Difference between revisions of "User:Swordz/Translations"

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(DEAD RINGER TRANSLATION------)
(UNUSED CONTENT TRANSLATION-----------------------------)
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{{DISPLAYTITLE:Dead Ringer}}
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{{DISPLAYTITLE:Conteúdo não Utilizado}}
{{Item infobox
+
{{Quotation|'''O Sniper''' sobre conteúdo feito que não combina|Devolta para a mesa de desenhos, gênio!|sound=Sniper_DominationEngineer03.wav}}
| type              = weapon
 
| image              = Dead Ringer.png
 
| used-by            = [[Spy/pt-br|Spy]]
 
| slot              = pda 2
 
| released          = [[The Sniper vs. Spy Update/pt-br|The Sniper vs. Spy Update]]
 
| availability      = Unlock, Drop, Craft, Purchase
 
| ammo-loaded        = N/A
 
| ammo-carried      = N/A
 
| loadout            = yes
 
  | level            = Level 5 Invis Watch
 
  | item-description = Cloak Type: Feign Death
 
  | att-2-positive  = +80% cloak regen rate
 
  | att-3-negative  = +60% cloak drain rate
 
}}
 
{{Quotation|Trecho da publicidade do Dead Ringer|By the time your adversary races towards your 'body' to frisk you for cash and pull gold fillings out of your mouth, you'll already be behind him, poised for the killing blow.}}
 
  
O '''Dead Ringer''' é uma arma de PDA secundário destravável para a classe [[Spy/pt-br|Spy]]. É um relógio de bolso banhado a ouro com um pássaro gravado na parte de fora.
+
[[File:Repnode.png|right|This will never work.]]
 +
Como vários video games, ''Team Fortress 2'' mudou significanetemente com o passar de seu desenvolvimento. Decisões de como o gameplay iria mudar, como se granadas seriam usadas ou não, como eram em ''[[Team Fortress Classic/pt-br|Team Fortress Classic]]''. Um item pode ser cortado simplesmente porque foi substituído por algo melhor, como as medalhas do [[Soldier/pt-br|Soldier]]. E algumas vezes, conteúdo foi cortado porque o estilo do jogo mudou de alguma forma. Está listado nessa página armas, items, e outras maluquices que foram cortados no fim do jogo, mas na maioria dos casos, ainda estão de alguma forma noa arquivos .gcf do jogo.
  
O atributo principal dessa arma é de poder deixar o usuário [[Cloak/pt-br|invisível]] por 6.5 segundos após ser machucado, deixando um corpo falso atrás para distrair e aliviar inimigos. Para usá-lo, o Spy precisa segurar o relógio antes de tomar dano. O Cloak é generado instantâneamente, e pode generar notificações de morte, [[domination/pt-br|dominações]], [[revenge/pt-br|vinganças]], e até [[achievement/pt-br|achievements]], tudo falso. Cabeças também serão adicionadas a [[Eyelander/pt-br|Eyelander]] após uma morte falsa. Quando ativado em [[Arena/pt-br|Arena]] antes de qualquer outro jogador seja morto, o atacante ganha o buff de [[First blood/pt-br|First blood]]. Ativar uma morte falsa contra um Spy com quem você está [[duel/pt-br|duel]]ando não irá adicionar um ponto para sua pontuação de duelo.  Se o jogador está disfarçado de uma classe da equipe, a ativação irá derrubar um corpo daquela classe.
+
==Armas==
  
Durante o Cloak, o Dead Ringer bloqueia 90% de todo o dano de ativação.  Isso permite que o jogador sobreviva [[headshot/pt-br|headshots]] totalmente carregados de [[Sniper/pt-br|Sniper]]s ou [[backstab/pt-br|backstab]]s de Spies inimigos, se o usuário tiver [[health/pt-br|Hit Points]] suficientes antes do ataque ter sido feito. Sendo que backstabs dão um dano base de 6 vezes a vida atual da vítima, e o acerto inicial que ativa o Dead Ringer da 10% de dano, backstabs irão dar 6/10 da vida atual do Spy, de dano. Adicionalmente, o relógio previne o [[Cloak/pt-br|Cloak]] de brilhar após o impacto com inimigos ou dano.
+
===Armas Primárias===
  
