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Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps
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This is a sub-page of Development:Team Fortress 2/Source Developer Asset Repository Leaks.
To do:
|
Arena |
Capture Point |
Capture the Flag |
King of the Hill |
Mann vs. Machine |
Payload |
Raid |
Team Fortress Classic Maps |
Training |
Other |
Summary
File | In-Game? | Hammer Build Date | Description |
---|---|---|---|
cp_harbor | |||
ββbase_layout | β | December 13, 2011 | An early version of instance/cp_foundry_base_layout.vmf. |
ββbase_layout_red | β | December 13, 2011 | An early version of instance/cp_foundry_base_layout_red.vmf. |
ββharbor_soundscape | β | December 6, 2011 | An early version of instance/cp_foundry_soundscape.vmf. |
instance | |||
ββcp_foundry_base_layout | β | January 27, 2012 | BLU's half of Foundry (and a few brushes meant for RED's half). Is instanced in cp_foundry.vmf. |
ββcp_foundry_base_layout_red | β | January 27, 2012 | RED's half of Foundry. Is instanced in cp_foundry.vmf. |
ββcp_foundry_soundscape | β | December 13, 2011 | An early version of the set of soundscape entities used in Foundry. These may have been instanced into Foundry's VMF at one point, although cp_foundry.vmf here includes its own soundscape entities. |
ββkoth_lakeside_event_side | β | September 26, 2012 | |
ββkoth_lakeside_event_side2 | β | September 26, 2012 | |
ββkoth_lakeside_event_wheel_of_death | β | September 26, 2012 | |
ββlakeside_event_underworld | β | October 10, 2012 | |
ββmanor_ceilinglight | β | October 12, 2010 | |
ββmanor_church | β | October 12, 2010 | |
ββmanor_farmbuilding | β | October 12, 2010 | |
ββmanor_leaningbuilding | β | July 7, 2010 | |
ββmanor_pumpkin_frown | β | July 7, 2010 | |
ββmanor_pumpkin_smile | β | July 7, 2010 | |
ββmanor_shack1 | β | October 12, 2010 | |
ββmanor_woodengate | β | October 12, 2010 | |
ββmedieval_brazier1 | β | December 10, 2010 | |
ββmedieval_building1 | β | December 10, 2010 | |
ββmedieval_building2 | β | November 12, 2010 | |
ββmedieval_building2_cheap | β | December 10, 2010 | |
ββmedieval_castlebuilding1 | β | December 10, 2010 | |
ββmedieval_torch1 | β | October 12, 2010 | |
ββmedieval_torch2 | β | December 9, 2010 | |
ββmvm_bigrock_cave_section | β | June 7, 2013 | |
ββmvm_mannhattan_instance_b02 | β | May 23, 2013 | |
ββmvm_mannhattan_instance_b03 | β | May 23, 2013 | |
ββmvm_mannhattan_instance_b04 | β | August 14, 2013 | |
ββmvm_mannhattan_instance_b05 | β | April 16, 2013 | |
ββmvm_mannhattan_instance_skybox | β | April 16, 2013 | |
ββmvm_mannhattan_instance_sound | β | November 7, 2013 | |
ββmvm_mannhattan_instance_store | β | June 5, 2013 | |
ββmvm_mannhattan_instance01 | β | November 7, 2013 | |
ββmvm_mannhattan_instance02 | β | November 7, 2013 | |
ββplr_hightower_event_cliff | β | October 24, 2013 | |
ββplr_hightower_event_sound_instance | β | September 24, 2013 | |
ββplr_hightower_event_underworld | β | October 24, 2013 | |
ββplr_hightower_event_underworld_tower | β | October 24, 2013 | |
ββraid_depot_arena | β | February 10, 2011 | |
ββrd_2base_blue | β | January 17, 2014 | |
ββrock3_blue | β | April 16, 2013 | |
ββrock3_new_blue | β | May 3, 2013 | |
ββrock3_red | β | April 16, 2013 | |
ββrs_doomsday_blue | β | November 15, 2011 | |
ββrs_doomsday_red | β | November 15, 2011 | |
ββtd_mining_tower_building01 | β | June 13, 2011 | |
ββtd_oil_derrick_barn01 | β | July 6, 2011 | |
ββtd_oil_derrick_building01 | β | July 6, 2011 | |
ββtd_oil_derrick_building03 | β | July 6, 2011 | |
ββviaduct_event_soundscape | β | October 20, 2011 | |
ββviaduct_event_underworld | β | October 25, 2011 | |
tfc | |||
ββ2fort | β | January 17, 2005 | |
