Unused content
“Ok guys, bad news: we lost that last one.” This article documents content for Team Fortress 2 that remains in the game files, but goes unused. It may contain speculation, broken links or errors. |
“ | Back to the drawing board, genius!
Click to listen
— The Sniper
|
” |
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 content (.VPK) files as unused content. Unlike unreleased content, unused in this context is assumed to be purposefully cut or abandoned without hope for being integrated at some point.
Contents
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. Valve wanted him to be in the VIP gamemode, which was scrapped along with the civilian. |
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. |
Female Classes | Non-physical classes. The concept was created and revealed by a former employee of Valve, Drew Wolf. |
Game modes
Name | Notes |
---|---|
Raid | A prototype of Mann vs. Machine with unique bosses like the Knight and the Mecha Level 4 Sentry. |
Bounty | A game mode involving placing a bounty on people's heads. |
Creep Mode | An unfinished game mode based on the idea of "Creeps" and "Creep waves" in Dota 2. A predecessor to Mann vs. Machine. |
Maps
Name | Notes |
---|---|
Cloak (Control Point) | Cloak is a small Control Point map with an unknown purpose. It consists of a spawn room for each team in opposite corners of the map. There is one control point in the center of the map on an elevated platform. There are no Health packs, Ammo crates, or resupply lockers on the map. Outside of the main area of the map, there is a giant model of each class looking through gaps in the walls. |
Weapons
Primary weapons
Name | Class | Replacement | Notes |
---|---|---|---|
Nail Gun | Scout | Scattergun | Wielded by the Scout in Trailer 2. Team Fortress Classic weapon. |
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. |
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. |
Tranquilizer Gun | Spy | Revolver | Wielded by the Spy in Trailer 1. Team Fortress Classic weapon. |
Mirror and Uranium Botkiller Rocket Launcher, Scattergun, Flamethrower, Minigun and Sniper Rifle | Soldier, Scout, Pyro, Heavy and Sniper | Stock weapons | Unused Botkiller weapons, probably made as rewards for unreleased tour(s). |
Dart Gun | Spy | None | Reslist and October 28, 2015 Patch texture_preload_list.txt leak. A second attempt to add the Tranquilizer Gun concept to the game.
|
Big Mean Mother Hubbard | Engineer | None | A Polycount Pack contest entry that appears to have been playtested at some point. |
Afterburner | Pyro | None | October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
|
Griefblower | Pyro | None | A Polycount Pack contest entry that was shown off in a video used in a GDC 2013 talk by Joe Ludwig. |
Sucker | Pyro | None | Would slowly suck players towards the player, rather than blast them away. Mentioned in a blog post. |
Conventional | Spy | None | October 28, 2015 Patch texture_preload_list.txt leak.
|
Viewfinder | Sniper | None | October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
|
Revolver Sniper Rifle | Sniper | None | October 28, 2015 Patch texture_preload_list.txt leak.
|
Mortar Launcher | Soldier | None | October 28, 2015 Patch texture_preload_list.txt leak.
|
Specialist | Scout | None | October 20, 2017 Patch (Jungle Inferno Update) leak. |
Assault Cannon | Heavy | None | October 20, 2017 Patch (Jungle Inferno Update) leak. |
DNA Gun | Spy | None | Experimental Spy weapon |
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 | Eureka Effect | Would have allowed the Engineer to instantly teleport back to his teleport exit. |
Medi Gun Beta 1 | Medic | None | 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. |
Schwaben Charger 9000 | Medic | None | A Polycount Pack entry that was visible in the Team Fortress 2 is Free to Play video. |
Syringe | Medic | Medi Gun | Would heal allies on injection. Wielded by the Medic in Trailer 1. |
Mirror and Uranium Botkiller Stickybomb Launcher and Medi Gun | Demoman and Medic | Stock weapons | Unused Botkiller weapons, probably made as rewards for unreleased tour(s). |
Big Bomb | Demoman | None | Would act as one big stickybomb, rather than multiple small ones. Mentioned in a blog post. |
Trigger | Demoman | None | A trigger button of some sort. Is said to be for the cluster of dynamite the Demoman has in Trailer 1. |