O barulho de tirar a invisibilidade do Dead Ringer é um som bem distinto. O barulho é alto, mas rapidamente diminue com a distância (isso pode ser "consertado" com o set [[Saharan Spy/pt-br#Spy|Saharan Spy]]). Sua barra de Cloak drena significantemente após tirar a invisibilidade, e não pode ser usado again até ser totalmente recarregado: emergir do Cloak do Dead Ringer irá sempre drenar um mínimo de 60% de sua barra. Como o [[Invisibility Watch/pt-br|Invisibility Watch]] normal, [[Resupply area/pt-br|Áreas de Ressuply]], [[Dispenser/pt-br|Dispenser]]s, armas pegas do chão, e [[ammo/pt-br|munição]] também podem recarregar a barra de Cloak. Uma caixa de munição larga e uma média irão restaurar 35% e caixas pequenas 25%.  Se um Spy está invisivel por mais de 6.5 segundos com o Dead Ringer, por coletar munição ou outras fontes, o Cloak será revertido para o Cloak normal, perdendo a redução de 90% do dano e deixando o Spy piscar se colidir com um inimigo ou for atingindo.
+
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Nome
 +
! class="header" width="10%" | Classs
 +
! class="header" width="10%" | Troca
 +
! class="header" width="10%" | Munição<br/>Carregada
 +
! class="header" width="10%" | Munição<br/>Levada
 +
! class="header" | Notes
 +
|-
 +
| '''[[Ludmila/pt-br|Ludmila]]'''
 +
| [[Heavy/pt-br|Heavy]]
 +
| [[Natascha/pt-br|Natascha]]
 +
| 200
 +
| N/A
 +
| Fogo primário iria funcionar como a [[Minigun/pt-br|Minigun]] regular, enquanto o fogo secundário daria menos dano, mas drenaria vida de inimigos acertados (idêntido em maneira a [[Blutsauger/pt-br|Blusauger]]). A desvantagem seria a inabilidade de girar a arma prematuramente.
 +
|-
 +
| '''[[Nail Gun/pt-br|Nail Gun]]'''
 +
| [[Scout/pt-br|Scout]]
 +
| [[Scattergun/pt-br|Scattergun]]
 +
| Desconhecido
 +
| Desconhecido
 +
| Segurado pelo Scout no [[Trailer 2/pt-br|Trailer 2]]. Arma do ''[[Team Fortress Classic/pt-br|Team Fortress Classic]]''.
 +
|-
 +
| '''[[Tranquilizer Gun/pt-br|Tranquilizer Gun]]'''
 +
| [[Spy/pt-br|Spy]]
 +
| [[Revolver/pt-br|Revolver]]
 +
| Desconhecido
 +
| Deconhecido
 +
|Segurado pelo Spy no [[Trailer 1/pt-br|Trailer 1]].
 +
|-
 +
| '''[[Walkabout/pt-br|Walkabout]]'''
 +
| [[Sniper/pt-br|Sniper]]
 +
| [[Huntsman/pt-br|Huntsman]]
 +
| Desconhecido
 +
| Desconhecido
 +
| Permitiria que o jogador andasse com velocidade normal enquanto mirando, com a desvantagem de dano reduzido e a falta de habilidade de zoom/carregar.
 +
|}
  
Ativar o Dead Ringer enquanto está pegando fogo irá apagar o fogo. O jogador precisa tomar ações evasivas, pois pode pegar fogo após o Cloak ser ativado. O Dead Ringer irá ativar mesmo se o Spy foi previamente atingido por [[Jarate/pt-br|Jarate]] (o aumento no dano ainda estará em efeito porém), mas irá diminuir se ele for acertado por Jarate enquanto o Cloak é ativado. A [[Tribalman's Shiv/pt-br|Tribalman's Shiv]] ou a [[Southern Hospitality/pt-br|Southern Hospitality]] podem causar [[bleed/pt-br|sangramento]] que irá fazer com que o Spy derrube sangue mesmo quando invisível, permitindo que ele seja encontrado por jogador com olhos apurados.
+
===Armas Secundárias===
  
