the cutting room mirror

Maps

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This is a sub-page of Development:Team Fortress 2/Source Developer Asset Repository Leaks.

Summary#

File

In-Game?

NET Date

Description

cp_harbor

└─base_layout

✗

December 13, 2011

An early version of instance/cp_foundry_base_layout.vmf.

└─base_layout_red

✗

December 13, 2011

An early version of instance/cp_foundry_base_layout_red.vmf.

└─harbor_soundscape

✗

December 6, 2011

An early version of instance/cp_foundry_soundscape.vmf.

instance

└─cp_foundry_base_layout

✗

January 27, 2012

BLU's half of Foundry (and a few brushes meant for RED's half). Is instanced in cp_foundry.

└─cp_foundry_base_layout_red

✗

January 27, 2012

RED's half of Foundry. Is instanced in cp_foundry.

└─cp_foundry_soundscape

✗

December 13, 2011

An early version of the set of soundscape entities used in cp_foundry. These may have been instanced into Foundry's VMF at one point, although cp_foundry.vmf here includes its own soundscape entities.

└─koth_lakeside_event_side

✗

September 26, 2012

└─koth_lakeside_event_side2

✗

September 26, 2012

└─koth_lakeside_event_wheel_of_death

✗

September 26, 2012

└─lakeside_event_underworld

✗

October 10, 2012

└─manor_ceilinglight

✗

October 12, 2010

└─manor_church

✗

October 12, 2010

└─manor_farmbuilding

✗

October 12, 2010

└─manor_leaningbuilding

✗

July 7, 2010

└─manor_pumpkin_frown

✗

July 7, 2010

└─manor_pumpkin_smile

✗

July 7, 2010

└─manor_shack1

✗

October 12, 2010

└─manor_woodengate

✗

October 12, 2010

└─medieval_brazier1

✗

December 10, 2010

└─medieval_building1

✗

December 10, 2010

└─medieval_building2

✗

November 12, 2010

└─medieval_building2_cheap

✗

December 10, 2010

└─medieval_castlebuilding1

✗

December 10, 2010

└─medieval_torch1

✗

October 12, 2010

└─medieval_torch2

✗

December 9, 2010

└─mvm_bigrock_cave_section

✗

June 7, 2013

└─mvm_mannhattan_instance_b02

✗

May 23, 2013

└─mvm_mannhattan_instance_b03

✗

May 23, 2013

└─mvm_mannhattan_instance_b04

✗

August 14, 2013

└─mvm_mannhattan_instance_b05

✗

April 16, 2013

└─mvm_mannhattan_instance_skybox

✗

April 16, 2013

└─mvm_mannhattan_instance_sound

✗

November 7, 2013

└─mvm_mannhattan_instance_store

✗

June 5, 2013

└─mvm_mannhattan_instance01

✗

November 7, 2013

└─mvm_mannhattan_instance02

✗

November 7, 2013

└─plr_hightower_event_cliff

✗

October 24, 2013

└─plr_hightower_event_sound_instance

✗

September 24, 2013

└─plr_hightower_event_underworld

✗

October 24, 2013

└─plr_hightower_event_underworld_tower

✗

October 24, 2013

└─raid_depot_arena

✗

February 10, 2011

└─rd_2base_blue

✗

January 17, 2014

└─rock3_blue

✗

April 16, 2013

└─rock3_new_blue

✗

May 3, 2013

└─rock3_red

✗

April 16, 2013

└─rs_doomsday_blue

✗

November 15, 2011

└─rs_doomsday_red

✗

November 15, 2011

└─td_mining_tower_building01

✗

June 13, 2011

└─td_oil_derrick_barn01

✗

July 6, 2011

└─td_oil_derrick_building01

✗

July 6, 2011

└─td_oil_derrick_building03

✗

July 6, 2011

└─viaduct_event_soundscape

✗

October 20, 2011

└─viaduct_event_underworld

✗

October 25, 2011

tfc

└─2fort

✗

January 17, 2005

└─badlands

✗

September 19, 2002

└─dustbowl

✗

September 19, 2002

└─well

✗

September 19, 2002

arena_badlands

✓

August 5, 2008

arena_granary

✓

August 5, 2008

arena_gravelpit

✗

July 1, 2008

A WIP of an arena version of cp_gravelpit.
Teams start on the left and right of the last point. The pathways to original RED spawn and A point are deadends. Hut at bottom of path to C is centered to be mirrored.