ββbadlands | β | September 19, 2002 | |
ββdustbowl | β | September 19, 2002 | |
ββwell | β | September 19, 2002 | |
arena_badlands | β | August 5, 2008 | |
arena_granary | β | August 5, 2008 | |
arena_gravelpit | β | July 1, 2008 | A WIP of an arena version of gravelpit. Teams start on the left and right of the last point. The pathways to original RED spawn and A point are deadends. Hut at bottom of path to C is centered to be mirrored. |
arena_lumberyard | β | August 5, 2008 | |
arena_nucleus | β | April 21, 2010 | |
arena_nucleus_artpass | β | April 21, 2009 | |
arena_nucleus_b | β | August 18, 2008 | |
arena_offblast_final | β | August 7, 2009 | |
arena_ravine | β | May 14, 2009 | |
arena_sawmill | β | September 15, 2009 | |
arena_trainyard_02 | β | May 19, 2008 | A basic Arena map centered around a building along a straight train track between both teams' spawns. |
arena_trainyard_03 | β | May 19, 2008 | Same concept as arena_trainyard_02, but with a completely different layout; here, the track between both bases is curved. |
arena_watchtower | β | September 9, 2009 | |
arena_well | β | February 13, 2009 | |
background01 | β | August 16, 2007 | |
botbattle | β | June 22, 2009 | |
bounty_test | β | September 21, 2012 | Presumably a test map for TF2's scrapped Bounty Mode, in which players could complete objectives to earn currency that could be used for MvM-style upgrades. |
chariots | β | April 21, 2009 | The second stage of Pipeline with a few small differences from the final (ex. a colored line indicating the team of each track). |
chess | β | May 3, 2013 | A tiny map depicting a chess board surrounded by TF2 set-pieces (including parts of 2Fort's base facades). Potentially intended for promotional material. |
cloak | β | June 13, 2011 | |
cp_5gorge | β | February 10, 2011 | |
cp_badlands | β | July 8, 2013 | |
cp_badlands_base_ik1 | β | September 21, 2007 | An early version of RED's base in Badlands with a drastically different layout for their final point (and a less different layout afterwards). "ik" stands for Iikka Keranen, a Valve employee who worked on the map. |
cp_badlands_ik1 | β | November 1, 2007 | An early version of Badlands, but further along than cp_badlands_base_ik1. Both sides of the map are present and bear a more similar layout to the final map, but the middle point layout still bears differences to the map as released. |
cp_caves | β | November 25, 2009 | An early version of Valve's attempt at artpassing cp_contest, but mostly unfinished. Much of the map is set underground, hence the name. |
cp_caves_newdisplace | β | September 15, 2009 | A later version of cp_caves using displacements to give its cave walls a more natural structure (except at the final point). |
cp_caves_newdisplace_capC | β | September 15, 2009 | The final point of cp_caves (only!) with its walls rounded out using displacements. |
cp_clearcut | β | March 17, 2009 | A map containing (clear?) cuts of other levels, including old WIP sections of cp_mountainlab, cp_2fort's basement, potentially an old structure for cp_gravelpit's C point, and part of cp_well |
cp_coldfront | β | July 7, 2010 | |
cp_contest | β | March 2, 2010 | An early version of what would eventually become Mountain Lab as part of Valve and TF2Maps' Artpass Contest. Mostly only blocked out, but contains some foliage along its ground. |
cp_degrootkeep | β | December 22, 2010 | |
cp_dustbowl | β | February 24, 2014 | |
cp_dustbowl_sdk | β | October 25, 2011 | Dustbowl's map source as intended for release with the Source SDK. Unmodified from its official release aside from being saved with a newer version of Hammer. |
cp_egypt_final | β | July 25, 2013 | |
