placing a bounty on people's heads.
Creep Mode An unfinished game mode based on the idea of "Creeps" and "Creep waves" in Dota 2. A predecessor to Mann vs. Machine.

Maps

Name Notes
Cloak (Control Point) Cloak is a small Control Point map with an unknown purpose. It consists of a spawn room for each team in opposite corners of the map. There is one control point in the center of the map on an elevated platform. There are no Health packs, Ammo crates, or resupply lockers on the map. Outside of the main area of the map, there is a giant model of each class looking through gaps in the walls.

Weapons

Primary weapons

Name Class Replacement Notes
Nail Gun Scout Scattergun Wielded by the Scout in Trailer 2. Team Fortress Classic weapon.
Ludmila Heavy Natascha Primary fire would have functioned like that of the regular Minigun, whereas secondary fire would have dealt less damage, but drain health from enemies hit, in a manner virtually identical to the Blutsauger. The downside would have been the inability to spin the weapon prematurely.
Walkabout Sniper Huntsman Would have allowed the player to walk at normal speed while sniping, with the downside being reduced damage and no zooming/charging abilities.
Tranquilizer Gun Spy Revolver Wielded by the Spy in Trailer 1. Team Fortress Classic weapon.
Mirror and Uranium Botkiller Rocket Launcher, Scattergun, Flame Thrower, Minigun and Sniper Rifle Soldier, Scout, Pyro, Heavy and Sniper Stock weapons Unused Botkiller weapons, probably made as rewards for unreleased tour(s).
Dart Gun Spy None Reslist and October 28, 2015 Patch texture_preload_list.txt leak. A second attempt to add the Tranquilizer Gun concept to the game.
Big Mean Mother Hubbard Engineer None A Polycount Pack contest entry that appears to have been playtested at some point.
Afterburner Pyro None October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
Griefblower Pyro None A Polycount Pack contest entry that was shown off in a video used in a GDC 2013 talk by Joe Ludwig.
Sucker Pyro None Would slowly suck players towards the player, rather than blast them away. Mentioned in a blog post.
Instructor Unknown None October 28, 2015 Patch texture_preload_list.txt leak.
Viewfinder Sniper None October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
Revolver Sniper Rifle Sniper None October 28, 2015 Patch texture_preload_list.txt leak.
Mortar Launcher Soldier None October 28, 2015 Patch texture_preload_list.txt leak.
Specialist Scout None October 20, 2017 Patch (Jungle Inferno Update) leak.
Assault Cannon Heavy None October 20, 2017 Patch (Jungle Inferno Update) leak.
DNA Gun Spy None Experimental Spy weapon

Secondary weapons

Name Class Replacement Notes
Backpack Scout Bonk! Atomic Punch Would have allowed the Scout to pick up items such as Health, Ammo, and Metal and drop them in the field for easier access to allies.
Dynamite Pack Demoman Stickybomb Launcher Would have exploded into several dynamite sticks that scatter and explode in turn. See MIRV Grenade. Wielded by the Demoman in both Trailers 1 and 2.
Instant Teleport Engineer Eureka Effect Would have allowed the Engineer to instantly teleport back to his teleport exit.
Medi Gun Beta 1 Medic None Would have permanently boosted a player's health to 150% of their maximum but healed at half the rate of the Medi Gun.
Overhealer Medic Kritzkrieg Would have permanently boosted a player's health to 200% of their maximum with the ÜberCharge meter filling either very slowly or not at all.
Schwaben Charger 9000 Medic None A Polycount Pack entry that was visible in the Team Fortress 2 is Free to Play video.
Syringe Medic Medi Gun Would heal allies on injection. Wielded by the Medic in Trailer 1.
Mirror and Uranium Botkiller Stickybomb Launcher and Medi Gun Demoman and Medic Stock weapons Unused Botkiller weapons, probably made as rewards for unreleased tour(s).
Big Bomb Demoman None Would act as one big stickybomb, rather than multiple small ones. Mentioned in a blog post.
Trigger Demoman None A trigger button of some sort. Is said to be for the cluster of dynamite the Demoman has in Trailer 1.
Heraldic Targe Demoman Unknown Assumed to have been a replacement for The Chargin' Targe, but its true function is unknown. The Heraldic Targe was revealed in the December 23, 2010 Patch.
Spitfire Pyro None October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.

Melee weapons

Name Class Replacement Notes
Catcher's Mitt Scout None Would have allowed the Scout to catch enemy projectiles and throw them back, dealing the same damage as the caught object.
Stratonic Swatter Soldier None A kill icon is included in the VPK, and the weapon is used in a promotional image for the Very Scary Halloween Special.
Baleful Beacon Pyro None This weapon was created specifically for the Halloween Update 2011. Texture files were released during the Very Scary Halloween Special.
Head-Trimmer Pyro None Briefly featured in the Team Fortress 2 is Free to Play video.
Branding Iron Pyro Fire Axe Within the game_sounds_weapons.txt file, the Fire Axe has the heading "BRANDING IRON".
Lead Pipe Heavy Fists The model and sound references in the game_sounds_weapons.txt file are the only parts left in-game.
Club Sniper Kukri The Kukri is still called the club internally.
Crowbar All classes other than Engineer and Spy Stock melee weapons Team Fortress Classic weapon.
Beer Stein Unknown None Only the model was included in the game files, with no indication of the intended class.
Mirror and Uranium Botkiller Knife and Wrench Engineer and Spy Stock weapons Unused Botkiller weapons, probably made as rewards for unreleased tour(s).
Krankensage Medic None Made an appearance in the Fancy vs. Nasty Update then had filename strings appear in reslists.
Cardiac Arrest Medic None October 28, 2015 Patch texture_preload_list.txt leak.
Inside Jab Spy None October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
Facestab Knife Spy None Would instantly kill from the front instead of the back. Referenced on a blog post.
Boomerang Unknown None Very little functionality code remains for this. Appears to have been cut pretty early on.