arena_lumberyard

✓

August 5, 2008

arena_nucleus

✓

April 21, 2010

arena_nucleus_artpass

✗

April 21, 2009

An attempt at art passing for arena_nucleus.

arena_nucleus_b

✗

August 18, 2008

An early layout of arena_nucleus before full art passing.

arena_offblast_final

✓

August 7, 2009

arena_ravine

✓

May 14, 2009

arena_sawmill

✓

September 15, 2009

arena_trainyard_02

✗

May 19, 2008

An early version of arena_lumberyard.

This version of the map is set in a desert environment, centered around a building along a straight train track between both teams' spawns.
A BSP file of this map is presented in Source Filmmaker 2012 build leak under the name ta_trainyard_03.

arena_trainyard_03

✗

May 19, 2008

An early/alternate version of arena_trainyard_02 with a completely different layout;The track between both bases is curved.
A BSP file of this map is presented in Source Filmmaker 2012 build leak under the name ta_trainyard_01.

arena_watchtower

✓

September 9, 2009

arena_well

✓

February 13, 2009

background01

✓

August 16, 2007

botbattle

✗

June 22, 2009

bounty_test

✗

September 21, 2012

Presumably a test map for TF2's scrapped Bounty Mode, in which players could complete objectives to earn currency that could be used for MvM-style upgrades.

chariots

✗

April 21, 2009

The second stage of plr_pipeline with a few small differences from the final (ex. a colored line indicating the team of each track).

chess

✗

May 3, 2013

A tiny map depicting a chess board surrounded by TF2 set-pieces (including parts of ctf_2fort's base facades). Potentially intended for promotional material.

cloak

✗

June 13, 2011

cp_5gorge

✓

February 10, 2011

cp_badlands

✓

July 8, 2013

cp_badlands_base_ik1

✗

September 21, 2007

An early version of RED's base in cp_badlands with a drastically different layout for their final point (and a less different layout afterwards).
"ik" stands for Iikka Keranen, a Valve employee who worked on the map.

cp_badlands_ik1

✗

November 1, 2007

An early version of cp_badlands, but further along than cp_badlands_base_ik1. Both sides of the map are present and bear a more similar layout to the final map, but the middle point layout still bears differences to the map as released.

cp_caves

✗

November 25, 2009

An early version of what would eventually become cp_mountainlab and cp_manor_event, mostly unfinished.
This version of the map is set underground in the caves, hence the name.

cp_caves_newdisplace

✗

September 15, 2009

A version of cp_caves that is using displacements to give its cave walls a more natural structure (except at the final point).

cp_caves_newdisplace_capC

✗

September 15, 2009

The final point of cp_caves (only!) with its walls rounded out using displacements.

cp_clearcut

✗

March 17, 2009

A map containing (clear?) cuts of other levels, including old WIP sections of cp_caves, ctf_2fort's basement, potentially an old structure for cp_gravelpit's C point, and part of cp_well

cp_coldfront

✓

July 7, 2010

cp_contest

✗

March 2, 2010

A version of cp_caves without an art pass, made for Valve and TF2Maps' Artpass Contest, in which cp_mountainlab and cp_manor_event emerged as winners.
Mostly only blocked out, but contains some foliage along its ground.

