Difference between revisions of "Unused content"

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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.
 
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.
  
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
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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 (+grenade1 and +grenade2).
  
 
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.  

Revision as of 11:34, 7 January 2013

Back to the drawing board, genius!
The Sniper
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 .gcf files as unused content.

Classes

Name Notes
Civilian Unused gamemode specific-class. Was to be escorted from one point on a map to another, functioning as a playable Payload bomb cart.
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.

Weapons

Primary weapons

Name Class Replacement Notes
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.
Nail Gun Scout Scattergun Wielded by the Scout in Trailer 2. Team Fortress Classic weapon.
Tranquilizer Gun Spy Revolver Wielded by the Spy in Trailer 1. Team Fortress Classic weapon.
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.
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.

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 Wrangler Would have allowed the Engineer to instantly teleport back to his teleport exit.
Medi Gun Beta 1 Medic N/A 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.
Syringe Medic Medi Gun Would heal allies on injection. Wielded by the Medic in Trailer 1.

Melee weapons

Name Class Replacement Notes
Baleful Beacon Pyro None This weapon was created specifically for the Halloween Update 2011. Texture files were released during the Very Scary Halloween Special.
Beer Stein Unknown Unknown
Branding Iron Pyro Fire Axe Within the game_sounds_weapons.txt file, the Fire Axe has the heading "BRANDING IRON".
Catcher's Mitt Scout Sandman Would have allowed the Scout to catch enemy projectiles and throw them back, dealing the same damage as the caught object.
Club Sniper Kukri The Kukri is still called the club internally.
Crowbar Unknown Unknown Team Fortress Classic weapon.
Flyswatter Soldier None A kill icon is included in the GCF, and the weapon is used in a promotional image for the Very Scary Halloween Special.
Lead Pipe Heavy Fists

Grenades

The only projectile Grenades in Team Fortress 2 are those fired from the Demoman's Grenade Launcher, Loch-n-Load, and Loose Cannon. 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 utilize a grenade for a taunt, but does not throw it.

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.

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 (+grenade1 and +grenade2).

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
Bear Trap Sniper 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.
Concussion Grenade Scout Team Fortress Classic weapon.
EMP Grenade Engineer Team Fortress Classic weapon.
Frag Grenade All (except Scout) Team Fortress Classic weapon. The Soldier carries two unusable frag grenades on his belt and uses one in his Equalizer taunt. RED version reappeared as a decoration of the Mann vs. Machine Upgrade Store.
Gas Grenade Spy 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.
MIRV Grenade Demoman/Heavy Team Fortress Classic weapon. Wielded by Demoman in Trailer 1 and Trailer 2. Changed to a secondary weapon, then replaced by the Stickybomb Launcher.
Nail Grenade Soldier Team Fortress Classic weapon.
Napalm Grenade Pyro Team Fortress Classic weapon. The Pyro carries three unusable napalm grenades on his belt.

Buildings

Name Notes
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.

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 Team Fortress 2 .gcf files.

Hats

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.
Legionaire's Lid Soldier Description reads "An antique from the late Imperial Gallic period".
Sam's Hat All-class 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.
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.

Miscellaneous Items

Name Class Notes
ID Badge All-class An unused ID Badge that would have been able to be used with the Decal Tool. Its texture and model are fully intact in the GCF.

Action Items

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

Taunts

Name Class Notes
N/A Soldier The Soldier would stomp his feet, cross his arms then show something off.
N/A Heavy The Heavy would lift his leg then show something off.
N/A Engineer The Engineer would take out his guitar and play a long tune on it.
N/A Engineer The Engineer would wiggle around uncomfortably, then vomit.
N/A Engineer The Engineer pulls down his Shotgun and taps his hardhat.

Vehicles

Name Notes
Prototype rideable cart models 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. 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.

Music

Name Notes
intruder_alert_midi.midi A rendition--perhaps the original version--of Intruder Alert in MIDI format.
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.

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 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 Max's Severed Head and Modest Pile of Hat.
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 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 Unknown Unused texture added in the Mac Update.
Unused Item qualities Quality Four unused item qualities exist, named tobor_a, Completed, Rarity2, and Rarity3. The hexidecimal colors for Rarity2 and Rarity3 are #8D834B and #70550F respectively. tobor_a and Completed have no associated color.
Other Unused Textures Classes There are a couple of unused textures in the game files, some include weapons and others include beta class textures, and some weapon textures, like Demoman's 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

See also