PDA

Name Class Replacement Notes
Demoman PDA Demoman None Very early development leftover, potentially related to the Detpack
Handy Pardner Engineer None PDA for the Mini-Dispenser
Spy Trap PDA Spy None PDA for the Spy Trap building
Dynamite Sapper Spy None Experimental Sapper for the Spy

Watches

Name Class Replacement Notes
Phase Cloaking Watch Spy None Experimental Spy watch

Grenades

The only grenade projectiles in Team Fortress 2 are those fired from the Demoman's primary weapons. Additionally, the Soldier detonates a grenade as part of the Grenade kill taunt, albeit without throwing it. The Pyro also wears a bandolier holding three incendiary grenades, but they are purely cosmetic.

Grenades were a strong feature of Team Fortress Classic, but were scrapped during the early testing stages of Team Fortress 2. Developers have revealed that this choice was due to gameplay concerns with how they were used, such as being thrown randomly at chokepoints, certain potential exploits, and general over-reliance on them as a whole.

Each class was set to have primary and secondary grenades, with the primary grenades being Frag Grenades and secondary grenades possessing more specialized functions. There is still code pertaining to thrown grenades in the server_i486.so file, as well as keybinds related to grenades (+grenade1 and +grenade2). Players would have to holster their weapons in order to switch to the Grenade slots and use their grenades. Some remnants of this holster system can be found in the form of holster/unholster animations in models/weapons/v_models/v_bat_scout.mdl, models/weapons/v_models/v_smg_sniper.mdl and models/weapons/v_models/v_shotgun_soldier.mdl. v_bat_scout.mdl's holster animation was designed for the original bat model from the early trailers, rather than the model actually used in the final game, so the bat appears to get stuck inside the Scout's arm.

Several grenade types are modeled, some of which are updated versions of those found in Team Fortress Classic and some of which are new designs. Sounds for thrown grenades can also be found in the game files.

An unobtainable crafting item called a "Grenade Token" used to exist, but was removed with the Mann-Conomy Update.

Name Class Notes
Concussion Grenade Scout Team Fortress Classic weapon. Blasted players back and gave them dizzyness.
Nail Grenade Soldier Team Fortress Classic weapon. Hopped up, fired a ring of nails for 5 seconds, then detonated.
Napalm Grenade Pyro Team Fortress Classic weapon. Created a radius of fire, similar to the CS:GO Molotov. The Pyro's belt has three unusable napalm grenades.
MIRV Grenade Demoman, Heavy Wielded by Demoman in Trailer 1 and Trailer 2. Exploded into smaller bomblets, which then exploded after a few seconds.
EMP Grenade Engineer Team Fortress Classic weapon.
Heal Grenade Medic Based on the class that carried this grenade, it is possible that it would have healed teammates upon detonation.
Gas Grenade Spy Team Fortress Classic weapon.
Frag Grenade All classes other than Scout Team Fortress Classic weapon. The Soldier carries two unusable frag grenades on his belt and uses one in the Equalizer and Escape Plan taunts. RED version reappeared as a decoration of the Mann vs. Machine Upgrade Store.
Bear Trap Scout Possibly would have had the same functionality as the Team Fortress Classic caltrops. RED version reappeared as a decoration of the Mann vs. Machine Upgrade Store.
Smoke Bomb
(also referred to as Smoke Grenade)
Spy Typical smoke grenade. Was tested early on in development as a part of the Spy's cloaking process. Was later brought back when throwable weapons were being tested.
Teleport Grenade Unknown Would teleport the thrower to wherever the grenade landed.
Chain Grenade
(also referred to as Gravity Grenade)
Unknown A trap-style grenade, would suck enemies within its area of effect towards the grenade.

Throwable weapons

Throwable weapons were a new class of weapons being tested internally.

Name Class Notes
Repel Unknown A throwable airblast of sorts; would knock enemies back similar to an airblast.
Brick Unknown A throwable brick.
Target Dummy Unknown A throwable that would explode and create a plywood target dummy at the explosion location.
Throwing Knife Unknown A throwing knife. Would stick out of the enemy when hit.
Snowball Unknown A snowball. Nothing is really known about this.
Paint Bomb Unknown Functionality code shows this would work somewhat similar to the paint mechanic of Splatoon, where a colored paint decal would be applied to level brushwork, players, and props.

Buildings

Name Notes
Detpack An experimental building for the Demoman from the early days of TF2's development.
Repair Node Was to act as a replacement for the Teleporter or the Dispenser. Would automatically repair buildings when the Engineer was away from his base.
Recon A scrapped building. It is unknown what the function was. The only remnants of it is a beeping sound.
Mini-Dispenser A scrapped mini version of Dispenser. Costs 70 metal.
Speed Pad A scrapped modified Teleporter that applied the Disciplinary Action effect. Costs 100 metal.
Catapult A scrapped modified Teleporter that launch user into the air with Disciplinary Action effect.
Spy Trap A scrapped building for the Spy that came with three different modes that could be used.

Turrets

Name Notes
Turrets The Original design of Team Fortress 2 appears to have had spawn room turrets; several different designs were created, including a large turret and a mini turret, but none of them made it into the final game.

Miscellaneous

In addition to weapons, several items were created for TF2 that were ultimately never fully implemented or used. All of the items on this page originated from the VPK files.

