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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.

Hmmm...
To do:
  • Document every single map in the leak, even including the precompiled valve maps.
  • Screenshots of each map, if possible. Only one screenshot per map is needed, though.
TeamFortress2-subpage Arena.png
Arena
TeamFortress2-subpage CP.png
Capture Point
TeamFortress2-subpage CTF.png
Capture the Flag
TeamFortress2-subpage KOTH.png
King of the Hill
TeamFortress2-subpage MvM.png
Mann vs. Machine
TeamFortress2-subpage Payload.png
Payload
TeamFortress2-subpage Raid.png
Raid
Team Fortress Classic Maps
TeamFortress2-Showing Promise 1.png
Training
TeamFortress2-subpage Other.png
Other

Summary

File In-Game? Hammer Build Date Description
cp_harbor
└─base_layout December 13, 2011 An early version of instance/cp_foundry_base_layout.vmf.
└─base_layout_red December 13, 2011 An early version of instance/cp_foundry_base_layout_red.vmf.
└─harbor_soundscape December 6, 2011 An early version of instance/cp_foundry_soundscape.vmf.
instance
└─cp_foundry_base_layout January 27, 2012 BLU's half of Foundry (and a few brushes meant for RED's half). Is instanced in cp_foundry.vmf.
└─cp_foundry_base_layout_red January 27, 2012 RED's half of Foundry. Is instanced in cp_foundry.vmf.
└─cp_foundry_soundscape 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.
└─koth_lakeside_event_side September 26, 2012
└─koth_lakeside_event_side2 September 26, 2012
└─koth_lakeside_event_wheel_of_death September 26, 2012
└─lakeside_event_underworld October 10, 2012
└─manor_ceilinglight October 12, 2010
└─manor_church October 12, 2010
└─manor_farmbuilding October 12, 2010
└─manor_leaningbuilding July 7, 2010
└─manor_pumpkin_frown July 7, 2010
└─manor_pumpkin_smile July 7, 2010
└─manor_shack1 October 12, 2010
└─manor_woodengate October 12, 2010
└─medieval_brazier1 December 10, 2010
└─medieval_building1 December 10, 2010
└─medieval_building2 November 12, 2010
└─medieval_building2_cheap December 10, 2010
└─medieval_castlebuilding1 December 10, 2010
└─medieval_torch1 October 12, 2010
└─medieval_torch2 December 9, 2010
└─mvm_bigrock_cave_section June 7, 2013
└─mvm_mannhattan_instance_b02 May 23, 2013
└─mvm_mannhattan_instance_b03 May 23, 2013
└─mvm_mannhattan_instance_b04 August 14, 2013
└─mvm_mannhattan_instance_b05 April 16, 2013
└─mvm_mannhattan_instance_skybox April 16, 2013
└─mvm_mannhattan_instance_sound November 7, 2013
└─mvm_mannhattan_instance_store June 5, 2013
└─mvm_mannhattan_instance01 November 7, 2013
└─mvm_mannhattan_instance02 November 7, 2013
└─plr_hightower_event_cliff October 24, 2013
└─plr_hightower_event_sound_instance September 24, 2013
└─plr_hightower_event_underworld October 24, 2013
└─plr_hightower_event_underworld_tower October 24, 2013
└─raid_depot_arena February 10, 2011
└─rd_2base_blue January 17, 2014
└─rock3_blue April 16, 2013
└─rock3_new_blue May 3, 2013
└─rock3_red April 16, 2013
└─rs_doomsday_blue November 15, 2011
└─rs_doomsday_red November 15, 2011
└─td_mining_tower_building01 June 13, 2011
└─td_oil_derrick_barn01 July 6, 2011
└─td_oil_derrick_building01 July 6, 2011
└─td_oil_derrick_building03 July 6, 2011
└─viaduct_event_soundscape October 20, 2011
└─viaduct_event_underworld October 25, 2011
tfc
└─2fort January 17, 2005
└─badlands September 19, 2002
└─dustbowl September 19, 2002
└─well September 19, 2002
 
