Difference between revisions of "Unused content"

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(Tools: Not unused)
(cleaned up. ammo count is not necessary, etc)
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! 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
 
|-
 
|-
Line 19: Line 17:
 
| [[Heavy]]
 
| [[Heavy]]
 
| [[Natascha]]
 
| [[Natascha]]
| 200
 
| 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.
 
| 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.
 
|-
 
|-
Line 26: Line 22:
 
| [[Scout]]
 
| [[Scout]]
 
| [[Scattergun]]
 
| [[Scattergun]]
| Unknown
 
| Unknown
 
 
| Wielded by the Scout in [[Trailer 2]]. ''[[Team Fortress Classic]]'' weapon.
 
| Wielded by the Scout in [[Trailer 2]]. ''[[Team Fortress Classic]]'' weapon.
 
|-
 
|-
Line 33: Line 27:
 
| [[Spy]]
 
| [[Spy]]
 
| [[Revolver]]
 
| [[Revolver]]
| Unknown
 
| Unknown
 
 
|Wielded by the Spy in [[Trailer 1]].
 
|Wielded by the Spy in [[Trailer 1]].
 
|-
 
|-
Line 40: Line 32:
 
| [[Sniper]]
 
| [[Sniper]]
 
| [[Huntsman]]
 
| [[Huntsman]]
| Unknown
 
| Unknown
 
 
| Would have allowed the player to walk at normal speed while sniping, with the downside being reduced damage and no zooming/charging abilities.
 
| Would have allowed the player to walk at normal speed while sniping, with the downside being reduced damage and no zooming/charging abilities.
 
|}
 
|}
Line 51: Line 41:
 
! 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
 
|-
 
|-
Line 58: Line 46:
 
| [[Scout]]
 
| [[Scout]]
 
| [[Bonk! Atomic Punch|Bonk! Atomic&nbsp;Punch]]
 
| [[Bonk! Atomic Punch|Bonk! Atomic&nbsp;Punch]]
| N/A
 
| 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.
 
| 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.
 
|-
 
|-
Line 65: Line 51:
 
| [[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]].
 
|-
 
|-
Line 72: Line 56:
 
| [[Engineer]]
 
| [[Engineer]]
 
| [[Wrangler]]
 
| [[Wrangler]]
| 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.
 
|-
 
|-
Line 79: Line 61:
 
| [[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.
 
|-
 
|-
Line 86: Line 66:
 
| [[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]].
 
|}
 
|}
Line 138: Line 116:
 
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 server_i486.so file
  
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 it was removed with the [[Mann-Conomy Update]].
Line 146: Line 124:
 
! 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]]'''
 
| '''[[Bear trap]]'''
 
| [[Sniper]]
 
| [[Sniper]]
| 1
 
| Unknown
 
 
| Possibly would have had the same functionality as the ''Team Fortress Classic'' caltrops.
 
| Possibly would have had the same functionality as the ''Team Fortress Classic'' caltrops.
 
|-
 
|-
 
| '''[[Concussion Grenade]]'''
 
| '''[[Concussion Grenade]]'''
 
| [[Scout]]
 
| [[Scout]]
| 1
 
| Unknown
 
 
| ''[[Team Fortress Classic]]'' weapon.
 
| ''[[Team Fortress Classic]]'' weapon.
 
|-
 
|-
 
| '''[[EMP Grenade]]'''
 
| '''[[EMP Grenade]]'''
 
| [[Engineer]]
 
| [[Engineer]]
| 1
 
| Unknown
 
 
| ''Team Fortress Classic'' weapon.
 
| ''Team Fortress Classic'' weapon.
 
|-
 
|-
 
| '''[[Frag Grenade]]'''
 
| '''[[Frag Grenade]]'''
 
| All (except [[Scout]])
 
| All (except [[Scout]])
| 1
 
| Unknown
 
 
| ''Team Fortress Classic'' weapon. The Soldier carries two unusable frag grenades on his belt and uses one in his [[Equalizer]] taunt.
 
| ''Team Fortress Classic'' weapon. The Soldier carries two unusable frag grenades on his belt and uses one in his [[Equalizer]] taunt.
 
|-
 
|-
 
| '''[[Gas Grenade]]'''
 
| '''[[Gas Grenade]]'''
 
| [[Spy]]
 
| [[Spy]]
| 1
 
| Unknown
 
 
| ''Team Fortress Classic'' weapon.
 
| ''Team Fortress Classic'' weapon.
 
|-
 
|-
 
| '''[[Heal Grenade]]'''
 
| '''[[Heal Grenade]]'''
 
| [[Medic]]
 
| [[Medic]]
| 1
 
| Unknown
 
 
| Based on the class that carried this grenade, it is possible that it would have healed teammates upon detonation.
 
| Based on the class that carried this grenade, it is possible that it would have healed teammates upon detonation.
 
|-
 
|-
 
| '''[[MIRV grenade]]'''
 
| '''[[MIRV grenade]]'''
 
| [[Demoman]]/[[Heavy]]
 
| [[Demoman]]/[[Heavy]]
| 1
 
| 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]].
 