This version of the map was made because Valve's developers lacked the time to art pass cp_caves and instead asked the community to do it for them (Source).

cp_degrootkeep

✓

December 22, 2010

cp_dustbowl

✓

February 24, 2014

cp_dustbowl_sdk

✗

October 25, 2011

cp_dustbowl's map source as intended for release with the Source SDK. Unmodified from its official release aside from being saved with a newer version of Hammer.

cp_egypt_final

✓

July 25, 2013

cp_fastlane

✓

July 4, 2008

cp_foundry

✓

January 27, 2012

Uses instances of instance/cp_foundry_base_layout.vmf and instance/cp_foundry_base_layout_red.vmf.

cp_freight_final1

✓

September 21, 2009

cp_game_entities

✗

September 21, 2007

A collection of game entities (control points, resupply rooms, game logic) intended for a 5CP map

cp_gorge

✓

June 13, 2013

cp_gorge_beta

✗

January 11, 2010

A near-finalized version of cp_gorge with minor technical differences.

cp_granary

✓

June 1, 2014

cp_gravelpit

✓

June 13, 2013

cp_gullywash_final1

✓

June 13, 2013

cp_junction_final

✓

March 27, 2014

cp_manor_event

✓

July 25, 2013

cp_medieval_artpass

✗

November 12, 2010

A work-in-progress version of cp_degrootkeep with its layout finalized but its artpass still in progress.

cp_medieval_mirror

✗

October 12, 2010

cp_medieval_artpass, but mirrored along its hill, giving each team a castle and control points to defend.

cp_mountainlab

✓

January 28, 2014

cp_nightfall

✗

September 21, 2007

An early version of ctf_doublecross as 5CP map.
Its center point resembles Double Cross's bridge, but its layout otherwise is entirely original.

cp_process_final

✓

July 8, 2013

cp_snakewater_final1

✓

September 24, 2013

cp_snakewater_g9

✗

September 2, 2013

An early version of cp_snakewater with minor changes.
Notably, this version of the map uses the skybox sky_dawn_01, which isn't present in TF2's files.

cp_standin_final

✓

July 8, 2013

cp_staredown

✗

August 29, 2011

An early version of cp_powerhouse with a fair number of gameplay differences (most notably, each team's spawn being at the back of their final point's room) and a less-revised artpass.

cp_steel

✓

June 17, 2013

cp_walkerfort

✗

March 2, 2010

An early block-out for what would later become cp_degrootkeep.

cp_walkerfortplus

✗

August 21, 2009

A version of cp_walkerfort with symmetry along the back of the fort, giving BLU two different fronts to attack RED from.

cp_well

✓

February 10, 2011

cp_yukon_final

✓

February 10, 2011

cppl_lair

✗

March 2, 2010

An early version of what would later become cp_mercenarypark.
Hidden in the map's visgroups are designs for the map as a payload map and as a 2CP map.

ctf_2fort

✓

March 27, 2014

ctf_doublecross

✓

June 30, 2010

ctf_sawmill

✓

September 15, 2009

ctf_turbine

✓

March 27, 2014

ctf_well

✓

July 5, 2013

dustbowl2

✗

August 22, 2007

A very early version of pl_goldrush, initially designed as a remake of TFC's dustbowl.
Not only designed around TFC's flag-based version of Control Points, but even uses ladders.

goldrush_spawn

✗

March 17, 2008

pl_goldrush, but with forward spawns for BLU for each time they capture a point.
A BSP file of this map is presented in Source Filmmaker 2012 build leak.

harbor_base_layout_local

✗

November 15, 2011

An early version of BLU's last point in cp_foundry which appears less complete than its counterparts in other map files. The map's visgroups include a building that goes entirely unused in the final.

hunted

✗

May 30, 2009

hunted from Team Fortress Classic, but given a visual paintover to match Team Fortress 2's aesthetics.

hunted2

✗

May 30, 2009

A redesign of hunted from TFC to fit TF2's gameplay sensibilities (as dustbowl2 is to TFC's dustbowl).
Retains TFC-era VIP logic, but interestingly contains payload signs.

