Unused content

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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 Ammo
Loaded
Ammo
Carried
Notes
Ludmila Heavy 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.
Nail Gun Scout Scattergun Unknown Unknown Wielded by the Scout in Trailer 2. Team Fortress Classic weapon.
Tranquilizer Gun Spy Revolver Unknown Unknown Wielded by the Spy 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 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 1 Unknown 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 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.
Jag Engineer N/A This weapon is fully textured, and was advertised as part of the Mann-Conomy Update, but was never released.
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). 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.

An unobtainable Crafting item called a "Grenade Token" used to exist, but it was removed with the Mann-Conomy Update.


Name Class Ammo
Loaded
Ammo
Carried
Notes
Bear trap Sniper 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 Notes
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.

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
Bonk'n'Flash Hat 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 Hat Soldier Description reads "An antique from the late Imperial Gallic period".
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 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.
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 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.
Unused 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.
TOBOR Unknown N/A Unused texture added in the Mac Update.

Major updates for the Xbox 360

The last official mention of any class/other major updates (containing new items, maps, etc.) for the Xbox 360 version of Team Fortress 2 was on April 2, 2009. There are two main reasons as to why the content has not been released. Firstly, due to reaching, or approaching, the memory limit of the Xbox 360. Secondly, due to the fees Microsoft have put in place for adding content to games, using Microsoft's very own Live online market store. These fees have been calculated and estimated to cost Valve over one hundred thousand dollars to update the Xbox 360 version of Team Fortress 2 with all of the content of the PC version. Therefore, some expect the updates and patches to be released for the Xbox 360 once Valve has finished and finalized all of the class updates, therefore allowing them to group all of the updates and patches in one large group and content update. Still, even after all of the class updates have been released, there has been no official word as to when the update will arrive. (Note that prior to the MAC update, Newell suggested that Microsoft's fees "would be several hundred thousand dollars ... and that ignores the fact that the cycle on these closed platforms would have taken years", which suggests any console updates are improbable).

See also