==Tempos de função==
+
{| class="wikitable grid" width="100%"
Ativa após tomar dano. O Spy irá tomar apenas 10% do dano de ataques quando está invisivel, incluindo o ataque inicial de ativação.
+
! class="header" width="15%" | Name
 +
! class="header" width="10%" | Class
 +
! class="header" width="10%" | Replacement
 +
! class="header" width="10%" | Ammo<br/>Loaded
 +
! class="header" width="10%" | Ammo<br/>Carried
 +
! class="header" | Notes
 +
|-
 +
| '''[[Backpack (Weapon)|Backpack]]'''
 +
| [[Scout]]
 +
| [[Bonk! Atomic Punch|Bonk! Atomic&nbsp;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 [[Unused content#Grenades|MIRV Grenade]]. Wielded by the [[Demoman]] in both Trailers [[Trailer 1|1]] and [[Trailer 2|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]]
 +
| [[Medi Gun]]
 +
| N/A
 +
| N/A
 +
| Would heal allies on injection. Wielded by the Medic in [[Trailer 1]].
 +
|}
  
*Duração máxima do Cloak: 6.5 segundos
+
===Melee Weapons===
  
*Tempo de recarga do Cloak (após ser consumido 100%): 16 segundos
+
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" width="10%" | Class
 +
! class="header" width="20%" | Replacement
 +
! class="header" | 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.
 +
|-
 +
| '''[[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
 +
|
 +
|}
  
==Como um ingrediente de [[Crafting/pt-br|Crafting]]==
+
===Grenades===
{{Blueprint
 
| ingredient-1 = Dead Ringer
 
| ingredient-2 = Huntsman
 
| result = Tribalman's Shiv
 
}}
 
<br>
 
{{Blueprint
 
| ingredient-1 = Dead Ringer
 
| ingredient-2 = Reclaimed Metal
 
| result = L'Etranger
 
}}
 
  
==Achievements relacionados==
+
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 in most situations). The Soldier does utilise a grenade for a [[Kamikaze|taunt]], but does not throw them.
=== Pyro ===
 
{{Achievement table
 
| 1 = {{Show achievement|Pyro|Spontaneous Combustion}}
 
}}
 
  
=== Demoman ===
+
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.
{{Achievement table
 
| 1 = {{Show achievement|Demoman|Shorn Connery}}
 
}}
 
  
=== Heavy ===
+
Each class was set to have primary and secondary grenades, with the primary grenades being [[Frag Grenade]]s and secondary grenades possessing more specialized functions. There is still code pertaining to thrown grenades in the server_i486.so file
{{Achievement table
 
| 1 = {{Show achievement|Heavy|Spyalectical Materialism}}
 
}}
 
  
=== Engineer ===
+
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.
{{Achievement table
 
| 1 = {{Show achievement|Engineer|Search Engine}}
 
}}
 
  
=== Sniper ===
+
An unobtainable [[Crafting]] item called a "Grenade Token" used to exist, but it was removed with the [[Mann-Conomy Update]].
{{Achievement table
 
| 1 = {{Show achievement|Sniper|Jarring Transition}}
 
| 2 = {{Show achievement|Sniper|Shoot the Breeze}}
 
}}
 
  
=== Spy ===
 
{{Achievement table
 
| 1 = {{Show achievement|Spy|Burn Notice}}
 
      {{Show achievement|Spy|Sleeper Agent}}
 
| 2 = {{Show achievement|Spy|Spies Like Us}}
 
}}
 
  
==Bugs==
+
{| class="wikitable grid" width="100%"
*Reloading either the [[Revolver]] or the [[Ambassador]], or taking out a [[Electro Sapper]] whilst holding the Dead Ringer up will cause the Spy to appear to have three arms.
+
! class="header" width="15%" | Name
*If the Spy takes any damage (with the exception of taunt kills that stun the enemy like [[The Gunslinger]]) while taunting with the Dead Ringer activated, the Spy does not feign death and a fake watch is created. On the player's screen, the Spy can be seen holding the Dead Ringer, but they can still use their weapons. However, only the first hit will have reduced damage. Each hit after that takes full damage. The player can right click again to activate the actual Dead Ringer.
+
! class="header" width="15%" | Class
*Killing a [[Spy]] using the Dead Ringer with the [[Eyelander]] will increase the head count of the [[Demoman]] that 'killed' the Spy.
+
! class="header" width="10%" | Ammo<br/>Loaded
 +
! class="header" width="10%" | Ammo<br/>Carried
 +
! class="header" | 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.
 +
|}
  
