Difference between revisions of "Unused content"
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| '''[[Payload#Unused models|Prototype rideable cart models]]''' | | '''[[Payload#Unused models|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. | + | | 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]]. |
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|'''[[Payload#Unused models|Prototype cart bomb]]''' | |'''[[Payload#Unused models|Prototype cart bomb]]''' |
Revision as of 13:46, 15 March 2011
“ | Back to the drawing board, genius!
Click to listen
— The Sniper on unfitting designed content
|
” |
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.
Contents
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. |
Heraldic Targe | Demoman | Unknown | The function of this weapon is unknown. One can assume it is 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 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 and Loch-n-Load. 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 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. |
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. |
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. |
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 | Included as part of the Australian Christmas update. Its intended use is unknown. |
Ticket Booth | Prop | Included as part of the Australian Christmas update. Its intended use is unknown. |
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. |
Unused Noise Makers | Tool | Two unused noise makers exist in the game files, through icons and sound files: one from the Scream Fortress updated called "Spooky," and one from the Shogun Pack called "Yell." |
See also
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