Cosmetics

Name Class Notes
Bonk'n'Flash Scout A helmet, similar in appearance to the Batter's Helmet, based off of the mask worn by DC Comics superhero "The Flash." The Bonk Boy was designed to replace this hat.
Bullseye's Head Scout Would have been released along with the Athletic Supporter, the Superfan and the Essential Accessories as part of the promotion for purchasing Monday Night Combat on Steam before February 1, 2011.
ID Badge All classes An unused ID Badge that would have been able to be used with the Decal Tool. As of the November 11, 2013 Patch, the files for this were removed.
Improv Coonskin Cap Soldier An unused item found in the files of the October 21, 2016 Patch intended to appear in the Creepy Crawly Case collection. Files related to it were removed from the game in a later patch.
Legionaire's Lid Soldier Description reads "An antique from the late Imperial Gallic period".
Mummy Eyes Pyro An unused item found in the game's files after the Scream Fortress 2013 update that would have wrapped the Pyro's mask in bandages to resemble an Egyptian Mummy, and crack open the Pyro's mask goggles to reveal small pupils when worn. The data for this item was removed in the November 1, 2013 Patch.
Sam's Hat All classes Would have been released, along with Max's Severed Head, the Lugermorph, and the Big Kill as part of the week-long cross-promotion for purchasing Sam & Max: The Devil's Playhouse on Steam. The Bloodhound was its replacement, was for only the Sniper and Spy, and was a promotional item for Poker Night 2.
Mercenary Park (hat) All classes An unused item for all classes that would have been released in the Jungle Inferno Update. Although present in the item schema, it is currently unavailable in-game. It is unknown when it will be present in the game, if at all.
Mannanas Hat All classes An unused item for all classes that would have been released in the Jungle Inferno Update. It is a bright yellow cap with a yeti on the front, eating bananas.
Never Forget Hat All classes An unused item for all classes that would have been released in the Jungle Inferno Update. It is a grey and blue cap with an emblem on the front commemorating Poopy Joe, who died during a terrible rocket accident. May his soul rest in peace...
Yeti Park Hardhat All classes An unused item for all classes that would have been released in the Jungle Inferno Update. It is a plain white hardhat with a yellow light attached to the front and a "Yeti Park" logo printed on the side.
Simple Helm Unknown Not much is known about this cosmetic.
Celtic Crown Demoman Made an appearance in the Fancy vs. Nasty Update, then had filename strings appear in some reslists.
Stamp Pin Unknown A decal-able badge item found in the files of the Team Fortress 2 Open Beta.

Action Items

Name Class Notes
Noise Makers All classes Three unused noise makers exist in the game files, through icons and sound files: one from the Scream Fortress Update called "Spooky," one from the Shogun Pack called "Yell," and one from the Japan Charity Bundle called "Prayer Bowl."
Valve Store Shipment Box All classes Single use action item without any texture. Function unknown.

Taunts

Name Class Notes
taunt_come_and_get_me Scout The Scout puts his arms out and wags his lower body in a challenging and somewhat suggestive way. The sequence still exists and looks like this.
bring_it Scout Almost identical to Battin' a Thousand except instead of yawning at the end the Scout gestures for his opponent to come closer with his free hand.
bring_it2 Scout The Scout puts his right hand against his ear and extends his left hand out gesturing an opponent to come closer.
show1 Soldier The Soldier would stomp his feet, cross his arms then show something off.
taunt_gimme_20 Soldier The Soldier first points at his enemy and then at the ground. The sequence is still present but contains no animation.
taunt_slit_throat Soldier The Soldier looks at his enemy and makes a gesture across his throat in a threatening manner. The sequence still exists but contains no animation.
taunt_sit Pyro The Pyro quickly sits down with their head in their hands, exactly like in the True Meaning comic, before jumping up to stand again. The Sequence is still present in the model file and looks like this.
taunt_battlecry_secondary Demoman A battle cry-like taunt that resembles the Demoman's shout of "Let's do it!" in Meet the Demoman.
demo_see_you Demoman Demoman does a salute with his right hand.
show1 Heavy The Heavy would lift his leg then show something off. The sequence is still present but contains no animation.
taunt_big_gorilla Heavy The Heavy puts down his primary weapon and pounds his chest like a gorilla.
strong_man Heavy The heavy puts down his primary weapon, does an upwards bicep flex with his right arm, then another upwards flex with his left arm, and finally does a downward flex with both arms before picking the primary back up.
nuggy2 Heavy The Heavy gives Scout (possibly a partner taunt to be used with any other class) a noogie.
N/A Engineer The Engineer would take out his guitar and play a long tune on it.
taunt10 Engineer The Engineer would wiggle around uncomfortably, then vomit. The Sequence is still in the model file.
taunt_test Engineer The Engineer puts down his Shotgun and taps his hardhat.
taunt_BBQ Engineer The Engineer does some grilling on a portable stove.
taunt_screw_loose Engineer The Engineer gently taps his head with his Wrench a few times and then pretends to tighten an imaginary screw.
N/A Medic Similar to the Amputator's Medicating Melody taunt, except that the melodies are played on an electric guitar. Originally used as the Ubersaw's taunt before being replaced with the Uberslice.
taunt_saxophone Sniper The Sniper appears to play a saxophone, then bows and tips his hat when he finishes. Even though unused in the game, it was used in the Expiration Date animation. A similar, if not exactly identical (frame by frame) taunt exists in the game as the Killer Solo.
carving_time2b Sniper The Sniper uses his melee weapon to carve a wooden object.
Santé! Spy October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
Hoodoo Hex Spy October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
Au Revoir Spy October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
French Revolutions Spy October 20, 2017 Patch (Jungle Inferno Update) leak.
Sneaky Feet Spy October 20, 2017 Patch (Jungle Inferno Update) leak.
Art of War Spy October 20, 2017 Patch (Jungle Inferno Update) leak.
spy_smoke Spy The Spy inhales deeply on his cigarette and puffs a small amount of smoke out in front of him.

