the cutting room mirror

Map-Related Content

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Isn't super up-to date. Seems to be missing lots of stuff from community-made maps.

Unused Maps#

background01#

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: Maybe get a picture of the re-enabled menu on the pre-Meet Your Match TF2 as well?

Initially used as the background for the main menu in the beta and console versions, tf\maps\background01.bsp also had the hidden purpose of pre-caching assets, namely class models and map-universal props, hence why these are in the map "off screen" if one were to access it in-game. The map itself is based on the final capture point of tf\maps\cp_dustbowl.bsp. The main menu was reworked during the beta period in the September 21, 2007 Patch, leaving this unused outside of the console versions. This map can be accessed using the console command map background01 and can also be re-enabled as a menu background with map_background background01. A couple of the pre-cached models now appear as errors due to file path changes over the years.

When decompiled and viewed in Hammer, the missing models are:

  • models/weapons/w_models/w_machete.mdl
  • models/weapons/w_models/w_flamethrower.mdl
  • models/weapons/w_models/w_bottle_broken.mdl

Xbox 360 Main Menu

PC
(Post-Meet Your Match)

Hidden Precached Props

Cloak#

Watch on YouTubeAn oddity in the truest sense of the word. Nobody really knows what the true purpose of tf\maps\cp_cloak.bsp is. What was it used for? Nobody is certain. The map features a control point, and giant scaled-up player models standing in the skybox area of the map, seemingly staring in through the windows in the map.

One possibility for the purpose of this map could be for testing eye movements of player models. And as the map name is Cloak, perhaps it could have also been used for testing the Spy's cloaking ability? The control point would allow testing of being unable to capture it while cloaked, and if the giant player models were for testing eye movements, it could have also been perfect for testing if the classes don't look directly at a nearby cloaked enemy Spy. However, the giant player models' eyes are seemingly missing their irises (or their eyes have just rolled back into their heads) which does put a small hole in this theory.

Cactus Canyon#

tf\maps\pl_cactuscanyon.bsp is a Payload map first released in 2014. Valve had intended to complete work on the map, with it receiving a total of 9 updates before Valve shelved the project indefinitely. It was removed from the map rotation as a result.

Asteroid#

Also releasing in 2014 alongside Cactus Canyon, we have tf\maps\rd_asteroid.bsp, a Robot Destruction map. The map takes place in a space station with outdoor areas in open space. After initially being added to the game, it received a total of 12 updates before work on it was shelved. Much like Cactus Canyon, it was also removed from the map rotation.

In the April 2020 source code leak, there is "staging" code for a new player condition and some code for jetpack functionality. The code is related to two concepts that were being tested for Asteroid;

  • All classes were meant to get a jetpack while out in the outdoor areas of the map ("in the vacuum of space") and could use up an amount of charge to use the jetpack.
  • While outdoors, the player's gravity would also be lowered.

Valve tackled this idea by creating a new player condition. The player condition TF_COND_SPACE_GRAVITY was intended to be applied to the player while outdoors, which would then modify that player's gravity and equip them with a jetpack. The space gravity concept never made it into the map proper, and the all-class jetpack concept was further refined into what we now know as the Pyro's jetpack weapon, the Thermal Thruster.

Unused Map Areas#

While the following maps are not unused, there are areas of them that are normally inaccessible without noclipping or other means. This does not count areas that the player was blatantly never meant to be in, such as the ghost's spawn area in Harvest Event.

Powerhouse#

Considering the lengthy development cycle of Powerhouse, tf\maps\cp_powerhouse.bsp may have had more areas that Valve intended for players to be able to access at one point. This included an area at the final control point of both teams, which leads to an unfinished pathway, potentially for another path to the control point or for another control point entirely. With this also comes a waterfall which cannot be properly seen without using noclip.

Mercenary Park#

Two unused areas exist in tf\maps\cp_mercenarypark.bsp. The first one, located just outside the first control point, is a simple two-tiered room. Considering its design, it may have been considered as a spawn point at one point of development. The second area, however, is more intriguing. Located below the second control point, this area has more detail put into it, with cages and containers in it.

Unreachable Objects#

Frontier#

A medium medkit is misplaced inside of a rock formation.

Coaltown#

Right behind the bathrooms, there are two misplaced objects (a medium medkit and a large ammobox). These are leftovers of a room found in an earlier version of the map that was later deleted.

Ghost Town#

A similar situation to Coaltown.

Loading Screen Map Thumbnail Differences#

Hydro#

The bottom screenshot among the two photos was taken during development and was kept for the release. The following differences can be seen:

  • Although the same sun angles seem to be used, the lighting differs between the prototype and the final.
  • The Dam control point is shown belonging to the blue team although that area belongs to the red team on a new game in the final.
  • The control point's hologram matches the model seen in the June 25th, 2007 prototype's version of the Well intro.
  • The sheet of metal on the left is rusty and nearly upright in the prototype whereas it is clear and slightly slanted in the final.
  • The sign of the gate that separates the Dam from the Power Plant is completely different than the one seen in-game and on the top photo of the thumbnail.
  • The windows near the center of the picture are darker in the final.
  • There are undistinguishable objects overlooking the dam on top of the background mountain in the prototype that do not exist in the final.
  • Some cosmetic vegetation is missing in the prototype.

Proto

Final

Training Video

Coldfront#

  • The furthest left and right fences did not have a rock behind them in the prototype.
    • The entire left side also visibly has much more snow piled up compared to the final. This is most obvious with the brick chimney base on the cabin.
  • The prototype cabin has more "complete" entrances, having the "CAPTURE POINT" text moved onto these planks along with the neon CP signs above that.
  • A boulder was added to the cliff near the medkit in the final version of the map.

Proto

Final

Freight#

  • A fence was added near the leftmost train gate, between it and the cargo boxes.
  • The buildings to the left and right of the central control point had different geometry in the prototype, the most noticeable difference being the platform above the water canal room.
  • The building containing RED's next control point has different exterior wall textures.

Proto

Final

Process#

  • The map seems generally brighter in the prototype, most noticeably on the RED silo whose lighting actually looks broken.
  • There are two gates to the left of the RED silo in the prototype version featuring big "1" and "2" labels on them.
  • The gate near the BLU shipping containers doesn't have a spotlight above it in the prototype.

Proto

Final

Yukon#

  • The central control point is located under the bridge in the prototype, with the corresponding sign also placed next to it.

Proto

Final