| ''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]]'''
 
| '''[[Nail Grenade]]'''
 
| [[Soldier]]
 
| [[Soldier]]
| 1
 
| Unknown
 
 
| ''Team Fortress Classic'' weapon.
 
| ''Team Fortress Classic'' weapon.
 
|-
 
|-
 
| '''[[Napalm Grenade]]'''
 
| '''[[Napalm Grenade]]'''
 
| [[Pyro]]
 
| [[Pyro]]
| 1
 
| Unknown
 
 
| ''Team Fortress Classic'' weapon. The Pyro carries three unusable napalm grenades on his belt.
 
| ''Team Fortress Classic'' weapon. The Pyro carries three unusable napalm grenades on his belt.
 
|}
 
|}
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{| 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
 
|-
 
|-
 
| '''[[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.
 
|}
 
|}
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{| 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
 
| 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.
 
| 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.
 
|}
 
|}
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{| 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."
 
| A helmet, similar in appearance to the [[Batter's Helmet]], based off of the mask worn by DC Comics superhero "the Flash."
 
|-
 
|-
 
| '''[[Legionaire's Lid]]'''
 
| '''[[Legionaire's Lid]]'''
| Hat
 
 
| Soldier
 
| Soldier
 
| width="50%" | Description reads "An antique from the late Imperial Gallic period".
 
| width="50%" | Description reads "An antique from the late Imperial Gallic period".
 
|-
 
|-
 
| '''[[Sam's Hat]]'''
 
| '''[[Sam's Hat]]'''
| Hat
 
 
| All classes
 
| All classes
 
| 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.
 
| 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.
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{| 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]]'''
 
| '''[[Payload#Unused models|Prototype rideable cart models]]'''
| Vehicle
 
| 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.
 
| 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]]'''
 
|'''[[Payload#Unused models|Prototype cart bomb]]'''
|Vehicle
 
|N/A
 
 
| Listed as a Spytech cart bomb. Unfinished model based off of [[:File:GoldrushCart.jpg|this]] piece of concept artwork.
 
| Listed as a Spytech cart bomb. Unfinished model based off of [[:File:GoldrushCart.jpg|this]] piece of concept artwork.
 
|}
 
|}
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! 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 developer console. It has a highly detailed model, bearing the brand name Arr!, a play on the 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 [[Intelligence]] briefcases for [[CTF]] mode, several flags bearing the faces of Valve employees were used as placeholders.
 
| Prior to using [[Intelligence]] briefcases for [[CTF]] mode, several flags bearing the faces of Valve employees were used as placeholders.
 
|-
 
|-
 
| '''[[Intelligence#Neutral Intelligence|Neutral Intelligence]]'''
 
| '''[[Intelligence#Neutral Intelligence|Neutral Intelligence]]'''
 
| World item
 
| World item
| N/A
 
 
| A grey-colored Intelligence briefcase. Has been used in several custom maps, though it has not been featured in any official maps.
 
| A grey-colored Intelligence briefcase. Has been used in several custom maps, though it has not been featured in any official maps.
 
|-
 
|-
 
|'''Decapitation models'''
 
|'''Decapitation models'''
 
| Aesthetic item
 
| Aesthetic item
| All classes
 
 
| 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]].
 
| 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'''
 
|'''Scroll'''
 
| Pickup  
 
| Pickup  
| N/A
+
| Intended use is unknkown.
| Its intended use of is unknown besides that it is pickup.
 
 
|-
 
|-
 
|'''[[Unused Kill icons]]'''
 
|'''[[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#Trivia|level 1 Sentry Gun]] image, an [[Fire|environmental fire death]] 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 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.
 
| 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]].
 
|-
 
|-
 
|}
 
|}
 
=== Major updates for the Xbox 360 ===
 
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.
 
  
 
==See also==
 
==See also==

Revision as of 22:46, 16 January 2011

Back to the drawing board, genius!
The Sniper on unfitting designed content
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 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

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.
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.

Secondary Weapons

Name Class Replacement Notes
Backpack Scout Bonk! Atomic Punch 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 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.
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
Beer stein Unknown - Assumed Demoman Unknown - Assumed Bottle
Branding iron Pyro Fire Axe Within the game_sounds_weapon.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 listed as a club in the console.
Crowbar All Standard Melee Weapons Team Fortress Classic weapon.
Lead pipe Unknown Unknown

Grenades

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 utilize a grenade for a taunt, but does not throw them.

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

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.


Name Class Notes
Bear trap Sniper Possibly would have had the same functionality as the Team Fortress Classic caltrops.
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.
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."
Legionaire's Lid Soldier Description reads "An antique from the late Imperial Gallic period".
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.

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.
Prototype cart bomb Listed as a Spytech cart bomb. Unfinished model based off of this piece of concept artwork.

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 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.
Neutral Intelligence World item A grey-colored Intelligence briefcase. Has been used in several custom maps, though it has not been featured in any official maps.
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 Intended use is unknkown.
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, an environmental fire death 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.

See also