Titanium Titan Arm
|
Engineer
|
Stock weapons
|
Very little functionality code remains for this. Was hacked into the game by an unknown player, but was been spotted and removed before it could actually make it into the game.
PDA
Watches
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.
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.
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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.
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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.
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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.
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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.
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Chain Grenade (also referred to as Gravity Grenade)
|
Unknown
|
A trap-style grenade, would suck enemies within its area of effect towards the grenade.
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Throwable weapons were a new class of weapons being tested internally.
Repel
|
Unknown
|
A throwable airblast of sorts; would knock enemies back similar to an airblast.
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Brick
|
Unknown
|
A brick. You throw it at people.
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Target Dummy
|
Unknown
|
A throwable that would explode and create a plywood target dummy at the explosion location.
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Throwing Knife
|
Unknown
|
A throwing knife. Would stick out of the enemy when hit.
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Snowball
|
Unknown
|
A snowball. Nothing is really known about this.
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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.
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Water Balloon
|
Unknown
|
Killicons for this throwable were added into the game but never used.
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Buildings
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.
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Recon
|
A scrapped building. It is unknown what the function was. The only remnants of it is a beeping sound.
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Mini-Dispenser
|
A scrapped mini version of Dispenser. Costs 70 metal.
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Speed Pad
|
A scrapped modified Teleporter that applied the Disciplinary Action effect. Costs 100 metal.
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Catapult
|
A scrapped modified Teleporter that launch user into the air with Disciplinary Action effect.
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Spy Trap
|
A scrapped building for the Spy that came with three different modes that could be used.
|
Turrets
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.
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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
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
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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.
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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.
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Sam's Hat
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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)
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All classes
|
Would have been released, along with (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
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All classes
|
Would have been released, along with (Jungle Inferno Update), The Mannanas Hat is a cosmetic item for all classes. It is a bright yellow cap with a yeti on the front, eating bananas.
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Never Forget Hat
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All classes
|
Would have been released, along with (Jungle Inferno Update), The Never Forget Hat is a cosmetic item for all classes. 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
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All classes
|
Would have been released, along with (Jungle Inferno Update), The Yeti Park Hardhat is a cosmetic item for all classes. It is a plain white hardhat with a yellow light attached to the front and a "Yeti Park" logo printed on the side.
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Simple Helm
|
Unknown
|
Not much is known about this cosmetic.
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Celtic Crown
|
Demoman
|
Made an appearance in the Fancy vs. Nasty Update, then had filename strings appear in some reslists.
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Stamp Pin
|
Unknown
|
A decal-able badge item found in the files of the Team Fortress 2 Open Beta.
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Action Items
Taunts
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.
|
show1
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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.
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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.
|
N/A
|
Demoman
|
A battle cry-like taunt that resembles the Demoman's shout of "Let's do it!" in Meet the Demoman.
|
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.
|
N/A
|
Engineer
|
The Engineer would take out his guitar and play a long tune on it.
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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.
|
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 Spinal Tap.
|
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.
|
Santé!
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Spy
|
October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
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Hoodoo Hex
|
Spy
|
October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
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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.
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Art of War
|
Spy
|
October 20, 2017 Patch (Jungle Inferno Update) leak.
|
Vehicles
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.
|
Music
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_30.wav
|
A 30 second clip of timpani drums on two notes, at a fast tempo. Unknown function, though it may be related to Asteroid and Robot Destruction.
|
Other items
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 someone by the name 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
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.
|
Holiday restrictions
Econ_holiday_restriction_halloween_or_fullmoon_or_valentines
|
Makes the item only usable during a Halloween event, Full Moon, or Valentine's Day.
|
These are unused robot templates that exist in the game files.
