Unused AssetsScrapped machines and unrefined items that have been reclaimed.
Unused SoundsThey just couldn't get them to shut up!
Unused TextDo not look upon the forbidden text!
Leftover AssetsLeftovers from past games.
Civilian Class#
Not to be confused with the numerous reference pose glitch(es) which are not in any way related to the Civilian class, the Civilian is a very unfinished class that would have assumedly been a revamped version of Team Fortress Classic's Civilian, a very weak VIP-mode class that had to make it from one point to the other while under attack. This Civilian shares his older incarnation's 50 HP, but has no weapons, voice lines, animations, or even his own model (though he does have unique death screams and Medic calls), meaning he can do nothing but slide around and jump. The Civilian class could be easily accessed early on in the game's life by typing join_class civilian in the console, but this was quickly patched out on December 20, 2007.
It's not entirely known if Valve ever intended to complete the Civilian or the VIP game mode, but he does make a small cameo at the beginning of the Meet the Sniper trailer in the form of a bobblehead on the dashboard of the Sniper's trailer, which also serves as a nod to Sniper's role as the defending Assassins in VIP.
Unused Maps#
background01#
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To do: |
Initially used as the background for the main menu in the beta and console versions, this "map" 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 cp_dustbowl. 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.
Xbox 360 Main Menu |
PC |
Hidden Precached Props |
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cp_cloak#
Watch on YouTubeAn oddity in the truest sense of the word. Nobody really knows what cp_cloak's purpose 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.
pl_cactuscanyon#
Cactus Canyon 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.





rd_asteroid#
Also releasing in 2014 alongside Cactus Canyon, we have Asteroid, 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.
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 Sections#
While the following maps are not unused, there are sections 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.
cp_powerhouse#
Powerhouse, considering its lengthy development cycle, may have had more areas they intended for the players to access at one point. This includes 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.


cp_mercenarypark#
Two unused areas exist in this map. 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.



Unused Training Mode#
Spy was going to have a training sequence in Dustbowl, but it was cut. It is fully functional minus some missing text. To access it, go to Training and select Spy, then press ~ (default key) to open the console, type "map tr_dustbowl", and press enter.
If you try this with either Demoman or Engineer, the hint box will show only a title and the countdown clock will freeze at 9 seconds.
(Source: Spyrin (reddit))
Unused Taunts and Animations#
Click on still images to see them animated
All Classes#
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This needs some investigation.
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Scout#
- taunt_come_and_get_me has him gyrating his body in an extremely...taunting way.
Soldier#
- show1 had him stand up straight, cross his arms, and then extend them to assumedly show something off. It was removed entirely some time after May 2012.
- Soldier also had two taunts, taunt_slit_throat which has him make a slitting throat gesture, and taunt_gimmie_20 which has him point forward and then point to the ground. Both sequences are still in the Soldier's animation files, but were dummied out some time after November 2013.
- The aptly named test has Soldier standing somewhat awkwardly, assumedly loading two rockets into his rocket launcher.
Pyro#
- taunt_sit had him sit down enthusiastically and then jump back up, possibly a reference to him sitting in the True Meaning comic (or the other way around). The sequence is still in the Pyro's animation files, but has been dummied out some time after November 2013.
(Source: TF2 Wiki (GIF))
Demoman#
- An unnamed taunt that had him raise his weapon triumphantly in the air. It was removed entirely some time after November 2013.
Heavy#
- taunt_big_gorilla had him put down his minigun and pound his chest like, predictably, a gorilla. The animation was removed entirely on an unknown date.
(Source: TF2 Wiki)
- show1 had him boisterously lean back before showing off something. It was removed entirely some time after May 2012.
Engineer#
- An unnamed taunt where he would take out his guitar and play a long tune on it. Possibly an early version of the Frontier Justice taunt kill. The animation was removed entirely on an unknown date.
(Source: TF2 Wiki)
- taunt10 has the Engineer stumble around for a few seconds before assumedly puking. Possibly meant for his Brundle Bundle costume set.
- taunt_test had him put down his shotgun and tap his hardhat. It was removed entirely on an unknown date, and was probably never intended to be used based on the name.
(Source: TF2 Wiki)
- Engineer's c_arms model has four animations for a potential Engineer revolver, all with the simple prefix revolver. The animations have been in the game since 2015.