arena_badlands August 5, 2008
arena_granary August 5, 2008
arena_gravelpit 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 August 5, 2008
arena_nucleus April 21, 2010
arena_nucleus_artpass April 21, 2009
arena_nucleus_b August 18, 2008
arena_offblast_final August 7, 2009
arena_ravine May 14, 2009
arena_sawmill September 15, 2009
arena_trainyard_02 May 19, 2008 A basic Arena map centered around a building along a straight train track between both teams' spawns.
arena_trainyard_03 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 September 9, 2009
arena_well February 13, 2009
background01 August 16, 2007
botbattle June 22, 2009
bounty_test 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 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 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 June 13, 2011
cp_5gorge February 10, 2011
cp_badlands July 8, 2013
cp_badlands_base_ik1 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 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 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 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 September 15, 2009 The final point of cp_caves (only!) with its walls rounded out using displacements.
cp_clearcut 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 July 7, 2010
cp_contest 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 December 22, 2010
cp_dustbowl February 24, 2014
cp_dustbowl_sdk 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 July 25, 2013
cp_fastlane July 4, 2008
cp_foundry January 27, 2012 Uses instances of instance/cp_foundry_base_layout.vmf and instance/cp_foundry_base_layout_red.vmf.
cp_freight_final1 September 21, 2009
cp_game_entities September 21, 2007 A collection of game entities (control points, resupply rooms, game logic) intended for a 5CP map
cp_gorge June 13, 2013
cp_gorge_beta January 11, 2010 A near-finalized version of Gorge with minor technical differences.
cp_granary June 1, 2014
cp_gravelpit June 13, 2013
cp_gullywash_final1 June 13, 2013
cp_junction_final March 27, 2014
cp_manor_event July 25, 2013
cp_medieval_artpass November 12, 2010 A work-in-progress version of Degroot Keep with its layout finalized but its artpass still in progress.
cp_medieval_mirror October 12, 2010 cp_medieval_artpass, but mirrored along its hill, giving each team a castle and control points to defend.
cp_mountainlab January 28, 2014
cp_nightfall 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 July 8, 2013
cp_snakewater_final1 September 24, 2013
cp_snakewater_g9 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 July 8, 2013
cp_staredown 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 June 17, 2013
cp_walkerfort March 2, 2010 An early block-out for what would later become DeGroot Keep.
cp_walkerfortplus 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 February 10, 2011
cp_yukon_final February 10, 2011
cppl_lair 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 March 27, 2014
ctf_doublecross June 30, 2010
ctf_sawmill September 15, 2009
ctf_turbine March 27, 2014
ctf_well July 5, 2013
dustbowl2 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 March 17, 2008 Gold Rush, but with forward spawns for BLU for each time they capture a point.
harbor_base_layout_local 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 May 30, 2009 Hunted from Team Fortress Classic, but given a visual paintover to match Team Fortress 2's aesthetics.
hunted2 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 November 29, 2012
koth_badlands July 8, 2013
koth_badwater 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 October 17, 2009 A scrapped symmetric KOTH map inspired by Powerhouse's final point for each team.
koth_granary April 21, 2009 Granary (Arena), but KOTH.
koth_harvest_event October 12, 2010
koth_harvest_final June 1, 2014
koth_king July 5, 2013
koth_lakeside_event March 27, 2014
koth_lakeside_final March 27, 2014
koth_lumberyard February 24, 2009 Lumberyard (Arena), but KOTH.
koth_nucleus April 21, 2010
koth_ravine March 19, 2009 Ravine (Arena), but KOTH.
koth_sawmill September 15, 2009
koth_viaduct May 23, 2013
koth_viaduct_event October 25, 2011
koth_well April 21, 2009 Well (Arena), but KOTH. Also contains health kits.
mini_boxart July 25, 2013
mini_boxart_crates July 25, 2013 A map specifically made to be used in box-art.
mini_boxartpopup July 25, 2013 Ditto.
mountain 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 December 14, 2015 Timbertown under its old name.
pass_warehouse January 19, 2016 An early version of Brickyard with a different (and narrower) design for its end goals.
pass_warehouse_goal2 January 19, 2016 Ditto, but with a closer design to its final version.
pinecrest December 8, 2008 A massive PLR map with a badlands theme as well as an underground section.
pl_badlands 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 June 17, 2013
pl_barnblitz June 7, 2013
pl_boosh 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 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 January 17, 2014 A slightly more complete (but still thoroughly in-progress) version of the above iteration of Cactus Canyon.
pl_frontier_final June 7, 2013
pl_goldrush February 24, 2014
pl_hoodoo_final April 12, 2011
pl_pinecrest March 2, 2010 Thunder Mountain with minor differences along its final stage.
pl_thundermountain May 23, 2011
pl_upward June 10, 2014
plr_hightower July 22, 2013
plr_hightower_blu 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 October 24, 2013
plr_nightfall_final June 13, 2013
plr_pipeline May 23, 2013
raid_arena1 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, à la Left 4 Dead.
raid_badtower November 12, 2010 A conversion of koth_badwater to Raid mode with an arena structure similar to raid_arena1.
raid_badwater 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 February 10, 2011 An arena-style test map for Raid mode.
raid_goldrush March 2, 2010 A conversion of Gold Rush to Raid mode with a linear structure similar to raid_badwater.
raid_pillar 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 February 10, 2011 Ditto, but without the buzzsaws.
raid_teststage April 19, 2011 Contains a conversion of Gold Rush stage 2 for Raid mode and a block-out of raid_arena1.
raid_teststage2 April 29, 2011 An unfinished but large linear-style Raid mode test map in a badlands setting.
rd_2base January 17, 2014 Early fragments of Asteroid.
rock3 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 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 September 26, 2012
stage February 14, 2012 The map used to demonstrate/test animations in Source Filmmaker.
tc_hydro May 23, 2013
test_blackroom November 7, 2013
test_chopping May 23, 2013
test_doomsday October 25, 2011
test_fog October 9, 2012
test_multi_bomb February 14, 2013 An MvM test map for testing 3 bots with bombs, like in Mannhattan
test_nodes August 4, 2008
tr_dustbowl June 2, 2011
tr_engineer1 August 27, 2010 A training map for Engineer, it is the first stage of cp_dustbowl, but only the second point.
tr_goldrush September 13, 2010 A training map for the demoman
tr_target June 13, 2011
tra_sol_bas_rocketjump June 22, 2009 A training map for Soldier.
tra_sol_bas_rocketlauncher September 21, 2009
tra_sol_bas_shoot September 21, 2009
tra_sol_bonus_frenzy December 16, 2009
tra_sol_bridge_of_death January 29, 2010
tra_sol_corridor January 29, 2010
tra_sol_dustbowl 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 December 16, 2009
tra_sol_exp_frenzy_bothdirections September 21, 2009
tra_sol_launchpad January 29, 2010
tra_sol_pointbreaker September 21, 2009
tra_sol_rocketjump December 16, 2009
tra_sol_targets January 29, 2010
tra_sol_warehouse September 21, 2009
tut_spy 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 May 23, 2013
warehouse2_test_facade April 15, 2013
zep_test June 11, 2007 A zeppelin with an unfinished interior.