Vehicles

Name Notes
Prototype rideable cart models Two prototype rideable cart bomb cars were created and left in the TF2 files. Neither model has textures, as both appear to be very early models. However, these rideable carts have been seen in some custom maps. A slightly different rideable cart exists in Frontier.
Prototype cart bomb Listed as a spytech cart bomb. Unfinished model based off of this piece of concept artwork.

Models/Model Animations

Name Notes
Casual badge level down (models/vgui/12v12_badge.mdl/level_down) An unused leveling down animation.
Barricade test (models/props_medieval/barricade_test.mdl/break) An alternate version of the barricade model used in Medieval Mode.
Trailer 1 and Trailer 2 Minigun shell (models/effects/miniguncasing.mdl) The shells ejected from the Minigun in Trailer 1 and Trailer 2.

Music

Name Notes
intruder_alert_midi.midi A rendition--perhaps the original version--of Intruder Alert in MIDI format. All of the instruments are set to "piano", including the percussion.
tf_music_upgrade_machine.wav A 1-minute loop of elevator music that presumably would play in Mann vs. Machine when players were at an Upgrade Station.
bonus round music A 30 second clip of timpani drums on two notes, at a fast tempo. Unknown function.

Other items

Name Item Type Notes
Camera World item Its ultimate in-game purpose is unknown but is believed that it was a feature for recording without using demo files which can be made using the developer's console. It has a highly detailed model, bearing the brand name Arr!, a play on the Arri line of cameras.
Old flags World item Prior to using Intelligence briefcases for CTF mode, several flags bearing the faces of Robin Walker (for RED) and another Valve developer, Charlie Brown, (for BLU) were used as placeholders.
Decapitation models Aesthetic item Released along with the Eyelander, assumed to be scrapped models that would have been placed at the player's neck, when decapitated by the Eyelander. Only the Soldier's model was included in the GCF, but it is assumed all players would have had their own model, in a similar fashion to All class cosmetics
Scroll Pickup Included as part of the Australian Christmas update. Its intended use is unknown, though it is in the DeGroot Keep materials folder.
Ticket Booth Prop Included as part of the Australian Christmas update. Its intended use is unknown, though it is in the DeGroot Keep materials folder.
Unused kill icons Icon Several unused kill icons exist in the game files, including an alternate Ambassador headshot image, an alternate level 1 Sentry Gun image, and an explosion image.
Alternate Deathcam UI User interface Alternate version of the deathcam function. Would have depicted the captured deathcam screenshot landing on top of a pile of other pictures, all of which appear to have been taken from beta versions of the game.
Tobor Unknown Unused texture added in the Mac Update.
Unused Item qualities Quality Three unused item qualities exist, named Completed, Rarity2, and Rarity3. The hexidecimal colors for Rarity2 and Rarity3 are #8D834B and #70550F respectively. Completed has no associated color.
Other Unused Textures Classes There are several unused textures in the game files, some include weapons and others include beta class textures, and some weapon textures, like the Bottle's BLU texture.
Unused Unusual effects Particle(s) During the Mann-Conomy Update and the Very Scary Halloween Special, several particle effects were added that went unused.
Burning animations Animation(s) The GCF contains 8 unused class specific death animations to all but the Pyro, presumably for death by burn damage.
serving_platter World item A texture-less restaurant plate with a skull. This was found in the taunts folder, however, no correspondent animation for a class or voices was found on the game files.
Badlands textures Textures There are several textures in the Badlands folder that are not used on the map. These models include a jetpack, a helmet, a laser, and many more.

Item attributes

Unlocalized Name Function Description
Attrib_OverhealDecay_Disabled Overheal bonus doesn't decay. The primary attribute of the removed Overhealer. Uses the same attribute class as the "overheal decay bonus" and "overheal decay penalty", still functional.
Attrib_FistsHaveRadialBuff On Kill: +50 health on nearby teammates.

On Kill: +10% Crit Chance on nearby teammates.

