the cutting room mirror

Arena

This article has a talk page!
view on tcrf.net

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

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Search through the maps that are in the current release and document any differences or oddities.

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Provide screenshots of the maps if possible, particularly points of interest.

Summary#

File

In-Game?

NET Date

Description

arena_badlands

✓

August 5, 2008

arena_granary

✓

August 5, 2008

arena_gravelpit

✗

July 1, 2008

A WIP of an Arena version of Gravel Pit.
Teams start on the left and right sides of the last point, the pathways to the original RED spawn and A point are dead ends, and the hut at bottom of the path to C is centered.

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/alternate version of arena_lumberyard, set in a desert environment and centered around a building along a straight train track between both teams' spawns.
A BSP file of this map is present 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, now sporting a curved track between bases.
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

arena_badlands#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

arena_granary#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

arena_gravelpit#

TeamFortress2-arena_gravelpit.png

A WIP Arena mode version of the Control Point map Gravel Pit. It consists of only the final point area, with the tunnels leading to the first two blocked off and each team's spawns placed within the opposing sides.

In addition, the building that served as RED's original spawn is blocked off, the shack in front of the tower has been centered, and an extra shack has been added to the rear of the tower.

arena_lumberyard#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

Hidden visgroups reveal old concepts for the level:

  • Blocked doors for the ground side entrances to the main building.

arena_nucleus#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

Hidden visgroups reveal old concepts for the level:

  • Power conduits on the roofs leftover from the old layout of the map.
  • Numbers from 1-12 lining various floors and walls of the map, centered around the pit and the device in the middle. Referred to as "_clock numbers" in the visgroups.
  • Electricity beams emitting from the pipes under the point. Interestingly, each beam lines up with the aforementioned hidden clock numbers.

arena_nucleus_artpass#

An art pass attempt for the Arena variant of the map Nucleus (arena_nucleus), being fairly similar to the final version aside from a few differences.

The device in the center is missing its swirling energy effect, the building the device is attached to has a large window and observation deck that were downsized greatly in the final version, a lot of buildings lack full team coloring, and spawn areas lack extra details like tunnels and side rooms.

The most notable difference is the clock numbers and electricity beams being present and enabled in this version of the map.

arena_nucleus_b#

An even earlier version of arena_nucleus, pre-art-pass-attempt and with many differences.

The device in the center is a simple dev-textured brush-based object with numerous tanks and pipes attached to its sides, connected to power conduits with many ropes and surrounded by massive towers.

The tall building is completely absent, replaced by a basic walkway with an awning between two of the large towers labeled "1" and "2". The rear path in this building is missing as well, and thus does not connect the team spawns. The building on the other side of the device is missing its rear drop-downs near the stairwell, with the adjacent rooms also being much smaller and compact.

There are numerous other visual changes, such as different building textures, team-colored lights in front of the spawns, and spawn rooms lacking external details (a detail carried into arena_nucleus_artpass).

The clock numbers and electricity beams are not present in this version of the map, hidden or otherwise, meaning they were likely added sometime later.

arena_offblast_final#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

arena_ravine#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

arena_sawmill#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

arena_trainyard_02#

TeamFortress2-arena_trainyard_02.png

A simplistic desert-themed Arena mode map centered around a large building that has a single track running through it, upon which the control point sits.

Teams spawn on either side of the building, with access through side entrances, the front entrance, a rear entrance via some open shutters and basic conveyor belts, and roof access through stairways on the outside. A hidden visgroup shows a stairway on the inside of the building also once granted access to the roof and rear entrance conveyor belts. Out of bounds sits a large untextured building that likely served as a basis for the one seen in the map.

Given its similar concept and naming, both this map and the following arena_trainyard_03 are likely variants or early versions of the Arena map Lumberyard, which still bears the skybox filename "sky_trainyard_01".

arena_trainyard_03#

TeamFortress2-arena_trainyard_03.png

Seemingly a continuation of the idea behind arena_trainyard_02, taking a different approach by scrapping the focus around a single large building. Instead, this version focuses on an outdoors setting centered around a curving railroad that runs between multiple buildings.

There is no control point present in the map, showing it may not have gotten far along before progress ceased. As mentioned with arena_trainyard_02, arena_trainyard_03 is likely a variant or early version of the Arena map Lumberyard.

arena_watchtower#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

arena_well#

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.