This is a sub-page of Proto:Source Filmmaker.
Models#
Meet the Medic Early Props#
Many models were found in the leak that are linked to early drafts of Meet the Medic.
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To do:
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medic_flower_shirt.mdl#
A floral shirt meant for Medic. Most likely for an unreleased early draft. Has a duplicate found in a parts subfolder that's virtually identical.
medic_backpack.mdl#
Bits and pieces of the Medi-Gun's backpack, used in a released early draft. Has transparency issues on modern SFM.
medic_spyhead_contraption.mdl#
An early version of the Spy head base, according to the name. The texture appears incorrectly for some reason.
Weapons#
Weapon models that can be found in this build. All of these weapons cannot be spawned and used here, however.
c_goalkeeper#
A cut Minigun unlock weapon for Heavy. A leak from Steam Translation servers in late 2011 indicates this was the original model for the Deflector, the weapon giant Heavy robots in Mann vs. Machine use.
c_survivalist_slugger#
A cut Shotgun unlock weapon for Soldier, intended to be part of the "Dumpster Diver" set, created by Populus. As with other items in this set, it looks like it was made from various materials found in a dumpster.
c_peyote#
The model for the peyote, before it was changed to the Buffalo Steak Sandwich.
c_maggot_masher#
A cut Soldier melee weapon that would have been part of the "Dumpster Diver" set.
c_overdose#
A cut Medic primary weapon, created by Tim "YM" Johnson as a part of an unreleased "Heavy Duty Medicine" pack. Interestingly, while this weapon goes unused, it does still make an appearance in-game as a part of the "Meet the Medic Bundle" icon (hidden in the back of the image).
c_schwaben_charger#
A cut Medi-Gun for Medic called the Schwaben Charger 9000, and a part of the Heavy Duty Medicine pack. Briefly shown in the "Team Fortress 2 is Free to Play" video.
c_schwaben_backpack#
The backpack for the Schwaben Charger 9000. The majority of the Backpack doesn't render in current SFM due to outdated vertex data.
c_tonsil_clamp#
An unused Medic melee weapon called the Tonsil Guillotines, as a part of the Heavy Duty Medicine pack.
c_bigshield#
As the name suggests, a large placeholder shield model. Judging by how it's far larger than a standard player, this may have been meant for a Demoman Bot Boss in Man vs Machine.
c_big_mean#
A cut shotgun named the "Big Mean Mother Hubbard", created for Engineer for the Polycount Pack contest, as a part of the "Bigger is Better" pack.
c_big_tex#
A cut revolver for Engineer, part of the Bigger is Better pack. Interestingly, unused viewmodel animations for the Engineer in Team Fortress 2 include animations for a revolver weapon, implying the Big Tex may have gotten pretty far in development.
c_the_big_boom#
A cut wrench alternative for Engineer, part of the Bigger is Better pack.
Sounds#
Meet the Sniper#
The "tf_movies\sound\mixes\meet_the_sniper" folder contains various mixes of the "Magnum Force" theme cover used in Meet the Sniper, including the used track. Note that all tracks contain 13 seconds of silence before the actual track starts.