itemtest

✓

November 29, 2012

koth_badlands

✓

July 8, 2013

koth_badwater

✗

March 19, 2009

A scrapped symmetric KOTH variant of pl_badwater's first point, mirroring the hill for both bases and placing its control point at the top of the hill (and making the tunnel simply run between both bases). Interestingly uses CP logic rather than KOTH logic, indicating that this map likely predated KOTH's formal introduction as a gamemode.

koth_dam

✗

October 17, 2009

A scrapped symmetric KOTH map inspired by cp_powerhouse's final point for each team.

koth_granary

✗

April 21, 2009

arena_granary, but KOTH.

koth_harvest_event

✓

October 12, 2010

koth_harvest_final

✓

June 1, 2014

koth_king

✓

July 5, 2013

koth_lakeside_event

✓

March 27, 2014

koth_lakeside_final

✓

March 27, 2014

koth_lumberyard

✗

February 24, 2009

arena_lumberyard, but KOTH.

koth_nucleus

✓

April 21, 2010

koth_ravine

✗

March 19, 2009

arena_ravine, but KOTH.

koth_sawmill

✓

September 15, 2009

koth_viaduct

✓

May 23, 2013

koth_viaduct_event

✓

October 25, 2011

koth_well

✗

April 21, 2009

arena_well, but KOTH.
Also contains health kits.

mini_boxart

✗

July 25, 2013

mini_boxart_crates

✗

July 25, 2013

A map specifically made to be used in box-art.

mini_boxartpopup

✗

July 25, 2013

Ditto.

mountain

✗

June 22, 2009

An unfinished control point map in an alpine setting with sharp cliffs and lots of snow.
pl_boosh is another version of this map, although this map appears to be more fleshed out (despite being incomplete).

mvm_2bridges_artpass

✗

February 14, 2012

Early iteration of mvm_decoy with an unfinished wooden structure in place of the cliff on the left side.

mvm_2bridges_b

✗

January 12, 2012

Even earlier iteration of mvm_decoy, with a medieval theme.

mvm_2bridges_tank_location

✗

April 16, 2012

An empty map with only a model of a tank and a bomb hatch.

mvm_2hatch

✗

October 10, 2012

Experimental map with 2 hatches to defend instead of 1.

mvm_anim

✗

February 14, 2012

Early iteration of mvm_coaltown, with a medieval theme.
Hidden visgroups reveal a scrapped control point that is tied to opening a gate for the right side path.

mvm_aspawn

✗

February 14, 2013

A very basic angled test map made entirely of dev textures.

mvm_base_interior

✗

June 2, 2011

Mostly detailed unfinished map with some inspiration from pl_thundermountain.
Still references the scrapped knight boss in its boss entities.

mvm_basic

✗

September 24, 2013

Basic linear test map.
Has triggers for pausing and resuming the game timer on either side of the human spawn.

mvm_bigrock

✓

March 23, 2013

mvm_cliffs_outer

✗

June 13, 2011

Mostly detailed unfinished map set on two opposing cliff faces.

mvm_cloak

✗

December 13, 2011

The test map cloak, seemingly repurposed for some sort of MvM-based test.

mvm_coaltown

✓

August 27, 2012

mvm_coaltown_engineer

✗

October 10, 2012

Seemingly identical to mvm_coaltown, with Engineer bot support.

mvm_deathpit_2pits

✗

March 16, 2012

Early iteration of mvm_coaltown, with a different left path design and various other minor differences.
Retains the hidden scrapped control point and gate from mvm_anim.

mvm_deathpit_multibomb

✗

March 7, 2012

Another early iteration of mvm_coaltown.
Likely used to test multiple active bombs.Retains the hidden scrapped control point and gate from mvm_anim.

mvm_deathpit_sniper_mission

✗

January 3, 2012

Seemingly identical to mvm_anim, and based on the name, was likely tied to some sort of Sniper bot test.