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. |
Spitfire | Pyro | None | October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
|
Melee weapons
Name | Class | Replacement | Notes |
---|---|---|---|
Catcher's Mitt | Scout | None | Would have allowed the Scout to catch enemy projectiles and throw them back, dealing the same damage as the caught object. |
Stratonic Swatter | Soldier | None | A kill icon is included in the VPK, and the weapon is used in a promotional image for the Very Scary Halloween Special. |
Baleful Beacon | Pyro | None | This weapon was created specifically for the Halloween Update 2011. Texture files were released during the Very Scary Halloween Special. |
Head-Trimmer | Pyro | None | Briefly featured in the Team Fortress 2 is Free to Play video. |
Branding Iron | Pyro | Fire Axe | Within the game_sounds_weapons.txt file, the Fire Axe has the heading "BRANDING IRON". |
Lead Pipe | Heavy | Fists | The model and sound references in the game_sounds_weapons.txt file are the only parts left in-game. |
Club | Sniper | Kukri | The Kukri is still called the club internally. |
Crowbar | All classes other than Engineer and Spy | Stock melee weapons | Team Fortress Classic weapon. |
Beer Stein | Unknown | None | Only the model was included in the game files, with no indication of the intended class. |
Mirror and Uranium Botkiller Knife and Wrench | Engineer and Spy | Stock weapons | Unused Botkiller weapons, probably made as rewards for unreleased tour(s). |
Krankensage | Medic | None | Made an appearance in the Fancy vs. Nasty Update then had filename strings appear in reslists. |
Cardiac Arrest | Medic | None | October 28, 2015 Patch texture_preload_list.txt leak.
|
Inside Jab | Spy | None | October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
|
Facestab Knife | Spy | None | Would instantly kill from the front instead of the back. Referenced on a blog post. |
Boomerang | Unknown | None | Very little functionality code remains for this. Appears to have been cut pretty early on. |
PDA
Name | Class | Replacement | Notes |
---|---|---|---|
Demoman PDA | Demoman | None | Very early development leftover, potentially related to the Detpack |
Handy Pardner | Engineer | None | PDA for the Mini-Dispenser |
Spy Trap PDA | Spy | None | PDA for the Spy Trap building |
Dynamite Sapper | Spy | None | Experimental Sapper for the Spy |
Watches
Name | Class | Replacement | Notes |
---|---|---|---|
Phase Cloaking Watch | Spy | None | Experimental Spy watch |
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.
Name | Class | Notes |
---|---|---|
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. |
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. |
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. |
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. |
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. |
Chain Grenade (also referred to as Gravity Grenade) |
Unknown | A trap-style grenade, would suck enemies within its area of effect towards the grenade. |
Throwable weapons
Throwable weapons were a new class of weapons being tested internally.
Name | Class | Notes |
---|---|---|
Repel | Unknown | A throwable airblast of sorts; would knock enemies back similar to an airblast. |
Brick | Unknown | A brick. You throw it at people. |
Target Dummy | Unknown | A throwable that would explode and create a plywood target dummy at the explosion location. |
Throwing Knife | Unknown | A throwing knife. Would stick out of the enemy when hit. |
Snowball | Unknown | A snowball. Nothing is really known about this. |
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. |
Buildings
Name | Notes |
---|---|
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. |
Recon | A scrapped building. It is unknown what the function was. The only remnants of it is a beeping sound. |
Mini-Dispenser | A scrapped mini version of Dispenser. Costs 70 metal. |
Speed Pad | A scrapped modified Teleporter that applied the Disciplinary Action effect. Costs 100 metal. |
Catapult | A scrapped modified Teleporter that launch user into the air with Disciplinary Action effect. |
Spy Trap | A scrapped building for the Spy that came with three different modes that could be used. |
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 VPK files.
