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Revision as of 15:56, 17 August 2010
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've 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 | Ammo Loaded | Ammo Carried | Notes |
---|---|---|---|---|---|
Ludmila | Heavy | Natascha | 200 | N/A | Primary fire would have functioned like the regular Minigun, whereas secondary fire caused you to do less damage, but drain health from enemies hit. The downside would have been the inability to spin the weapon prematurely |
Nailgun | Scout | Scattergun | Unknown | Unknown | Wielded by the Scout in Trailer 2. Team Fortress Classic weapon. |
Tranquilizer | Spy | Revolver | Unknown | Unknown | Wielded by Spy the in Trailer 1. |
Walkabout | Sniper | 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. |
Secondary Weapons
Name | Class | Replacement | Ammo Loaded | Ammo Carried | Notes |
---|---|---|---|---|---|
Backpack | Scout | Bonk! Atomic Punch | N/A | N/A | Would have allowed the player 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 | 1 | Unknown | Would have exploded into several dynamite sticks that scatter and explode in turn. See MIRV Grenade. |
Instant teleport | Engineer | Unknown | N/A | N/A | Would have allowed the Engineer to instantly teleport back to his teleport exit. |
Overhealer | Medic | 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. |
Syringe | Medic | Medigun | N/A | N/A | Would heal allies on injection. Wielded by the Medic in Trailer 1. |
Melee Weapons
Name | Class | Replacement | Notes |
---|---|---|---|
Beer stein | Unknown | Unknown | |
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 weapon functions somewhat like a grenade, though it is never officially referred to as such (and also does not bounce). The Soldier does utilise 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.
There is also a file for a Crafting item called a "Grenade Token" found here. What this means for TF2 and Grenades in the future is currently unknown.
Name | Class | Ammo Loaded | Ammo Carried | Notes |
---|---|---|---|---|
Bear trap | Unknown | 1 | Unknown | Possibly would have had the same functionality as the Team Fortress Classic caltrops. |
Concussion grenade | Scout | 1 | Unknown | Team Fortress Classic weapon. |
EMP grenade | Engineer | 1 | Unknown | Team Fortress Classic weapon. |
Frag grenade | 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. |
Gas grenade | Spy | 1 | Unknown | Team Fortress Classic weapon. |
Heal grenade | Medic | 1 | Unknown | Based on the class that carried this grenade, it is possible that it would have healed teammates upon detonation. |
MIRV grenade | 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. |
Nail grenade | Soldier | 1 | Unknown | Team Fortress Classic weapon. |
Napalm grenade | Pyro | 1 | Unknown | Team Fortress Classic weapon. The Pyro carries three unusable napalm grenades on his belt. |
Buildings
Name | Class | Replacement | Ammo Loaded | Ammo Carried | Notes |
---|---|---|---|---|---|
Repair node | Engineer | Unknown | N/A | N/A | 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 | Replacement | Ammo Loaded | Ammo Carried | Notes |
---|---|---|---|---|
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. |
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 | Item Type | Class | Notes |
---|---|---|---|
Sam's Hat | 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 | Item Type | Class | Notes |
---|---|---|---|
Prototype train models | Vehicle | N/A | Two prototype train cars were created and leftover in the TF2 files. Neither model has textures, as both appear to be very early models. |
Prototype cart bomb | Vehicle | N/A | Listed as a Spytech cart bomb. Unfinished model based off of this piece of concept artwork. |
Other items
Name | Item Type | Class | Notes |
---|---|---|---|
Camera | World item | N/A | Its ultimate in-game purpose is unknown. It has a highly detailed model, bearing the brand name Arr!, a play on the Arri line of cameras. |
Old flags | World item | N/A | Prior to using intelligence briefcases for CTF mode, several flags bearing the faces of Valve employees were used as placeholders. |
Neutral Intelligence | 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. |
Decapitation models | Asthetic 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. |
Alternate Kill icons | Icon | N/A | 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 | 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. |
See also
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