Former attribute of the K.G.B. Oddly, if the player scores a kill with an item possessing this attribute, Heavy will taunt. Nonfunctional.
Attrib_DmgPenaltyVsNonStunned %s1% damage vs non-stunned players. Previous downside of the Sandman.
Attrib_ZoomSpeedMod_Disabled No move speed penalty from zoom. Walkabout's positive attribute.
Attrib_SniperNoCharge No zoom or damage charge. Walkabout's downside.
Attrib_SniperZoom_Penalty Decreased scope sight. Walkabout's downside.
Attrib_NoDoubleJump Disables double jump on wearer. Former negative attribute of the Sandman before it was changed to -15 health.
Attrib_AbsorbDmgWhileCloaked Absorbs %s1% damage while cloaked Completely unused attribute indicating new Cloak type. The attribute was never fully coded into the game. Unimplemented.
Attrib_RocketLauncherSeeker Fires laser guided rockets Removed Rocket Launcher. It is unknown whether this attribute retains its functionality
Attrib_ChargedAirblast Airblast can now be charged, which will push enemies further Degreaser design experiment. Works, but has no HUD elements to show it.
Attrib_AirblastCost_Decreased %s1% airblast cost Degreaser design experiment.
Attrib_SoldierBackpackRange Effect Radius +%s1% Increases radius of effect of Soldier's banners.
Attrib_SentryAmmo Sentry Ammo +%s1 Increases sentry ammo.
Attrib_LifeleechOnDamage Lifeleech %s1% Causes a certain percentage of damage dealt to be returned as health.[1]
Attrib_MeleeCleaveAttack Cleave Attack Allows melee weapons to hit more than one target at a time.[2]
Attrib_AOEHealChance_Small Small Chance to heal teammates around you when you deal damage Successfully damaging an enemy has a predetermined chance to give the attacker AOE healing for 1 second; weapons with faster fire rates reduce the chance.[3]
Attrib_CritStreakChance_Small Small Chance to become Crit Boosted when you deal damage Successfully damaging an enemy has a predetermined chance to give the attacker Crits for 3 seconds; weapons with faster fire rates reduce the chance.[4]
Attrib_StunChance_Small Small Chance to stun enemies you damage Successfully damaging an enemy has a predetermined chance to stun them completely for 3 seconds; weapons with faster fire rates reduce the chance.[5]
Attrib_AOEDamageChance_Small Small Chance to shock enemies near targets you damage Successfully damaging an enemy has a predetermined chance to cause the victim, and up to 12 enemies in a 100 hammer unit range to bleed for 2 seconds at 150 damage per second, and be completely stunned for 2 seconds; weapons with faster fire rates reduce the chance to trigger the effect.[6]
Attrib_UberOnHitChance +%s1% Chance to become Übered when enemies damage you Receiving damage has a chance to give ÜberCharge for 3 seconds.[7]
Attrib_RageDamageBoost Gains a damage bonus as rage increases, up to %s1% Gives a damage multiplier as the Rage meter is filled, scaling linearly.[8]
Attrib_AccurScalesDmg Accuracy scales damage Gives a damage multiplier that is scaled linearly based on the ratio of bullets hit to fired. The ratio and multiplier is cleared after 0.7 seconds pass with no shots hitting an enemy player.[9]
Attrib_DamageSameClass +%s1% Damage to Enemies of the Same Class Causes the weapon to deal extra damage to enemies of the same class.[10]
N/A No description available. Gives Crits to the weapon when the player in under a certain percentage of health.[11]
N/A No description available. If the attached weapon uses Übercharge as ammo, then shooting an enemy Medic will transfer a certain percentage of the Über consumed to the victim.[12]
N/A No description available. Decreases damage dealt by the attached weapon for each target penetrated.[13]
N/A No description available. Increases the player's speed while hauling a Teleporter.[14]
N/A No description available. Prevents the player from being afflicted by "wet" debuffs, such as Jarate or Mad Milk.[15]
N/A No description available. Causes the Spy to disguise as a Dispenser while crouching.[16]
N/A No description available. Changes the player's model to that of the equivalent MvM Robot.[17]
N/A No description available. Gives the player a certain percent chance to be teleported back to spawn with 1 health when they take damage and would've otherwise died.[18]
N/A No description available. Allows the player to stay underwater without drowning.[19]
N/A No description available. Increases the Medic's speed by 5% for each organ collected, up to 50%. May have been a planned rework for the Vita-Saw before it was decided to keep its Übercharge preservation stat.[20]
N/A No description available. Hitting a teammate gives them a certain amount of health, taking from your own.[21]
N/A No description available. Scales damage of the attached weapon based on what percentage of health the user has remaining.[22]
N/A No description available. Increases the fire rate of a weapon while not rocket jumping.[23]
N/A No description available. Causes the last bullet in the clip of a weapon to always be a Crit.[24]
N/A No description available. Killing enemies of the same class increases fire rate by a flat predetermined rate, fire rate boost is lost when killing an enemy of another class, combo caps out at 3 kills.[25][26] Current class killstreak would be shown on the HUD.[27]
N/A No description available. Successfully damaging an enemy would increase a meter by a predetermined percentage, giving increased damage on the next hit; max damage bonus would cap out at 200%.[28][29]
N/A No description available. Shooting decreases the damage bonus meter of the attribute mentioned above.[30]
N/A No description available. Reverses the push force of airblast, causing enemies to be pushed toward the user instead of pushing them away; the vertical push of the airblast is reduced by 25%.[31]

Holiday restrictions

Unlocalized Name Description
Econ_holiday_restriction_halloween_or_fullmoon_or_valentines Makes the item only usable during a Halloween event, Full Moon, or Valentine's Day.

Mann vs. Machine

Robots

These are unused robot templates that exist in the game files.

Scout Robot

Scout
Icon Name Primary Attributes
Scout
Scout Scattergun
Scattergun
Pictogram minus.png -15% slower firing speed


Icon Name Melee Attributes
Scout
Scout Holy Mackerel
Holy Mackerel


Icon Name Melee Hat Attributes
Scout
Scout Sun-on-a-Stick
Sun-on-a-Stick
Bolt Boy
Bolt Boy


Wrap Assassin
Icon Name Melee Attributes
Scout
Wrap Assassin Wrap Assassin
Wrap Assassin
---


Force-A-Nature Scout
Icon Name Primary Attributes
Scout fan
Force-A-Nature Scout Force-A-Nature
Force-A-Nature
Pictogram plus.png +100% more knockback power
Pictogram minus.png -35% damage dealt
Pictogram minus.png -50% slower reload speed
Pictogram minus.png Cannot see past 500 units


Giant Scout
Icon Name Primary Attributes
Scout
Giant Scout Scattergun
Scattergun
Pictogram plus.png 1,600 HP
Pictogram plus.png +30% knockback resistance