Cosmetics
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. |
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 | 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. |
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. |
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. The Bloodhound was its replacement, was for only the Sniper and Spy, and was a promotional item for Poker Night 2. |
Mercenary Park (hat) | All classes | An unused item for all classes that would have been released in the 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 | All classes | An unused item for all classes that would have been released in the Jungle Inferno Update. It is a bright yellow cap with a yeti on the front, eating bananas. |
Never Forget Hat | All classes | An unused item for all classes that would have been released in the Jungle Inferno Update. 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 | All classes | An unused item for all classes that would have been released in the Jungle Inferno Update. It is a plain white hardhat with a yellow light attached to the front and a "Yeti Park" logo printed on the side. |
Simple Helm | Unknown | Not much is known about this cosmetic. |
Celtic Crown | Demoman | Made an appearance in the Fancy vs. Nasty Update, then had filename strings appear in some reslists. |
Stamp Pin | Unknown | A decal-able badge item found in the files of the Team Fortress 2 Open Beta. |
Action Items
Name | Class | Notes |
---|---|---|
Noise Makers | All classes | Three unused noise makers exist in the game files, through icons and sound files: one from the Scream Fortress Update called "Spooky," one from the Shogun Pack called "Yell," and one from the Japan Charity Bundle called "Prayer Bowl." |
Valve Store Shipment Box | All classes | Single use action item without any texture. Function unknown. |
Taunts
Name | Class | Notes |
---|---|---|
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. |
bring_it | Scout | Almost identical to Battin' a Thousand except instead of yawning at the end the Scout gestures for his opponent to come closer with his free hand. |
bring_it2 | Scout | The Scout puts his right hand against his ear and extends his left hand out gesturing an opponent to come closer. |
show1 | 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. |
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. |
taunt_battlecry_secondary2 | Demoman | A battle cry-like taunt that resembles the Demoman's shout of "Let's do it!" in Meet the Demoman. |
demo_see_you | Demoman | Demoman does a salute with his right hand. |
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. |
strong_man | Heavy | The heavy puts down his primary weapon, does an upwards bicep flex with his right arm, then another upwards flex with his left arm, and finally does a downward flex with both arms before picking the primary back up. |
nuggy2 | Heavy | The Heavy gives Scout (possibly a partner taunt to be used with any other class) a noogie. |
N/A | Engineer | The Engineer would take out his guitar and play a long tune on it. |
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. |
taunt_BBQ | Engineer | The Engineer does some grilling on a portable stove. |
taunt_screw_loose | Engineer | The Engineer gently taps his head with his Wrench a few times and then pretends to tighten an imaginary screw. |
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 Uberslice. |
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. |
carving_time2b | Sniper | The Sniper uses his melee weapon to carve a wooden object. |
Santé! | Spy | October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
|
Hoodoo Hex | Spy | October 28, 2015 Patch texture_preload_list.txt and October 20, 2017 Patch (Jungle Inferno Update) leak.
|
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. |
Art of War | Spy | October 20, 2017 Patch (Jungle Inferno Update) leak. |
spy_smoke | Spy | The Spy inhales deeply on his cigarette and puffs a small amount of smoke out in front of him. |
Vehicles
Name | Notes |
---|---|
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. |
Models/Model Animations
Name | Notes |
---|---|
Casual badge level down | (models/vgui/12v12_badge.mdl/level_down) An unused leveling down animation. |
Barricade test | (models/props_medieval/barricade_test.mdl/break) An alternate version of the barricade model used in Medieval Mode. |
Trailer 1 and Trailer 2 Minigun shell | (models/effects/miniguncasing.mdl) The shells ejected from the Minigun in Trailer 1 and Trailer 2. |
Music
Name | Notes |
---|---|
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 music | A 30 second clip of timpani drums on two notes, at a fast tempo. Unknown function. |
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 Robin Walker (for RED) and another Valve developer, 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
Unlocalized Name | Function | Description |
---|---|---|
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. |
Attrib_SoldierBackpackRange | Effect Radius +%s1% | Increases radius of effect of Soldier's banners. |