cp_fastlane | β | July 4, 2008 | |
cp_foundry | β | January 27, 2012 | Uses instances of instance/cp_foundry_base_layout.vmf and instance/cp_foundry_base_layout_red.vmf. |
cp_freight_final1 | β | September 21, 2009 | |
cp_game_entities | β | September 21, 2007 | A collection of game entities (control points, resupply rooms, game logic) intended for a 5CP map |
cp_gorge | β | June 13, 2013 | |
cp_gorge_beta | β | January 11, 2010 | A near-finalized version of Gorge with minor technical differences. |
cp_granary | β | June 1, 2014 | |
cp_gravelpit | β | June 13, 2013 | |
cp_gullywash_final1 | β | June 13, 2013 | |
cp_junction_final | β | March 27, 2014 | |
cp_manor_event | β | July 25, 2013 | |
cp_medieval_artpass | β | November 12, 2010 | A work-in-progress version of Degroot Keep with its layout finalized but its artpass still in progress. |
cp_medieval_mirror | β | October 12, 2010 | cp_medieval_artpass, but mirrored along its hill, giving each team a castle and control points to defend. |
cp_mountainlab | β | January 28, 2014 | |
cp_nightfall | β | September 21, 2007 | A scrapped blocked-out 5CP map. Its center point resembles (and would later inspire) Double Cross's bridge, but its layout otherwise is entirely original. |
cp_process_final | β | July 8, 2013 | |
cp_snakewater_final1 | β | September 24, 2013 | |
cp_snakewater_g9 | β | September 2, 2013 | An early version of Snakewater with minor changes. Notably, this version of the map uses the skybox sky_dawn_01, which isn't present in TF2's files. |
cp_standin_final | β | July 8, 2013 | |
cp_staredown | β | August 29, 2011 | An early version of Powerhouse with a fair number of gameplay differences (most notably, each team's spawn being at the back of their final point's room) and a less-revised artpass. |
cp_steel | β | June 17, 2013 | |
cp_walkerfort | β | March 2, 2010 | An early block-out for what would later become DeGroot Keep. |
cp_walkerfortplus | β | August 21, 2009 | A version of 'walkerfort' with symmetry along the back of the fort, giving BLU two different fronts to attack RED from. |
cp_well | β | February 10, 2011 | |
cp_yukon_final | β | February 10, 2011 | |
cppl_lair | β | March 2, 2010 | An early version of what would later become Mercenary Park. Hidden in the map's visgroups are designs for the map as a payload map and as a 2CP map. |
ctf_2fort | β | March 27, 2014 | |
ctf_doublecross | β | June 30, 2010 | |
ctf_sawmill | β | September 15, 2009 | |
ctf_turbine | β | March 27, 2014 | |
ctf_well | β | July 5, 2013 | |
dustbowl2 | β | August 22, 2007 | A very early version of Gold Rush, initially designed as a remake of TFC's Dustbowl. Not only designed around TFC's flag-based version of Control Points, but even uses ladders. |
goldrush_spawn | β | March 17, 2008 | Gold Rush, but with forward spawns for BLU for each time they capture a point. |
harbor_base_layout_local | β | November 15, 2011 | An early version of BLU's last point in Foundry which appears less complete than its counterparts in other map files. The map's visgroups include a building that goes entirely unused in the final. |
hunted | β | May 30, 2009 | Hunted from Team Fortress Classic, but given a visual paintover to match Team Fortress 2's aesthetics. |
hunted2 | β | May 30, 2009 | A redesign of Hunted from TFC to fit TF2's gameplay sensibilities (as Dustbowl2 is to TFC's Dustbowl). Retains TFC-era VIP logic, but interestingly contains payload signs. |
itemtest | β | November 29, 2012 | |
koth_badlands | β | July 8, 2013 | |
koth_badwater | β | March 19, 2009 | A scrapped symmetric KOTH variant of Badwater's first point, mirroring the hill for both bases and placing its control point at the top of the hill (and making the tunnel simply run between both bases). Interestingly uses CP logic rather than KOTH logic, indicating that this map likely predated KOTH's formal introduction as a gamemode. |