Major League
Icon Name Melee Hat Misc 1 Misc 2 Attributes
Scout stun
Major League Sandman
Sandman
Cockfighter
Cockfighter
Summer Shades
Summer Shades
Boston Boom-Bringer
Boston Boom-Bringer
Pictogram plus.png 10,000 HP
Pictogram plus.png 900% increase in recharge rate
Pictogram plus.png Gives 90% less rage
Pictogram plus.png +800% move speed


Soldier Robot

Major Crits (Type 1)
Icon Name Primary Secondary Hat Misc Attributes
Soldier sergeant crits
Major Crits black box
Black Box
Gunboats
Gunboats
Team Captain
Team Captain
Fancy Dress Uniform
Fancy Dress Uniform
Pictogram plus.png 40,000 HP
Pictogram plus.png 100% crit chance
Pictogram plus.png 500% damage bonus
Pictogram plus.png Rockets knock back enemies
Pictogram plus.png 100% larger blast radius
Pictogram plus.png Regenerates 1 HP per second
Pictogram plus.png +60% knockback resistance
Pictogram minus.png 200% slower reload
Pictogram minus.png 100% slower firing speed
Pictogram minus.png 1 degree rocket spread
Pictogram minus.png -60% move speed
Pictogram info.png 1.9x larger in size


Major Crits (Type 2)
Icon Name Primary Hat Attributes
Major crits
Major Crits Rocket Launcher
Rocket Launcher
Full Metal Drill Hat
Full Metal Drill Hat
Pictogram plus.png 60,000 HP
Pictogram plus.png +60% knockback resistance
Pictogram plus.png Extra +90% vertical airblast resistance
Pictogram plus.png Provides 90% less rage
Pictogram plus.png Regenerates 40 HP per second
Pictogram plus.png 100% crit chance
Pictogram plus.png 1.5x damage dealt
Pictogram plus.png +26 rockets in clip
Pictogram plus.png +78% faster reload rate
Pictogram plus.png +80% faster firing speed
Pictogram minus.png -50% movement speed
Pictogram minus.png -60% projectile speed
Pictogram minus.png 5 degree rocket spread
Pictogram minus.png Does not fire until fully reloaded


This version of Major Crits is exactly the same as the gatebot version seen in Mannhattan except this version wears the Full Metal Drill Hat instead of the Gatebot Helmet. But there is an unused icon in the game files that is still functional but is never used. It is an icon of the Full Metal Drill Hat and is known as soldier_major_crits. The gatebot version of Major Crits uses Colonel Barrage's icon: soldier_barrage.

Giant Blast Soldier (Type 2)
Icon Name Primary Hat Attributes
Soldier libertylauncher
Giant Blast Soldier Liberty Launcher
Liberty Launcher
Dr's Dapper Topper
Dr's Dapper Topper
Pictogram info.png Robot is Gatebot
Pictogram plus.png 4000 HP
Pictogram plus.png +60% knockback resistance
Pictogram plus.png Extra +90% vertical airblast resistance
Pictogram plus.png +5 rockets in clip
Pictogram plus.png +75% faster firing speed
Pictogram plus.png +80% faster reload rate
Pictogram plus.png +20% larger blast radius
Pictogram plus.png Rockets knock back enemies
Pictogram plus.png Provides 90% less rage
Pictogram minus.png -50% movement speed
Pictogram minus.png Does not fire until fully reloaded
Pictogram minus.png -25% damage dealt
Pictogram minus.png +4 degree rocket spread


Giant Burst Fire Soldier (Type 3)
Icon Name Primary Attributes
Soldier spammer
Giant Burst Fire Soldier Rocket Launcher
Rocket Launcher
Pictogram info.png Robot is Gatebot
Pictogram plus.png 4200 HP
Pictogram plus.png +60% knockback resistance
Pictogram plus.png +200% damage dealt
Pictogram plus.png +5 rockets in clip
Pictogram plus.png +60% faster reload rate
Pictogram plus.png +80% faster firing speed
Pictogram minus.png -50% movement speed
Pictogram minus.png -10% slower projectile speed
Pictogram minus.png Does not fire until fully reloaded


Giant Burst Fire Soldier (Type 4)
Icon Name Primary Attributes
Soldier spammer
Giant Burst Fire Soldier Rocket Launcher
Rocket Launcher
Pictogram info.png Robot is Gatebot
Pictogram plus.png 4200 HP
Pictogram plus.png +60% knockback resistance
Pictogram plus.png +100% damage dealt
Pictogram plus.png +5 rockets in clip
Pictogram plus.png +60% faster reload rate
Pictogram plus.png +80% faster firing speed
Pictogram minus.png -50% movement speed
Pictogram minus.png -10% slower projectile speed
Pictogram minus.png Does not fire until fully reloaded


Chief Concheror Soldier
Icon Name Primary Secondary Attributes
Soldier conch
Chief Concheror Soldier Rocket Launcher
Rocket Launcher
Concheror
Concheror
Pictogram plus.png 50,000 HP
Pictogram plus.png +60% knockback resistance
Pictogram plus.png Extra +90% vertical airblast resistance
Pictogram plus.png Provides 90% less rage
Pictogram plus.png Spawns with full rage
Pictogram plus.png +800% longer buff duration
Pictogram minus.png -50% movement speed
Pictogram minus.png Does not fire until fully reloaded


Pyro Robot

Giant Airblast Pyro
Icon Name Primary Hat Attributes
Pyro
Giant Airblast Pyro Degreaser
Degreaser
Dead Cone
Dead Cone
Pictogram plus.png 3,000 HP
Pictogram plus.png Airblast pushes opponents with 5 times the force
Pictogram plus.png +40% knockback resistance
Pictogram minus.png -95% damage penalty
Pictogram minus.png -50% move speed