Attrib_SentryAmmo | Sentry Ammo +%s1 | Increases sentry ammo. |
Attrib_LifeleechOnDamage | Lifeleech %s1% | Causes a certain percentage of damage dealt to be returned as health.[1] |
Attrib_MeleeCleaveAttack | Cleave Attack | Allows melee weapons to hit more than one target at a time.[2] |
Attrib_AOEHealChance_Small | Small Chance to heal teammates around you when you deal damage | Successfully damaging an enemy has a predetermined chance to give the attacker AOE healing for 1 second; weapons with faster fire rates reduce the chance.[3] |
Attrib_CritStreakChance_Small | Small Chance to become Crit Boosted when you deal damage | Successfully damaging an enemy has a predetermined chance to give the attacker Crits for 3 seconds; weapons with faster fire rates reduce the chance.[4] |
Attrib_StunChance_Small | Small Chance to stun enemies you damage | Successfully damaging an enemy has a predetermined chance to stun them completely for 3 seconds; weapons with faster fire rates reduce the chance.[5] |
Attrib_AOEDamageChance_Small | Small Chance to shock enemies near targets you damage | Successfully damaging an enemy has a predetermined chance to cause the victim, and up to 12 enemies in a 100 hammer unit range to bleed for 2 seconds at 150 damage per second, and be completely stunned for 2 seconds; weapons with faster fire rates reduce the chance to trigger the effect.[6] |
Attrib_UberOnHitChance | +%s1% Chance to become Übered when enemies damage you | Receiving damage has a chance to give ÜberCharge for 3 seconds.[7] |
Attrib_RageDamageBoost | Gains a damage bonus as rage increases, up to %s1% | Gives a damage multiplier as the Rage meter is filled, scaling linearly.[8] |
Attrib_AccurScalesDmg | Accuracy scales damage | Gives a damage multiplier that is scaled linearly based on the ratio of bullets hit to fired. The ratio and multiplier is cleared after 0.7 seconds pass with no shots hitting an enemy player.[9] |
Attrib_DamageSameClass | +%s1% Damage to Enemies of the Same Class | Causes the weapon to deal extra damage to enemies of the same class.[10] |
N/A | No description available. | Gives Crits to the weapon when the player in under a certain percentage of health.[11] |
N/A | No description available. | If the attached weapon uses Übercharge as ammo, then shooting an enemy Medic will transfer a certain percentage of the Über consumed to the victim.[12] |
N/A | No description available. | Decreases damage dealt by the attached weapon for each target penetrated.[13] |
N/A | No description available. | Increases the player's speed while hauling a Teleporter.[14] |
N/A | No description available. | Prevents the player from being afflicted by "wet" debuffs, such as Jarate or Mad Milk.[15] |
N/A | No description available. | Causes the Spy to disguise as a Dispenser while crouching.[16] |
N/A | No description available. | Changes the player's model to that of the equivalent MvM Robot.[17] |
N/A | No description available. | Gives the player a certain percent chance to be teleported back to spawn with 1 health when they take damage and would've otherwise died.[18] |
N/A | No description available. | Allows the player to stay underwater without drowning.[19] |
N/A | No description available. | Increases the Medic's speed by 5% for each organ collected, up to 50%. May have been a planned rework for the Vita-Saw before it was decided to keep its Übercharge preservation stat.[20] |
N/A | No description available. | Hitting a teammate gives them a certain amount of health, taking from your own.[21] |
N/A | No description available. | Scales damage of the attached weapon based on what percentage of health the user has remaining.[22] |
N/A | No description available. | Increases the fire rate of a weapon while not rocket jumping.[23] |
N/A | No description available. | Causes the last bullet in the clip of a weapon to always be a Crit.[24] |
N/A | No description available. | Killing enemies of the same class increases fire rate by a flat predetermined rate, fire rate boost is lost when killing an enemy of another class, combo caps out at 3 kills.[25][26] Current class killstreak would be shown on the HUD.[27] |
N/A | No description available. | Successfully damaging an enemy would increase a meter by a predetermined percentage, giving increased damage on the next hit; max damage bonus would cap out at 200%.[28][29] |
N/A | No description available. | Shooting decreases the damage bonus meter of the attribute mentioned above.[30] |
N/A | No description available. | Reverses the push force of airblast, causing enemies to be pushed toward the user instead of pushing them away; the vertical push of the airblast is reduced by 25%.[31] |
Holiday restrictions
Unlocalized Name | Description |
---|---|
Econ_holiday_restriction_halloween_or_fullmoon_or_valentines | Makes the item only usable during a Halloween event, Full Moon, or Valentine's Day. |
Mann vs. Machine
Robots
These are unused robot templates that exist in the game files.