==Trivia==
+
===Buildings===
*Though it is possible to use the Dead Ringer to momentarily survive a train hit, the train will plow into the Spy again and kill them unless they move quickly out of its path.
 
*When ping and network transmission are not an issue, a Spy can bring up the Dead Ringer and be protected in less than 1/100th of a second. In the average online match this margin is greater, but the times serve to show that the Dead Ringer was designed with no real activation delay.
 
*[http://www.phrases.org.uk/meanings/dead%20ringer.html Dead Ringer] is a phrase used to describe something or someone looking nearly identical to something or someone else. (e.g.'' 'He's a Dead Ringer for that BLU Spy we shot earlier!' '')
 
*The ability to feign death was present in Team Fortress Classic, and the Dead Ringer's function was likely inspired by that ability. However in Team Fortress Classic, feigning death was limited to being rendered immobile and having to hope that the enemy would pass by as opposed to turning invisible.
 
*Feign Deaths will not:
 
** Be counted by Sentry Guns as kills or assists and thus will not contribute to revenge Crits for the [[Frontier Justice]].
 
** Trigger the 5 second Crit-boost for the [[Killing Gloves of Boxing]].
 
** Trigger the 75 health boost given by the [[Powerjack]].
 
** Display a "FISH KILL!" message from the [[Holy Mackerel]], instead incrementing the hit counter, and will continue to increment if one manages to hit the cloaked Spy.
 
** Trigger the "instantly disguised as the backstab victim" effect from the [[Your Eternal Reward]].
 
** Trigger a hit sound (dingaling) if enabled in multiplayer advanced options.
 
** Increase the score of your [[dueling]] opponent.
 
** Reduce your team's player count in an Arena match, making it obvious to the opposing team that you aren't dead.
 
*Combined with [[The Saharan Spy]] set, the Dead Ringer's uncloaking noise will become that of the regular [[Invisibility Watch]]'s noise, albeit greatly reduced, making a great combo.
 
  
==Galeria==
+
{| class="wikitable grid" width="100%"
<gallery>
+
! class="header" width="15%" | Name
File:Dead Ringer 1st person red cropped.png|Visão em 1ª pessoa RED.
+
! class="header" width="15%" | Class
File:Dead Ringer 1st person blu cropped.png|Visão em 1ª pessoa BLU.
+
! class="header" width="20%"| Replacement
</gallery>
+
! class="header" | 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===
 +
 
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="15%" | Name
 +
! class="header" width="15%" | Replacement
 +
! class="header" width="10%" | Ammo<br/>Loaded
 +
! class="header" width="10%" | Ammo<br/>Carried
 +
! class="header" | Notes
 +
|-
 +
| '''[[Unused turrets|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===
 +
 
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" width="10%" | Item Type
 +
! class="header" | Class
 +
! class="header" width="60%" | 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
 +
| width="50%" | Description reads "An antique from the late Imperial Gallic period".
 +
|-
 +
| '''[[Sam's Hat]]'''
 +
| Hat
 +
| All classes
 +
| width="50%" | 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===
 +
 
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" width="10%" | Item Type
 +
! class="header" | Class
 +
! class="header" width="60%" | Notes
 +
|-
 +
| '''[[Payload#Unused models|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.
 +
|-
 +
|'''[[Payload#Unused models|Prototype cart bomb]]'''
 +
|Vehicle
 +
|N/A
 +
| Listed as a Spytech cart bomb. Unfinished model based off of [[:File:GoldrushCart.jpg|this]] piece of concept artwork.
 +
|}
 +
 