Sniper#
- taunt_saxophone was fairly similar to the used Killer Solo taunt's animation with slight differences and a little jump at the end. It was used in the Expiration Date short, so they may have planned to reuse that animation, but ultimately altered it. This taunt was removed from the files some time after November 2013.
- Sniper's c_arms model has four unused animations with the prefix rifrevolver, possibly meant for the High Noon community weapon, which has not been put in the game as of March 2021. Attempting to play them in the Half Life Model Viewer will crash the program.
Spy#
- Spy's c_arms model contains four unused animations with the prefix c_dart_gun, intended for the planned Dart Gun/DNA Gun. The animations were added to the Spy's c_arms model in the June 18th, 2014 patch (Love and War update). For some reason, Spy's left hand will twitch a bit at the end of the idle animation.



Robots#
- All robot classes minus Engineer have unique animations for dying from headshots and/or being backstabbed. The Engineer's animations for these are the same as its human counterpart (down to having the unused burning animation present), and all robots in-game will simply ragdoll when killed in these ways.













Unused Item Qualities#
Within the game files, there are 4 item qualities that currently remain unused, one of which shares the same quality color as the Vintage quality.
- "Completed" - No associated color
- "Customized" - #476291
- "rarity2" - #8D834B
- "rarity3" - #70550F
Unused Marketing Poses#
The following poses were used in marketing images, but never actually used in-game. The animations have been removed from the TF2 player model animation .MDL's, but can still be found in the Source Filmmaker animation .MDL's.










Unreachable Objects#
mvm_ghost_town.bsp#
Right behind the bathrooms, there are two misplaced objects (a medium medkit and a large ammobox).
mvm_coaltown.bsp#
A similar situation.
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 |
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Coldfront#
Proto |
Final |
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Freight#
- The building to the right of the central control point is different than the final game.
Proto |
Final |
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Process#
- The map is brighter than the final version.
- There are 2 gates, numbered 1 and 2 respectively.
- The gate near the BLU shipping containers doesn't have the light.
Proto |
Final |
|---|---|
Regional Differences#
Several regional differences are present within Team Fortress 2;
German - "Low Violence" Files#
The German release of the game contains several changes to avoid getting a "keine Jugendfreigabe" ("adults only") rating. Blood particles for players are replaced with sparks to make it appear as if the player characters are all robots. Instead of the default player model gibs that would appear when the player gets exploded, the "silly" gibs from the TF2 Birthday event are used. There are also "bloodless" versions of the Axtinguisher and the Ubersaw. Other weapons were added over time that had blood on them, but bloodless versions were never made for this low-violence version. Much more recently, the ability to have the low-violence files removed from your account has been made available.
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Low Violence |
Bloody |
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(Source: Schnittberichte)
French - Spy Voice Lines#
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To do: |
The French release of the game has the Spy's voice lines in English rather than French.
Belgium & Netherlands - Mann Co. Supply Crate Restrictions#
Due to anti-gambling laws in Belgium & the Netherlands, the ability to purchase keys and open crates is restricted entirely to players from those countries.
Oddities#
- Mannhattan's map-specific sounds are located in a directory called mvm_warehouse (under ambient or ambient_mp3) in "tf2_sound_misc_dir.vpk". This may have been the map's name during development.
References#
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The Team Fortress series | |
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Windows, Mac OS X, Linux |
Team Fortress Classic (Prototypes) • Team Fortress 2 (Prototypes) |
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Related | |
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Xbox 360, PlayStation 3 |
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Windows, Mac OS X, Linux |
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See Also | |