koth_dam | β | October 17, 2009 | A scrapped symmetric KOTH map inspired by Powerhouse's final point for each team. |
koth_granary | β | April 21, 2009 | Granary (Arena), but KOTH. |
koth_harvest_event | β | October 12, 2010 | |
koth_harvest_final | β | June 1, 2014 | |
koth_king | β | July 5, 2013 | |
koth_lakeside_event | β | March 27, 2014 | |
koth_lakeside_final | β | March 27, 2014 | |
koth_lumberyard | β | February 24, 2009 | Lumberyard (Arena), but KOTH. |
koth_nucleus | β | April 21, 2010 | |
koth_ravine | β | March 19, 2009 | Ravine (Arena), but KOTH. |
koth_sawmill | β | September 15, 2009 | |
koth_viaduct | β | May 23, 2013 | |
koth_viaduct_event | β | October 25, 2011 | |
koth_well | β | April 21, 2009 | Well (Arena), but KOTH. Also contains health kits. |
mini_boxart | β | July 25, 2013 | |
mini_boxart_crates | β | July 25, 2013 | A map specifically made to be used in box-art. |
mini_boxartpopup | β | July 25, 2013 | Ditto. |
mountain | β | June 22, 2009 | An unfinished control point map in an alpine setting with sharp cliffs and lots of snow. pl_boosh is another version of this map, although this map appears to be more fleshed out (despite being incomplete). |
pass_pinewood | β | December 14, 2015 | Timbertown under its old name. |
pass_warehouse | β | January 19, 2016 | An early version of Brickyard with a different (and narrower) design for its end goals. |
pass_warehouse_goal2 | β | January 19, 2016 | Ditto, but with a closer design to its final version. |
pinecrest | β | December 8, 2008 | A massive PLR map with a badlands theme as well as an underground section. |
pl_badlands | β | July 1, 2008 | A modified version of Badlands with a single payload cart along a track leading into both bases, with each team's objective being to push the cart into the enemy base. |
pl_badwater | β | June 17, 2013 | |
pl_barnblitz | β | June 7, 2013 | |
pl_boosh | β | August 21, 2009 | A very incomplete payload map in an alpine setting. Only the first portion of the map has been blocked out, which features a layout similar to Badwater's BLU spawn and first point (albeit mirrored). mountain is another version of this map. |
pl_cactuscanyon | β | January 17, 2014 | An early version of Cactus Canyon predating its public beta release. Only contains the first stage of the map, whose layout is largely different from its modern-day counterpart and includes a segment where a crane would lift the cart across RED's base. |
pl_cactuscanyon6 | β | January 17, 2014 | A slightly more complete (but still thoroughly in-progress) version of the above iteration of Cactus Canyon. |
pl_frontier_final | β | June 7, 2013 | |
pl_goldrush | β | February 24, 2014 | |
pl_hoodoo_final | β | April 12, 2011 | |
pl_pinecrest | β | March 2, 2010 | Thunder Mountain with minor differences along its final stage. |
pl_thundermountain | β | May 23, 2011 | |
pl_upward | β | June 10, 2014 | |
plr_hightower | β | July 22, 2013 | |
plr_hightower_blu | β | March 2, 2010 | An early, less visually refined version of Hightower. Interestingly, the RED and BLU bases appear to have swapped sides between this revision and the final map. |
plr_hightower_event | β | October 24, 2013 | |
plr_nightfall_final | β | June 13, 2013 | |
plr_pipeline | β | May 23, 2013 | |
raid_arena1 | β | May 12, 2011 | A small but open battlefield in a semi-industrial setting. Intended as a test map for TF2's cut Raid mode, a precursor to MvM in which BLU players would fight off hordes of RED bots (as well as larger bosses) approaching from various angles, Γ la Left 4 Dead. |