Name |
File |
Description |
|---|---|---|
mtt_sniper_music_01 |
An early rendition of the theme. |
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mtt_sniper_music_07 |
A midi version of the track. |
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mtt_sniper_music_09 |
The track actually used in Meet the Sniper. |
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mtt_sniper_music_09_novox |
Same as the used track, but without the vocals. |
Maps#
tf#
File |
In TF2? |
Description |
|---|---|---|
arena_lumberyard |
✓ |
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arena_sawmill |
✓ |
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background01 |
✓ |
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cloak |
SFM |
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cp_badlands |
✓ |
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cp_cloak |
✓ |
Wasn't included in base TF2 until the Steampipe Update. |
cp_dustbowl |
✓ |
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cp_egypt_final |
✓ |
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cp_fastlane |
✓ |
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cp_goldrush |
✗ |
An early version of pl_goldrush for the Attack/Defend mode, before it was retooled into a Payload map. |
cp_granary |
✓ |
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cp_gravelpit |
✓ |
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cp_well |
✓ |
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ctf_2fort |
✓ |
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ctf_sawmill |
✓ |
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ctf_well |
✓ |
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devtest |
SFM |
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fa_granary_mid |
✗ |
An early version of arena_granary. |
fa_gravelpit_c |
✗ |
An early version of scrapped arena_gravelpit. |
fa_grax |
✗ |
An early version of arena_ravine. |
fa_well_mid |
✗ |
An early version of arena_well. |
goldrush_spawn |
✗ |
pl_goldrush, but with forward spawns for BLU for each time they capture a point. |
koth_viaduct |
✓ |
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pl_barnblitz |
✓ |
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pl_goldrush |
✓ |
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pl_proto1 |
✗ |
An unpolished version of pl_badwater. |
plr_pipeline |
✓ |
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ta_trainyard_01 |
✗ |
A basic Arena map centered around a building along a curved train track between both teams' spawns. |
ta_trainyard_02 |
✗ |
An early version of arena_lumberyard, set in a desert environment. |
ta_trainyard_03 |
✗ |
Same concept as ta_trainyard_02, but less finished. |
tc_hydro |
✓ |
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testroom_botpen |
✗ |
A simple test map with developer textures and a Half-Life 2 skybox, presumably for testing bots. |
tr_target |
✓ |
tf_movies#
File |
In Retail? |
Description |
|---|---|---|
afd_warehouse |
✓ |
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afd_warehouse_3d |
✗ |
Another take on the afd_warehouse/mtt_heavy map. |
afd_warehouse_litho |
✗ |
Another take on the afd_warehouse/mtt_heavy map. |
ati_warehouse |
✗ |
Another take on the afd_warehouse/mtt_heavy map. |
bar_test |
✗ |
A small, rough-ish depiction of a working-class bar, with brewing equipment in the back. A small, non-solid snowy outdoor area sits outside the front door for flavor. No HDR lightmaps. May have been used for the bar scene in the MvM trailer. |
box |
✓ |
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car_map |
✗ |
A medium-sized, empty cube with 11 instances of a missing model (models/test/subdivision/creased_car.mdl). No HDR lightmaps. |
character_lighting_map |
✓ |
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ctf_2fort_demo |
✗ |
An early version of ctf_2fort used for Trailer 2. |
ctf_test_room_07 |
✗ |
What appears to be a police-style interrogation room in a dimly-lit warehouse, with a round table sitting in the warehouse proper presumably intended for a shadowy council to listen in. A second interrogation room sits outside the map, ala the mtt_heavy map's external spawn room. May have been an early concept for what became the mtt_heavy warehouse. |
dark_room |
✓ |
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holes_map |
✗ |
A medium-sized, empty cube with three instances of a missing model (models/test/subdivision/holes.mdl) floating in the air. No HDR lightmaps. |
hotelroom |
✗ |
A blocky, undetailed outline of a bedroom with a bright street area outside. |
lumberyard |
✗ |
A version of arena_lumberyard. |
medic_cartpush |