 +
===Other items===
 +
 
 +
{| class="wikitable grid" width="100%"
 +
! class="header" width="20%" | Name
 +
! class="header" width="10%" | Item Type
 +
! class="header" | Class
 +
! class="header" width="60%" | Notes
 +
|-
 +
| '''[[Camera]]'''
 +
| World item
 +
| N/A
 +
| 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.
 +
|-
 +
|'''[[Capture the Flag#Gallery|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.
 +
|-
 +
| '''[[Intelligence#Neutral Intelligence|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#Trivia|Ambassador headshot]] image, an alternate [[Sentry#Trivia|level 1 Sentry Gun]] image, an [[Fire|environmental fire death]] image, and an [[Death#Environmental Kills|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.
 +
|-
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| '''[[TOBOR]]'''
 +
| Unknown
 +
| N/A
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| Unused texture added in the [[Mac Update]].
 +
|-
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|}
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 +
=== Major updates for the Xbox 360 ===
 +
Though the porting of class updates to the Xbox 360 version of TF2 has been discussed at length, recently Gabe Newell stated that porting said updates would cost [http://www.wired.com/gamelife/2010/03/steam-mac/ "several hundred thousand dollars"] due to Microsoft's content fees. As such, the release of these updates for the Xbox 360 are highly unlikely.
  
 
==Veja também==
 
==Veja também==
  
*[[Invisibility Watch/pt-br|Relógio de Invisibilidade]]
+
*[[Weapons/pt-br|Armas]]
*[[Cloak and Dagger/pt-br|Cloak and Dagger]]
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*[[Beta weapons/pt-br|Armas Beta]]
*Artigo sobre [[Cloak/pt-br|Cloak]] para estratégia e detalhes sobre Cloak
+
*[[Developer weapons/pt-br|Armas dos Desenvolvedores]]
 +
*''[[Team Fortress Classic/pt-br|Team Fortress Classic]]''
 +
 
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{{Scrappedweapons Nav}}
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{{Allweapons Nav/pt-br}}
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[[Category:Weapons/pt-br]]
<br/>
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[[Category:Lists/pt-br]]
{{Spy Nav/pt-br}}
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[[Category:Beta and unused content/pt-br]]
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[[Category:Hats/pt-br]]

Revision as of 20:11, 17 December 2010

Devolta para a mesa de desenhos, gênio!
O Sniper sobre conteúdo feito que não combina
This will never work.

Como vários video games, Team Fortress 2 mudou significanetemente com o passar de seu desenvolvimento. Decisões de como o gameplay iria mudar, como se granadas seriam usadas ou não, como eram em Team Fortress Classic. Um item pode ser cortado simplesmente porque foi substituído por algo melhor, como as medalhas do Soldier. E algumas vezes, conteúdo foi cortado porque o estilo do jogo mudou de alguma forma. Está listado nessa página armas, items, e outras maluquices que foram cortados no fim do jogo, mas na maioria dos casos, ainda estão de alguma forma noa arquivos .gcf do jogo.

Armas

Armas Primárias

Nome Classs Troca Munição
Carregada
Munição
Levada
Notes
Ludmila Heavy Natascha 200 N/A Fogo primário iria funcionar como a Minigun regular, enquanto o fogo secundário daria menos dano, mas drenaria vida de inimigos acertados (idêntido em maneira a Blusauger). A desvantagem seria a inabilidade de girar a arma prematuramente.
Nail Gun Scout Scattergun Desconhecido Desconhecido Segurado pelo Scout no Trailer 2. Arma do Team Fortress Classic.
Tranquilizer Gun Spy Revolver Desconhecido Deconhecido Segurado pelo Spy no Trailer 1.
Walkabout Sniper Huntsman Desconhecido Desconhecido Permitiria que o jogador andasse com velocidade normal enquanto mirando, com a desvantagem de dano reduzido e a falta de habilidade de zoom/carregar.

Armas Secundárias

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 Medi Gun 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 - 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.
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 in most situations). 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 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 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

Though the porting of class updates to the Xbox 360 version of TF2 has been discussed at length, recently Gabe Newell stated that porting said updates would cost "several hundred thousand dollars" due to Microsoft's content fees. As such, the release of these updates for the Xbox 360 are highly unlikely.

Veja também