mvm_decoy

✓

November 16, 2012

mvm_decoy_event

✗

October 10, 2012

A Halloween version of mvm_decoy, with the upgrade stations and night sky used on mvm_ghost_town.

mvm_droptest

✗

July 5, 2012

A modification of mvm_example, used to test bot interaction with certain terrain and slopes.

mvm_example

✗

February 14, 2013

Basic test map for MvM.

mvm_fallback

✗

January 16, 2012

A large medieval-themed map set in snowy terrain.

mvm_fallback_gates

✗

September 1, 2011

Early iteration of mvm_fallback, with non-snowy terrain and a slightly different layout near the very front.
There also a numerous "gates" which can be broken open to create new paths.

mvm_forest

✗

October 20, 2011

Relatively large unfinished map set in a forest.

mvm_forest_chop

✗

November 15, 2011

A more compact and downsized iteration on mvm_forest_simple, focused around the second half of the map.

mvm_forest_simple

✗

December 13, 2011

An iteration of mvm_forest with a shorter and less complex route to the bomb hatch.

mvm_ghost_town

✓

October 10, 2012

mvm_mannhattan

✓

December 4, 2013

mvm_mannworks

✓

August 27, 2012

mvm_mannworks_event

✗

October 10, 2012

A Halloween version of mvm_mannworks, with the upgrade stations and night sky used on mvm_ghost_town.

mvm_mining_tower

✗

June 13, 2011

A very large and open map based around a mining tower on a hill. Reuses a fair bit of building geometry from the center control point area of cp_badlands for the human base.

mvm_oil_derrick

✗

June 21, 2011

A small map set atop a very tall cliff.
Many entities refer to a "td" gamemode, likely Tower Defense.

mvm_pipe

✗

June 21, 2011

The third stage of plr_pipeline, repurposed for MvM.

mvm_pipe2

✗

September 7, 2011

A version of mvm_pipe that got further into development, being set during daytime with BLU base almost completely removed and other various layout changes.

mvm_rottenburg

✓

December 17, 2013

mvm_rottenburg_artstuff

✗

August 14, 2013

Mostly final version of mvm_rottenburg, with minor differences.

mvm_rottenburg_artstuff2

✗

August 14, 2013

Same as above, with minor differences.

mvm_rottenburg_arttest

✗

July 8, 2013

Unfinished version of mvm_rottenburg, with less detail and simpler geometry in some places.

mvm_rottenburg_arttest2

✗

July 25, 2013

Same as mvm_rottenburg_arttest2, with minor differences and a few missing structures.

mvm_rottenburg_lighting

✗

August 14, 2013

Seemingly final version of mvm_rottenburg, possibly meant to test lighting.

mvm_rottenburg_temp

✗

September 13, 2013

Seemingly final version of mvm_rottenburg, with very minor tool brush differences.

mvm_spamfest

✗

October 1, 2011

A complex medieval-themed map.
The general layout of the map seems to have been reused for mvm_2bridges_b, effectively making this map one of the earliest known iterations of mvm_decoy.

mvm_sploosh

✗

September 15, 2011

Unfinished map with references to a "tf_logic_tower_defense", and various breakable walls.

mvm_sploosh_5man

✗

July 21, 2011

mvm_sploosh, but with 5 players instead of 6.

mvm_stronghold

✗

August 29, 2011

Small medieval-themed map that spirals around the bomb hatch, which sits on a raised platform.

mvm_sup

✗

January 12, 2012

A blocky test map.

mvm_surprise

✗

September 26, 2012

A large scale map where robots could directly teleport in at certain locations scattered around. References a missing "proto_drillmachine" model that the robots would have likely spawned from.

mvm_trains

✗

September 26, 2012

Unfinished map set in a trainyard.

mvm_turbo

✗

June 12, 2012

Another attempt at a spiraling map that wraps around the central area as it ascends to the bomb hatch.