Scout
Wrap Assassin
Force-A-Nature Scout
|
Force-A-Nature Scout |
Force-A-Nature
|
+100% more knockback power -35% damage dealt -50% slower reload speed Cannot see past 500 units
|
Giant Scout
|
Giant Scout |
Scattergun
|
1,600 HP +30% knockback resistance
|
Major League
Major Crits (Type 1)
|
Major Crits |
Black Box |
Gunboats |
Team Captain |
Fancy Dress Uniform
|
40,000 HP 100% crit chance 500% damage bonus Rockets knock back enemies 100% larger blast radius Regenerates 1 HP per second +60% knockback resistance 200% slower reload 100% slower firing speed 1 degree rocket spread -60% move speed 1.9x larger in size
|
Major Crits (Type 2)
|
Major Crits |
Rocket Launcher |
Full Metal Drill Hat
|
60,000 HP +60% knockback resistance Extra +90% vertical airblast resistance Provides 90% less rage Regenerates 40 HP per second 100% crit chance 1.5x damage dealt +26 rockets in clip +78% faster reload rate +80% faster firing speed -50% movement speed -60% projectile speed 5 degree rocket spread 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)
|
Giant Blast Soldier |
Liberty Launcher |
Dr's Dapper Topper
|
Robot is Gatebot 4000 HP +60% knockback resistance Extra +90% vertical airblast resistance +5 rockets in clip +75% faster firing speed +80% faster reload rate +20% larger blast radius Rockets knock back enemies Provides 90% less rage -50% movement speed Does not fire until fully reloaded -25% damage dealt +4 degree rocket spread
|
Giant Burst Fire Soldier (Type 3)
|
Giant Burst Fire Soldier |
Rocket Launcher
|
Robot is Gatebot 4200 HP +60% knockback resistance +200% damage dealt +5 rockets in clip +60% faster reload rate +80% faster firing speed -50% movement speed -10% slower projectile speed Does not fire until fully reloaded
|
Giant Burst Fire Soldier (Type 4)
|
Giant Burst Fire Soldier |
Rocket Launcher
|
Robot is Gatebot 4200 HP +60% knockback resistance +100% damage dealt +5 rockets in clip +60% faster reload rate +80% faster firing speed -50% movement speed -10% slower projectile speed Does not fire until fully reloaded
|
Chief Concheror Soldier
|
Chief Concheror Soldier |
Rocket Launcher |
Concheror
|
50,000 HP +60% knockback resistance Extra +90% vertical airblast resistance Provides 90% less rage Spawns with full rage +800% longer buff duration -50% movement speed Does not fire until fully reloaded
|
Giant Airblast Pyro
|
Giant Airblast Pyro |
Degreaser |
Dead Cone
|
3,000 HP Airblast pushes opponents with 5 times the force +40% knockback resistance -95% damage penalty -50% move speed
|
Chief Pyro
|
Chief Pyro |
Flame Thrower
|
55,000 HP +400% damage bonus Airblast pushes opponents with 2 times the force +40% knockback resistance Regenerates 500 HP per second -50% move speed
|
Giant Flare Pyro
|
Giant Flare Pyro |
Scorch Shot
|
3,000 HP 80% faster firing speed Flares push players back on hit 40% knockback resistance -65% move speed
|
Chief Tavish
Giant Rapid Fire Demo Chief
|
Giant Rapid Fire Demo Chief |
Grenade Launcher
|
60,000 HP +90% faster firing speed +35% faster reload rate +7 grenades in clip +10% faster projectile speed 100% crit chance +60% knockback resistance +60% airblast force reduction 2 degrees projectile spread 50% slower move speed
|
Heavy Mittens
Giant Heavy
|
Giant Heavy |
Natascha
|
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed
|
|
Giant Heavy |
Brass Beast
|
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed
|
Super Heavyweight Champ
Uber Medic
|
Uber Medic |
Syringe Gun |
Medi Gun |
Bonesaw
|
Spawns with Full Übercharge +400% faster heal rate -75% slower Übercharge rate Übercharge lasts 8 seconds (normal)
|
Vaccinator Medic
|
Medic |
Syringe Gun |
Vaccinator |
Bonesaw
|
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Bullet Resistance
|
|
Medic |
Syringe Gun |
Vaccinator |
Bonesaw
|
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Blast Resistance
|
|
Medic |
Syringe Gun |
Vaccinator |
Bonesaw
|
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds 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.
|
Jarate Master |
Jarate |
Desert Marauder
|
+90% recharge rate Game files indicate it was cut for not having a working throwing animation
|
Rapid Fire Bowman (Type 2)
|
Bowman Rapid Fire |
Huntsman
|
1.5x larger in size 1200 HP +30% smaller head size +40% faster firing speed -15% movement speed
|
|
Blimp
|
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
|
These are unused buff that exist in the game code.
|
Radius Stealth
|
Unknown.
|
|
See Cash Through Wall
|
Make credits glow.
|
See also
|