Chief Pyro
Icon Name Primary Attributes
Pyro
Chief Pyro Flamethrower
Flame Thrower
Pictogram plus.png 55,000 HP
Pictogram plus.png +400% damage bonus
Pictogram plus.png Airblast pushes opponents with 2 times the force
Pictogram plus.png +40% knockback resistance
Pictogram plus.png Regenerates 500 HP per second
Pictogram minus.png -50% move speed


Giant Flare Pyro
Icon Name Secondary Attributes
Pyro flare
Giant Flare Pyro Scorch Shot
Scorch Shot
Pictogram plus.png 3,000 HP
Pictogram plus.png 80% faster firing speed
Pictogram plus.png Flares push players back on hit
Pictogram plus.png 40% knockback resistance
Pictogram minus.png -65% move speed


Demoman Robot

Chief Tavish
Icon Name Primary Secondary Melee Hat Attributes
Demoknight
Chief Tavish Ali Baba's Wee Booties
Ali Baba's Wee Booties
Chargin' Targe
Chargin' Targe
Eyelander
Eyelander
Prince Tavish's Crown
Prince Tavish's Crown
Pictogram plus.png 55,000 HP
Pictogram plus.png 5.0x damage dealt
Pictogram plus.png +40% knockback resistance
Pictogram plus.png Regenerates 500 HP per second
Pictogram minus.png -50% move speed


Giant Rapid Fire Demo Chief
Icon Name Primary Attributes
Demoman
Giant Rapid Fire Demo Chief Grenade Launcher
Grenade Launcher
Pictogram plus.png 60,000 HP
Pictogram plus.png +90% faster firing speed
Pictogram plus.png +35% faster reload rate
Pictogram plus.png +7 grenades in clip
Pictogram plus.png +10% faster projectile speed
Pictogram plus.png 100% crit chance
Pictogram plus.png +60% knockback resistance
Pictogram plus.png +60% airblast force reduction
Pictogram minus.png 2 degrees projectile spread
Pictogram minus.png 50% slower move speed


Heavy Robot

Heavy Mittens
Icon Name Melee Hat Misc Attributes
Heavy mittens
Heavy Mittens Holiday Punch
Holiday Punch
Point and Shoot
Point and Shoot
All-Father
All-Father
Pictogram info.png This is the Heavy Mittens used in-game but with disabled code enabled
Pictogram info.png 35% smaller in size

Pictogram plus.png 100% crit chance
Pictogram plus.png +30% faster move speed
Pictogram minus.png 60 HP


Giant Heavy
Icon Name Primary Attributes
Heavy
Giant Heavy Natascha
Natascha
Pictogram plus.png 5,000 HP
Pictogram plus.png +70% knockback resistance
Pictogram plus.png +50% damage bonus
Pictogram minus.png -50% move speed


Icon Name Primary Attributes
Heavy
Giant Heavy Brass Beast
Brass Beast
Pictogram plus.png 5,000 HP
Pictogram plus.png +70% knockback resistance
Pictogram plus.png +50% damage bonus
Pictogram minus.png -50% move speed


Super Heavyweight Champ
Icon Name Melee Hat Attributes
Heavy champ
Super Heavyweight Champ Killing Gloves of Boxing
Killing Gloves of Boxing
Pugilist's Protector
Pugilist's Protector
Pictogram plus.png 5,000 HP
Pictogram plus.png +70% knockback resistance
Pictogram plus.png +20% damage bonus
Pictogram plus.png +40% attack rate
Pictogram minus.png -50% move speed


Medic Robot

Uber Medic
Icon Name Primary Secondary Melee Attributes
Medic uber
Uber Medic Syringe Gun
Syringe Gun
Medi Gun
Medi Gun
Bonesaw
Bonesaw
Pictogram plus.png Spawns with Full Übercharge
Pictogram plus.png +400% faster heal rate
Pictogram minus.png -75% slower Übercharge rate
Pictogram info.png Übercharge lasts 8 seconds (normal)


Vaccinator Medic
Icon Name Primary Secondary Melee Attributes
Medic
Medic Syringe Gun
Syringe Gun
Vaccinator
Vaccinator
Bonesaw
Bonesaw
Pictogram plus.png Spawns with Full Übercharge
Pictogram plus.png +2400% faster Übercharge rate
Pictogram plus.png Übercharge lasts 108 seconds
Pictogram info.png Vaccinator is set to Bullet Resistance


Icon Name Primary Secondary Melee Attributes
Medic
Medic Syringe Gun
Syringe Gun
Vaccinator
Vaccinator
Bonesaw
Bonesaw
Pictogram plus.png Spawns with Full Übercharge
Pictogram plus.png +2400% faster Übercharge rate
Pictogram plus.png Übercharge lasts 108 seconds
Pictogram info.png Vaccinator is set to Blast Resistance


Icon Name Primary Secondary Melee Attributes
Medic
Medic Syringe Gun
Syringe Gun
Vaccinator
Vaccinator
Bonesaw
Bonesaw
Pictogram plus.png Spawns with Full Übercharge
Pictogram plus.png +2400% faster Übercharge rate
Pictogram plus.png Übercharge lasts 108 seconds
Pictogram info.png Vaccinator is set to Fire Resistance


These Vaccinator Medic Robots were meant to use an item named "The Vaccinator MvM" in items_game.txt, but the item does not exist.