mvm_warehouse

✗

July 21, 2011

An expanded version of tr_target converted to MvM.
Predates mvm_mannhattan, which shared the same development name. Map references a "mini-tank" boss. Not to mention that the humans and robots were using the opposite teams (RED are Robots, BLU are humans) in this map.

pass_pinewood

✗

December 14, 2015

Timbertown under its old name.

pass_warehouse

✗

January 19, 2016

An early version of Brickyard with a different (and narrower) design for its end goals.

pass_warehouse_goal2

✗

January 19, 2016

Ditto, but with a closer design to its final version.

pinecrest

✗

December 8, 2008

An early version of what would eventually become pl_thundermountain.
It is massive PLR map with a badlands theme as well as an underground section.

pl_badlands

✗

July 1, 2008

A modified version of cp_badlands with a single payload cart along a track leading into both bases, with each team's objective being to push the cart into the enemy base.

pl_badwater

✓

June 17, 2013

pl_barnblitz

✓

June 7, 2013

pl_boosh

✗

August 21, 2009

A very incomplete payload map in an alpine setting.
Only the first portion of the map has been blocked out, which features a layout similar to pl_badwater's BLU spawn and first point (albeit mirrored). mountain is another version of this map.

pl_cactuscanyon

✓

January 17, 2014

An early version of pl_cactuscanyon predating its public beta release.
Only contains the first stage of the map, whose layout is largely different from its modern-day counterpart and includes a segment where a crane would lift the cart across RED's base.

pl_cactuscanyon6

✗

January 17, 2014

A slightly more complete (but still thoroughly in-progress) version of the above iteration of pl_cactuscanyon.

pl_frontier_final

✓

June 7, 2013

pl_goldrush

✓

February 24, 2014

pl_hoodoo_final

✓

April 12, 2011

pl_pinecrest

✗

March 2, 2010

An early version of pl_thundermountain with minor differences along its final stage.

pl_thundermountain

✓

May 23, 2011

pl_upward

✓

June 10, 2014

plr_hightower

✓

July 22, 2013

plr_hightower_blu

✗

March 2, 2010

An early, less visually refined version of Hightower.
Interestingly, the RED and BLU bases appear to have swapped sides between this revision and the final map.

plr_hightower_event

✓

October 24, 2013

plr_nightfall_final

✓

June 13, 2013

plr_pipeline

✓

May 23, 2013

raid_arena1

✗

May 12, 2011

A small but open battlefield in a semi-industrial setting.
Intended as a test map for TF2's cut Raid mode, a precursor to MvM in which BLU players would fight off hordes of RED bots (as well as larger bosses) approaching from various angles, à la Left 4 Dead.

raid_badtower

✗

November 12, 2010

A conversion of koth_badwater to Raid mode with an arena structure similar to raid_arena1.

raid_badwater

✗

February 12, 2010

Same as above.
Unlike MvM's wave-based progression, this map likely progressed with each control point BLU would capture throughout the map.

raid_depot

✗

February 10, 2011

An arena-style test map for Raid mode.

raid_goldrush

✗

March 2, 2010

A conversion of pl_goldrush to Raid mode with a linear structure similar to raid_badwater.

raid_pillar

✗

February 10, 2011

Another arena-style Raid mode test map.
Also contains a mechanism to spawn some of arena_sawmill's buzzsaws in the map.

raid_pillarsmall

✗

February 10, 2011

Ditto, but without the buzzsaws.

raid_teststage

✗

April 19, 2011

Contains a conversion of pl_goldrush stage 2 for Raid mode and a block-out of raid_arena1.

raid_teststage2

✗

April 29, 2011

An unfinished but large linear-style Raid mode test map in a badlands setting.

rd_2base

✗

January 17, 2014

Early fragments of rd_asteroid.

rock3

✗

April 16, 2013

A redesign of rock2 from TFC to fit TF2's gameplay sensibilities (as dustbowl2 is to TFC's dustbowl).
The capture location for the enemy flag is different from where the friendly flag sits, similar to TFC.