✗ |
A start of pl_badwater. |
mtt_demo |
✗ |
A map used for Meet the Demoman. |
mtt_engineer |
✓ |
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mtt_engineer_light |
✗ |
An early version of mtt_engineer. |
mtt_medic |
✗ |
A modified version of pl_badwater used for Meet the Medic's climax. |
mtt_medic_finalscene |
✗ |
On the surface, a less-edited version of pl_badwater that cuts off past where B point is. Under the map, however, is a cosy and well-detailed bar area, replete with brewery in the back! |
mtt_medic_godray |
✗ |
Some featureless, unlit desert with a 3D skybox. Also a strange unlit with a flat black texture. |
mtt_medic_light |
✗ |
An empty concrete room with a spotlight hanging down in front of some cubicle dividers. |
mtt_medic_light_test |
✗ |
An unfinished(?) version of the operating room from Meet the Medic. |
mtt_medic_merge |
✗ |
A cozy bar from mtt_medic_finalscene, along with an original area of a canyon (with a comedically ominous rock setup) that was presumably intended for one version or another of the climax. |
mtt_pyro |
✗ |
A map used for Meet the Pyro. |
mtt_sandwich |
✗ |
A map used for Meet the Sandvich. |
mtt_scout |
✗ |
A map used for Meet the Scout. |
mtt_sniper |
✗ |
A map used for Meet the Sniper. |
mtt_soldier |
✓ |
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mtt_soldier_lv |
✗ |
A map for the German version of Meet the Soldier. |
mtt_spy |
✗ |
The map used for Meet the Spy. Or most of it, at any rate. The control room at the start is missing. |
pl_badwater_chopped |
✗ |
A cut-down version of pl_badwater, which only has the final payload checkpoint and RED spawn. |
sniper_camp_scene |
✗ |
A large room with a small diorama-esque mockup of a campsite, complete with a triangular brush representing a tent. Presumably, it would have been used for a scene related to Sniper. |
spy_greenscreen |
✗ |
Sure enough, an empty room set up for chroma-keying. No HDR lightmaps. |
stage01 |
✗ |
A large, empty room. Similar to the retail stage maps, but much dimmer lit. |
tf_demostage |
✗ |
The map used for the group photo at the end of the original teaser trailer. |
tf_warehouse |
✗ |
Yet another take on the Meet the Heavy warehouse. |
tfm_demorant |
✗ |
The ati_warehouse version of the Meet the Heavy map, cut down to just the not-so-empty room. |
tfm_facemovie_testmap |
✗ |
Another version of ctf_test_room_07. |
tfm_interrogationroom |
✗ |
Another, earlier take on the ati_warehouse/tfm_demorant concept. |
tfm_medicinterview |
✗ |
Almost identical to tfm_interrogationroom. |
tfm_wachowskidemo |
✗ |
Another take on the ctf_test_room_07 concept, with some nice smashed glass to keep things interesting. |
tfm_wachowskidemo02 |
✗ |
Similar to the previous map, except the glass is an unshattered one-way mirror. |
tfm_warehouse |
✗ |
Seemingly identical to ati_warehouse on the surface, but with a VERY bright spytech corridor leading to a large empty room sitting underneigh. Why...? |
tfm_warehouse_bunker |
✗ |
Largely identical to the previous map, but with some vaguely building-shaped brush constructions set up to be visible out of the warehouse's windows. |
tfm_warehouse_stripped |
✗ |
The warehouse, again, except most of the stage props and the underground bunker have been deleted, bringing it closer to its final version. |
tr_target_set |
✗ |
A modified version of tr_target with a small little spawn-room-esque alcove watching over the scene from above. |
viaduct_coop_short |
✗ |
A modified version of koth_viaduct, with the control point removed, ominous lighting and one of the bases completely replaced with a flat featureless plane. |
viaduct_medic_test |
✗ |
A retail version of koth_viaduct (or close to), but with the entirety of mtt_medic_merge sitting underneith for some reason. |
watertest |
✗ |
A large empty room with a floating surface of green reflective swamp water, with the medic's surgical table half-embedded in it at an angle. |
xmas2007 |
✗ |
The map used for the short holiday video on the aperturescience.com website. |
xmas2007nofire |
✗ |
Same as the above, but without any fire effects. |
Gallery#
ati_warehouse#
ctf_2fort_demo#
2Fort, as seen in Team Fortress 2 Trailer 2.

When loaded, it calls for "item_ammopack" and "item_grenadepack" entities which do not exist in the build's code.
Attempted to create unknown entity type item_ammopack!
Can't init item_ammopack
Attempted to create unknown entity type item_grenadepack!
Can't init item_grenadepack
cp_goldrush#






sniper_camp_scene#
viaduct_coop_short#

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viaduct_coop_short |
koth_viaduct |
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