raid_badtower | β | November 12, 2010 | A conversion of koth_badwater to Raid mode with an arena structure similar to raid_arena1. |
raid_badwater | β | February 12, 2010 | A conversion of Badwater to Raid mode. Unlike MvM's wave-based progression, this map likely progressed with each control point BLU would capture throughout the map. |
raid_depot | β | February 10, 2011 | An arena-style test map for Raid mode. |
raid_goldrush | β | March 2, 2010 | A conversion of Gold Rush to Raid mode with a linear structure similar to raid_badwater. |
raid_pillar | β | February 10, 2011 | Another arena-style Raid mode test map. Also contains a mechanism to spawn some of Sawmill's buzzsaws in the map. |
raid_pillarsmall | β | February 10, 2011 | Ditto, but without the buzzsaws. |
raid_teststage | β | April 19, 2011 | Contains a conversion of Gold Rush stage 2 for Raid mode and a block-out of raid_arena1. |
raid_teststage2 | β | April 29, 2011 | An unfinished but large linear-style Raid mode test map in a badlands setting. |
rd_2base | β | January 17, 2014 | Early fragments of Asteroid. |
rock3 | β | April 16, 2013 | A redesign of Rock2 from TFC to fit TF2's gameplay sensibilities (as Dustbowl2 is to TFC's Dustbowl). The capture location for the enemy flag is different from where the friendly flag sits, similar to TFC. |
rs_hightower | β | January 3, 2012 | A variant of Hightower with logic for a unique variant of CTF. Here, a neutral flag would spawn at the tower every minute, with each team's objective being to capture it three times. If they did so successfully, they would then need to defend the power core at their capture zone for two minutes to win or else repeat the process again. Likely inspired the Special Delivery gamemode. |
sd_doomsday | β | September 26, 2012 | |
stage | β | February 14, 2012 | The map used to demonstrate/test animations in Source Filmmaker. |
tc_hydro | β | May 23, 2013 | |
test_blackroom | β | November 7, 2013 | |
test_chopping | β | May 23, 2013 | |
test_doomsday | β | October 25, 2011 | |
test_fog | β | October 9, 2012 | |
test_multi_bomb | β | February 14, 2013 | An MvM test map for testing 3 bots with bombs, like in Mannhattan |
test_nodes | β | August 4, 2008 | |
tr_dustbowl | β | June 2, 2011 | |
tr_engineer1 | β | August 27, 2010 | A training map for Engineer, it is the first stage of cp_dustbowl, but only the second point. |
tr_goldrush | β | September 13, 2010 | A training map for the demoman |
tr_target | β | June 13, 2011 | |
tra_sol_bas_rocketjump | β | June 22, 2009 | A training map for Soldier. |
tra_sol_bas_rocketlauncher | β | September 21, 2009 | |
tra_sol_bas_shoot | β | September 21, 2009 | |
tra_sol_bonus_frenzy | β | December 16, 2009 | |
tra_sol_bridge_of_death | β | January 29, 2010 | |
tra_sol_corridor | β | January 29, 2010 | |
tra_sol_dustbowl | β | January 29, 2010 | A training map for the soldier on cp_dustbowl, seemingly only uses the first 2 stages despite containing all 3 (with capturing broken for stage 3) |
tra_sol_exp_frenzy | β | December 16, 2009 | |
tra_sol_exp_frenzy_bothdirections | β | September 21, 2009 | |
tra_sol_launchpad | β | January 29, 2010 | |
tra_sol_pointbreaker | β | September 21, 2009 | |
tra_sol_rocketjump | β | December 16, 2009 | |
tra_sol_targets | β | January 29, 2010 | |
tra_sol_warehouse | β | September 21, 2009 | |
tut_spy | β | August 5, 2008 | A basic room with a smaller spawn room within it with a window looking at a prop sentry. Example text is the only interesting thing |
vr_room | β | May 23, 2013 | |
warehouse2_test_facade | β | April 15, 2013 | |
zep_test | β | June 11, 2007 | A zeppelin with an unfinished interior. |