the cutting room mirror

February 15th, 2012

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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.

To do:

  • Properly sift through the files to determine what was used in the released Meet the Medic, and what wasn't.
  • Images. We need photographic proof.

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 The majority of the Backpack doesn't render in current SFM due to outdated vertex data.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.

mtt_sniper_music_07

A midi version of the track.

mtt_sniper_music_09

The track actually used in Meet the Sniper.

mtt_sniper_music_09_novox

Same as the used track, but without the vocals.

Maps#

tf#

File

In TF2?

Description

arena_lumberyard

✓

arena_sawmill

✓

background01

✓

cloak

SFM

cp_badlands

✓

cp_cloak

✓

Wasn't included in base TF2 until the Steampipe Update.

cp_dustbowl

✓

cp_egypt_final

✓

cp_fastlane

✓

cp_goldrush

✗

An early version of pl_goldrush for the Attack/Defend mode, before it was retooled into a Payload map.
The map's layout, textures and lighting differ from the final version. The third stage appears to be the most unfinished..
Something to note, every map has an LST file while goldrush doesn't have one, however there is an LST file for AD_Goldrush but there isn't a map file for it.

cp_granary

✓

cp_gravelpit

✓

cp_well

✓

ctf_2fort

✓

ctf_sawmill

✓

ctf_well

✓

devtest

SFM

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.
A VMF file of this map is presented in Source Developer Asset Repository leak.

koth_viaduct

✓

pl_barnblitz

✓

pl_goldrush

✓

pl_proto1

✗

An unpolished version of pl_badwater.
The BLU spawn has early geometry, the BLU forward spawn has a drop down instead of stairs, and the rock geometry looks more unfinished.

plr_pipeline

✓

ta_trainyard_01

✗

A basic Arena map centered around a building along a curved train track between both teams' spawns.
A VMF file of this map is presented in Source Developer Asset Repository leak under the name arena_trainyard_03.

ta_trainyard_02

✗

An early version of arena_lumberyard, set in a desert environment.
It takes the same concept as ta_trainyard_01, but with a completely different layout.

ta_trainyard_03

✗

Same concept as ta_trainyard_02, but less finished.
A VMF file of this map is presented in Source Developer Asset Repository leak under the name arena_trainyard_02.

tc_hydro

✓

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

✓

afd_warehouse_3d

✗

Another take on the afd_warehouse/mtt_heavy map.
Lots of things, like the empty box room and basically everything outside of the warehouse, are mysteriously absent...

afd_warehouse_litho

✗

Another take on the afd_warehouse/mtt_heavy map.
Similar to the existing one, but with darker, more ominous lighting.

ati_warehouse

✗

Another take on the afd_warehouse/mtt_heavy map.
The main area has a lot more clutter, often in ways that suggest missing or altered models (ie. a dartboard turned 90 degrees so it's embedded in the wall!), with the center stage featuring a round table with a board game set up on it, surrounded by chairs. The empty box room has actual detail inside of it, in the form of a desk with a microphone sitting on it, a cigarette machine, some reflective glass that doesn't work enormously well and a slightly-ajar door on the entrance to the corridor. The spawn room to the side does not exist, being substituted with a large brown slab, and the Dustbowl excerpt is also absent.

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

✓

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

✓

ctf_2fort_demo

✗

An early version of ctf_2fort used for Trailer 2.
Some textures and models are missing, as well as most of the BLU fort. It includes the well-known roofless bridge in the middle, a spiral staircase leading to the sewers, early designs for RED's spawns and an elevator instead of stairs for the outside entrance to the intel room. Prop lockers are used as placeholders for the resupply lockers.

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

✓

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.
Used for creating the compromising photography Spy produces in Meet the Spy.

lumberyard

✗

A version of arena_lumberyard.
Seemingly very similar to the final version, outside of the player seemingly spawning outside of the playable space for some reason.

medic_cartpush

✗

A start of pl_badwater.
The contents of the tunnel have been cut, as has everything past where A point used to be.

mtt_demo

✗

A map used for Meet the Demoman.
Effectively cp_gravelpit with the entire B point section deleted, and with the Demoman's cozy little interview room parked under the map.

mtt_engineer

✓

mtt_engineer_light

✗

An early version of mtt_engineer.
Mostly identical, but with some cubes roughing out where the Engineer's truck sits in the final map.

mtt_medic

✗

A modified version of pl_badwater used for Meet the Medic's climax.
Badwater's attacker spawn is also present, with most lighting removed. Also includes a bit off to the side with some mysterious terrain. High above the map is the terrain from the intro sequence, as well as some skeletal brushwork used to house the Medic's surgery and the waiting room from the ending.

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.
Presumably intended for a "Meet the Director" style interview setup. A similar, somehow even less detailed area sits underneigh.

mtt_medic_light_test

✗

An unfinished(?) version of the operating room from Meet the Medic.
The wires on one of the Medic's machines is going haywire for some reason.

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.
Primarily features a dimly-lit old-west-town scene, as well as a large bright orange cube presumably used for the Pyrovision scenes.

mtt_sandwich

✗

A map used for Meet the Sandvich.
A dimly-lit wooden cube (presumably in the heart of the Guatemalan jungle), along with the same Dustbowl excerpt as the Meet the Heavy maps.

mtt_scout

✗

A map used for Meet the Scout.
Includes the center control point of cp_granary, most of the outside central area of ctf_well, and off in the far distance, a small RED spawn room disconnected from everything else.

mtt_sniper

✗

A map used for Meet the Sniper.
Uses a cut down version of pl_goldrush as a base.

mtt_soldier

✓

mtt_soldier_lv

✗

A map for the German version of Meet the Soldier.
Much the same as mtt_soldier, but the blood on the fence has been recoloured to black oil.

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.
Most of the wood for the center stage is outright missing, and the spawn room off to the side is replaced with a rough meeting room.

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.
Presumably used for the MvM announcement trailer.

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.
Presumably used to test reflective water rendering.

xmas2007

✗

The map used for the short holiday video on the aperturescience.com website.
Most of its assets, except for the cubes, are missing.

xmas2007nofire

✗

Same as the above, but without any fire effects.

ati_warehouse#

ctf_2fort_demo#

2Fort, as seen in Team Fortress 2 Trailer 2.

The RED fort. The early RED second spawnpoint. Ditto. The spiral staircase.

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#

TF2SFM-Goldrush_ad_stage1cap1.pngTF2SFM-Goldrush_ad_stage1cap2.png

TF2SFM-Goldrush_ad_stage2cap1.pngTF2SFM-Goldrush_ad_stage2cap2.png

TF2SFM-Goldrush_ad_stage3cap1.pngTF2SFM-Goldrush_ad_stage3cap2.png

sniper_camp_scene#

viaduct_coop_short#

TF2SFM-Viaduct_coop_short.png The flat and featureless plane.

viaduct_coop_short

koth_viaduct