rs_hightower

✗

January 3, 2012

A variant of plr_hightower with logic for a unique variant of CTF.
Here, a neutral flag would spawn at the tower every minute, with each team's objective being to capture it three times. If they did so successfully, they would then need to defend the power core at their capture zone for two minutes to win or else repeat the process again. Likely inspired the Special Delivery gamemode.

sd_doomsday

✓

September 26, 2012

stage

✗

February 14, 2012

The map used to demonstrate/test animations in Source Filmmaker.

tc_hydro

✓

May 23, 2013

test_blackroom

✗

November 7, 2013

test_chopping

✗

May 23, 2013

test_doomsday

✗

October 25, 2011

test_fog

✗

October 9, 2012

test_multi_bomb

✗

February 14, 2013

An MvM test map for testing 3 bots with bombs, like in mvm_mannhattan.

test_nodes

✗

August 4, 2008

tr_dustbowl

✓

June 2, 2011

tr_engineer1

✗

August 27, 2010

A training map for Engineer, it is the first stage of cp_dustbowl, but only the second point.

tr_goldrush

✗

September 13, 2010

A training map for the demoman.

tr_target

✓

June 13, 2011

tra_sol_bas_rocketjump

✗

June 22, 2009

This map, along with other "tra_" maps, is part of a series of unreleased maps that seem to have been created for a training course developed by Hidden Path Entertainment.

An earlier version of tra_sol_rocketjump.

tra_sol_bas_rocketlauncher

✗

September 21, 2009

A training stage for soldier and seems to be based on an earlier version of tra_sol_bridge_of_death.

tra_sol_bas_shoot

✗

September 21, 2009

Internally called "Expert Sniper Training", indicating that this was also part of Sniper's training course.

tra_sol_bonus_frenzy

✗

December 16, 2009

A box shaped map where bots periodically spawn in and run around. There is no capture objective in the map.

tra_sol_bridge_of_death

✗

January 29, 2010

A cut map intended for soldier training.
Bots spawn across the bridge from the player and attempt to enter a building behind you. There is no penalty for letting bots in, and the map is considered completed once the timer ends.

tra_sol_corridor

✗

January 29, 2010

A simple corridor-type map. This map uses the goal marker model.

tra_sol_dustbowl

✗

January 29, 2010

A training map for the soldier on cp_dustbowl, seemingly only uses the first 2 stages despite containing all 3 (with capturing broken for stage 3)

tra_sol_exp_frenzy

✗

December 16, 2009

Identical to tra_sol_bonus_frenzy.

tra_sol_exp_frenzy_bothdirections

✗

September 21, 2009

Identical to tra_sol_bonus_frenzy and tra_sol_exp_frenzy, but is missing a group of decorative girders by the BLU side.

tra_sol_launchpad

✗

January 29, 2010

tra_sol_rocketjump but uses the Goal marker instead of a regular capture point.

tra_sol_pointbreaker

✗

September 21, 2009

An Attack/Defend map meant to be used for the training courses.

tra_sol_rocketjump

✗

December 16, 2009

tra_sol_targets

✗

January 29, 2010

An assault course-type map.
Internally called "Beginner Sniper Training", meaning that it would have been used as part of a Sniper tutorial.

tra_sol_warehouse

✗

September 21, 2009

A small arcade style map intended for Soldier training.
Various mercenary cutouts will spawn in and the player is tasked with destroying them with the correct weapon.

tut_spy

✗

August 5, 2008

A basic room with a smaller spawn room within it with a window looking at a prop sentry. Example text is the only interesting thing

vr_room

✗

May 23, 2013

A simple room with a unique texture, likely for testing VR mode.

warehouse2_test_facade

✗

April 15, 2013

zep_test

✗

June 11, 2007

A zeppelin with an unfinished interior.