Scout Robot
Scout
Icon | Name | Primary | Attributes |
---|---|---|---|
Scout | Scattergun |
-15% slower firing speed |
Icon | Name | Melee | Attributes |
---|---|---|---|
Scout | Holy Mackerel |
— |
Icon | Name | Melee | Hat | Attributes |
---|---|---|---|---|
Scout | Sun-on-a-Stick |
Bolt Boy |
— |
Wrap Assassin
Icon | Name | Melee | Attributes |
---|---|---|---|
Wrap Assassin | Wrap Assassin |
--- |
Force-A-Nature Scout
Icon | Name | Primary | Attributes |
---|---|---|---|
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
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Scout | Scattergun |
1,600 HP +30% knockback resistance |
Major League
Icon | Name | Melee | Hat | Misc 1 | Misc 2 | Attributes |
---|---|---|---|---|---|---|
Major League | Sandman |
Cockfighter |
Summer Shades |
Boston Boom-Bringer |
10,000 HP 900% increase in recharge rate Gives 90% less rage +800% move speed |
Soldier Robot
Major Crits (Type 1)
Icon | Name | Primary | Secondary | Hat | Misc | Attributes |
---|---|---|---|---|---|---|
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)
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
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)
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
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)
Icon | Name | Primary | Attributes |
---|---|---|---|
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)
Icon | Name | Primary | Attributes |
---|---|---|---|
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
Icon | Name | Primary | Secondary | Attributes |
---|---|---|---|---|
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 |
Pyro Robot
Giant Airblast Pyro
Icon | Name | Primary | Hat | Attributes |
---|---|---|---|---|
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
Icon | Name | Primary | Attributes |
---|---|---|---|
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
Icon | Name | Secondary | Attributes |
---|---|---|---|
Giant Flare Pyro | Scorch Shot |
3,000 HP 80% faster firing speed Flares push players back on hit 40% knockback resistance -65% move speed |
Demoman Robot
Chief Tavish
Icon | Name | Primary | Secondary | Melee | Hat | Attributes |
---|---|---|---|---|---|---|
Chief Tavish | Ali Baba's Wee Booties |
Chargin' Targe |
Eyelander |
Prince Tavish's Crown |
55,000 HP 5.0x damage dealt +40% knockback resistance Regenerates 500 HP per second -50% move speed |
Giant Rapid Fire Demo Chief
Icon | Name | Primary | Attributes |
---|---|---|---|
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 Robot
Heavy Mittens
Icon | Name | Melee | Hat | Misc | Attributes |
---|---|---|---|---|---|
Heavy Mittens | Holiday Punch |
Point and Shoot |
All-Father |
This is the Heavy Mittens used in-game but with disabled code enabled 35% smaller in size 100% crit chance |
Giant Heavy
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Heavy | Natascha |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Icon | Name | Primary | Attributes |
---|---|---|---|
Giant Heavy | Brass Beast |
5,000 HP +70% knockback resistance +50% damage bonus -50% move speed |
Super Heavyweight Champ
Icon | Name | Melee | Hat | Attributes |
---|---|---|---|---|
Super Heavyweight Champ | Killing Gloves of Boxing |
Pugilist's Protector |
5,000 HP +70% knockback resistance +20% damage bonus +40% attack rate -50% move speed |
Medic Robot
Uber Medic
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
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
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
Medic | Syringe Gun |
Vaccinator |
Bonesaw |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Bullet Resistance |
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
Medic | Syringe Gun |
Vaccinator |
Bonesaw |
Spawns with Full Übercharge +2400% faster Übercharge rate Übercharge lasts 108 seconds Vaccinator is set to Blast Resistance |
Icon | Name | Primary | Secondary | Melee | Attributes |
---|---|---|---|---|---|
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.
Sniper Robot
Icon | Name | Secondary | Hat | Attributes |
---|---|---|---|---|
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)
Icon | Name | Primary | Attributes |
---|---|---|---|
Bowman Rapid Fire | Huntsman |
1.5x larger in size 1200 HP +30% smaller head size +40% faster firing speed -15% movement speed |
Bosses
Blimp
Icon | Name | Attributes |
---|---|---|
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 |
Canteen Buff Types
These are unused buff that exist in the game code.