Sniper Robot

Icon Name Secondary Hat Attributes
Sniper jarate
Jarate Master Jarate
Jarate
Desert Marauder
Desert Marauder
Pictogram plus.png +90% recharge rate
Pictogram info.png Game files indicate it was cut for not having a working throwing animation


Rapid Fire Bowman (Type 2)
Icon Name Primary Attributes
Sniper bow
Bowman Rapid Fire Huntsman
Huntsman
Pictogram info.png 1.5x larger in size
Pictogram plus.png 1200 HP
Pictogram plus.png +30% smaller head size
Pictogram plus.png +40% faster firing speed
Pictogram minus.png -15% movement speed


Bosses

Blimp

Icon Name Attributes
Blimp
Blimp Pictogram info.png Not much is known about the Blimp, although in Mannhattan there's a large number of logical entities referring to a "mini_tank". An icon for the Blimp was added to the game with Two Cities update


Canteen Buff Types

These are unused buff that exist in the game code.

Image Type Usage
Tf soldier war crime spybunal.png Radius Stealth Unknown.
Wage Against the Machine Achievement Icon.jpg See Cash Through Wall Make credits glow.[32]

Upgrades

These are unused upgrades referenced in the code.[33]

Class Weapon Description
Scout Scattergun Allows the Scout to teleport 192 units horizontally by double-tapping any of the movement keys. Cooldown of 2 seconds.[34]
Soldier Rocket Launcher Gives the Soldier 10x increased air control and fall damage immunity.[35] Firing a rocket while blast jumping propels you in the opposite direction of the rocket.[36]
Pyro Flame Thrower Gives the Pyro a rocket pack that sends it flying in the direction you are looking.[37] When you land with this active, fall damage is nullified, and Robots in a 192 Hammer unit radius will be stunned for 1 to 3 seconds, scaling based on how much fall damage would've been taken; stomping a Robot increases the stun time to 5 seconds.[38] Presumably reworked into the Thermal Thruster.
Demoman Chargin' Targe Increases the amount of damage dealt from shield impacts.[39]
Medic Medi Gun Allows the Medic to heal a friendly Engineer's buildings at 10% of his current heal rate.[40]
Medic Medi Gun Gives the Medic a projectile shield that never expires.[41]
Sniper Sniper Rifle Causes the Sniper to become cloaked after 2 seconds of standing still while scoped. Cloak is immediately removed if the Sniper moves in any manner.[42]
Sniper Huntsman Causes the Huntsman to shoot 2 additional arrows with random horizontal spread per upgrade tick.[43]
Spy Sapper Gives the Spy a speed boost, the ability to walk through Robots, and damage immunity while cloaked. Decloaking inside a Robot causes the Spy to be telefragged.[44]
Spy Sapper Gives the Spy a PDA that can build three different support utilities.[45]

See also

References

  1. game/server/tf/tf_player.cpp:10100
  2. game/shared/tf/tf_weaponbase_melee.cpp:L718
  3. game/shared/tf/tf_weaponbase.cpp:L4865
  4. game/shared/tf/tf_weaponbase.cpp:L4875
  5. game/shared/tf/tf_weaponbase.cpp:L4885
  6. game/shared/tf/tf_weaponbase.cpp:L4896-4961
  7. game/shared/tf/tf_gamerules.cpp:L6784
  8. game/shared/tf/tf_weaponbase_gun.cpp:L940
  9. game/shared/tf/tf_weaponbase_gun.cpp:L978
  10. game/shared/tf/tf_gamerules.cpp:L6092
  11. game/shared/tf/tf_player_shared.cpp:L7781
  12. game/server/tf/tf_player.cpp:L7994
  13. game/shared/tf/tf_player_shared.cpp:L9906
  14. game/shared/tf/tf_player_shared.cpp:L10441
  15. game/shared/tf/tf_player_shared.cpp:L12185
  16. game/server/tf/tf_player.cpp:L1530
  17. game/server/tf/tf_player.cpp:L3993
  18. game/server/tf/tf_player.cpp:9032
  19. game/server/tf/tf_player.cpp:21585
  20. game/shared/tf/tf_weapon_bonesaw.cpp:L96
  21. game/shared/tf/tf_weaponbase_melee.cpp:L660
  22. game/shared/tf/tf_weaponbase_melee.cpp:L1006
  23. game/shared/tf/tf_weaponbase_gun.cpp:L120
  24. game/shared/tf/tf_weaponbase_gun.cpp:L1126
  25. game/shared/tf/tf_weaponbase.cpp:L2783
  26. game/shared/tf/tf_weaponbase.h:L535
  27. game/client/tf/tf_hud_itemeffectmeter.cpp:L876
  28. game/shared/tf/tf_weaponbase.cpp:L4649
  29. game/shared/tf/tf_weapon_revolver.cpp:L342
  30. game/shared/tf/tf_weapon_revolver.cpp:L178
  31. game/shared/tf/tf_weapon_flamethrower.cpp:L1197, 1203
  32. game/client/tf/c_entity_currencypack.cpp:L45
  33. game/shared/tf/tf_gamerules.cpp:L20999-21279
  34. game/shared/tf/tf_gamemovement.cpp:L3484-3519
  35. game/server/tf/player_vs_environment/tf_upgrades.cpp:L708
  36. game/shared/tf/tf_weapon_rocketlauncher.cpp:L335
  37. game/shared/tf/tf_weapon_rocketpack.cpp:L63
  38. game/shared/tf/tf_player_shared.cpp:L4538
  39. tf_english.txt:L11809
  40. game/shared/tf/tf_weapon_medigun.cpp:L910
  41. game/shared/tf/tf_weapon_medigun.cpp:L1153
  42. game/shared/tf/tf_player_shared.cpp:L7697
  43. game/shared/tf/tf_weapon_compound_bow.cpp:L150
  44. game/shared/tf/tf_player_shared.cpp:L5314-5356
  45. game/server/tf/tf_obj_spy_trap.cpp