Image | Type | Usage |
---|---|---|
Radius Stealth | Unknown. | |
See Cash Through Wall | Make credits glow.[32] |
Upgrades
These are unused upgrades referenced in the code.[33]
Class | Weapon | Description |
---|---|---|
Scout | Scattergun | Allows the Scout to teleport 192 units horizontally by double-tapping any of the movement keys. Cooldown of 2 seconds.[34] |
Soldier | Rocket Launcher | Gives the Soldier 10x increased air control and fall damage immunity.[35] Firing a rocket while blast jumping propels you in the opposite direction of the rocket.[36] |
Pyro | Flamethrower | Gives the Pyro a rocket pack that sends it flying in the direction you are looking.[37] When you land with this active, fall damage is nullified, and Robots in a 192 Hammer unit radius will be stunned for 1 to 3 seconds, scaling based on how much fall damage would've been taken; stomping a Robot increases the stun time to 5 seconds.[38] Presumably reworked into the Thermal Thruster. |
Demoman | Chargin' Targe | Increases the amount of damage dealt from shield impacts.[39] |
Medic | Medi Gun | Allows the Medic to heal a friendly Engineer's buildings at 10% of his current heal rate.[40] |
Medic | Medi Gun | Gives the Medic a projectile shield that never expires.[41] |
Sniper | Sniper Rifle | Causes the Sniper to become cloaked after 2 seconds of standing still while scoped. Cloak is immediately removed if the Sniper moves in any manner.[42] |
Sniper | Huntsman | Causes the Huntsman to shoot 2 additional arrows with random horizontal spread per upgrade tick.[43] |
Spy | Sapper | Gives the Spy a speed boost, the ability to walk through Robots, and damage immunity while cloaked. Decloaking inside a Robot causes the Spy to be telefragged.[44] |
Spy | Sapper | Gives the Spy a PDA that can build three different support utilities.[45] |
See also
- Weapons
- Beta weapons
- Developer weapons
- Valve's Team Fortress
- Team Fortress 2: Brotherhood of Arms
- Team Fortress Classic
References
- ↑ game/server/tf/tf_player.cpp:10100
- ↑ game/shared/tf/tf_weaponbase_melee.cpp:L718
- ↑ game/shared/tf/tf_weaponbase.cpp:L4865
- ↑ game/shared/tf/tf_weaponbase.cpp:L4875
- ↑ game/shared/tf/tf_weaponbase.cpp:L4885
- ↑ game/shared/tf/tf_weaponbase.cpp:L4896-4961
- ↑ game/shared/tf/tf_gamerules.cpp:L6784
- ↑ game/shared/tf/tf_weaponbase_gun.cpp:L940
- ↑ game/shared/tf/tf_weaponbase_gun.cpp:L978
- ↑ game/shared/tf/tf_gamerules.cpp:L6092
- ↑ game/shared/tf/tf_player_shared.cpp:L7781
- ↑ game/server/tf/tf_player.cpp:L7994
- ↑ game/shared/tf/tf_player_shared.cpp:L9906
- ↑ game/shared/tf/tf_player_shared.cpp:L10441
- ↑ game/shared/tf/tf_player_shared.cpp:L12185
- ↑ game/server/tf/tf_player.cpp:L1530
- ↑ game/server/tf/tf_player.cpp:L3993
- ↑ game/server/tf/tf_player.cpp:9032
- ↑ game/server/tf/tf_player.cpp:21585
- ↑ game/shared/tf/tf_weapon_bonesaw.cpp:L96
- ↑ game/shared/tf/tf_weaponbase_melee.cpp:L660
- ↑ game/shared/tf/tf_weaponbase_melee.cpp:L1006
- ↑ game/shared/tf/tf_weaponbase_gun.cpp:L120
- ↑ game/shared/tf/tf_weaponbase_gun.cpp:L1126
- ↑ game/shared/tf/tf_weaponbase.cpp:L2783
- ↑ game/shared/tf/tf_weaponbase.h:L535
- ↑ game/client/tf/tf_hud_itemeffectmeter.cpp:L876
- ↑ game/shared/tf/tf_weaponbase.cpp:L4649
- ↑ game/shared/tf/tf_weapon_revolver.cpp:L342
- ↑ game/shared/tf/tf_weapon_revolver.cpp:L178
- ↑ game/shared/tf/tf_weapon_flamethrower.cpp:L1197, 1203
- ↑ game/client/tf/c_entity_currencypack.cpp:L45
- ↑ game/shared/tf/tf_gamerules.cpp:L20999-21279
- ↑ game/shared/tf/tf_gamemovement.cpp:L3484-3519
- ↑ game/server/tf/player_vs_environment/tf_upgrades.cpp:L708
- ↑ game/shared/tf/tf_weapon_rocketlauncher.cpp:L335
- ↑ game/shared/tf/tf_weapon_rocketpack.cpp:L63
- ↑ game/shared/tf/tf_player_shared.cpp:L4538
- ↑ tf_english.txt:L11809
- ↑ game/shared/tf/tf_weapon_medigun.cpp:L910
- ↑ game/shared/tf/tf_weapon_medigun.cpp:L1153
- ↑ game/shared/tf/tf_player_shared.cpp:L7697
- ↑ game/shared/tf/tf_weapon_compound_bow.cpp:L150
- ↑ game/shared/tf/tf_player_shared.cpp:L5314-5356
- ↑ game/server/tf/tf_obj_spy_trap.cpp
|