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Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps/Mann vs. Machine
This is a sub-page of Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps.
File | In-Game? | Hammer Build Date | Description |
---|---|---|---|
mvm_2bridges_artpass | β | February 14, 2012 | Early iteration of mvm_decoy with an unfinished wooden structure in place of the cliff on the left side. |
mvm_2bridges_b | β | January 12, 2012 | Even earlier iteration of mvm_decoy, with a medieval theme. |
mvm_2bridges_tank_location | β | April 16, 2012 | An empty map with only a model of a tank and a bomb hatch. |
mvm_2hatch | β | October 10, 2012 | Experimental map with 2 hatches to defend instead of 1. |
mvm_anim | β | February 14, 2012 | Early iteration of mvm_coaltown, with a medieval theme. Hidden visgroups reveal a scrapped control point that is tied to opening a gate for the right side path. |
mvm_aspawn | β | February 14, 2013 | A very basic angled test map made entirely of dev textures. |
mvm_base_interior | β | June 2, 2011 | Mostly detailed unfinished map with some inspiration from pl_thundermountain. Still references the scrapped knight boss in its boss entities. |
mvm_basic | β | September 24, 2013 | Basic linear test map. Has triggers for pausing and resuming the game timer on either side of the human spawn. |
mvm_bigrock | β | March 23, 2013 | |
mvm_cliffs_outer | β | June 13, 2011 | Mostly detailed unfinished map set on two opposing cliff faces. |
mvm_cloak | β | December 13, 2011 | The test map cloak, seemingly repurposed for some sort of MvM-based test. |
mvm_coaltown | β | August 27, 2012 | |
mvm_coaltown_engineer | β | October 10, 2012 | Seemingly identical to mvm_coaltown, with Engineer bot support. |
mvm_deathpit_2pits | β | March 16, 2012 | Early iteration of mvm_coaltown, with a different left path design and various other minor differences. Retains the hidden scrapped control point and gate from mvm_anim. |
mvm_deathpit_multibomb | β | March 7, 2012 | Another early iteration of mvm_coaltown. Likely used to test multiple active bombs. Retains the hidden scrapped control point and gate from mvm_anim. |
mvm_deathpit_sniper_mission | β | January 3, 2012 | Seemingly identical to mvm_anim, and based on the name, was likely tied to some sort of Sniper bot test. |
mvm_decoy | β | November 16, 2012 | |
mvm_decoy_event | β | October 10, 2012 | A Halloween version of mvm_decoy, with the upgrade stations and night sky used on mvm_ghost_town. |
mvm_droptest | β | July 5, 2012 | A modification of mvm_example, used to test bot interaction with certain terrain and slopes. |
mvm_example | β | February 14, 2013 | Basic test map for MvM. |
mvm_fallback | β | January 16, 2012 | A large medieval-themed map set in snowy terrain. |
mvm_fallback_gates | β | September 1, 2011 | Early iteration of mvm_fallback, with non-snowy terrain and a slightly different layout near the very front. There also a numerous "gates" which can be broken open to create new paths. |
mvm_forest | β | October 20, 2011 | Relatively large unfinished map set in, well, a forest. |
mvm_forest_chop | β | November 15, 2011 | A more compact and downsized iteration on mvm_forest_simple, focused around the second half of the map. |
mvm_forest_simple | β | December 13, 2011 | An iteration of mvm_forest with a shorter and less complex route to the bomb hatch. |
mvm_ghost_town | β | October 10, 2012 | |
mvm_mannhattan | β | December 4, 2013 | |
mvm_mannworks | β | August 27, 2012 | |
mvm_mannworks_event | β | October 10, 2012 | A Halloween version of mvm_mannworks, with the upgrade stations and night sky used on mvm_ghost_town. |
mvm_mining_tower | β | June 13, 2011 | A very large and open map based around a mining tower on a hill. Reuses a fair bit of building geometry from the center control point area of cp_badlands for the human base. |
mvm_oil_derrick | β | June 21, 2011 | A small map set atop a very tall cliff. Many entities refer to a "td" gamemode, likely Tower Defense. |
mvm_pipe | β | June 21, 2011 | The third stage of plr_pipeline, repurposed for MvM. |
mvm_pipe2 | β | September 7, 2011 | A version of mvm_pipe that got further into development, being set during daytime with BLU base almost completely removed and other various layout changes. |
mvm_rottenburg | β | December 17, 2013 | |
mvm_rottenburg_artstuff | β | August 14, 2013 | Mostly final version of mvm_rottenburg, with minor differences. |
mvm_rottenburg_artstuff2 | β | August 14, 2013 | Same as _artstuff, with minor differences. |
mvm_rottenburg_arttest | β | July 8, 2013 | Unfinished version of mvm_rottenburg, with less detail and simpler geometry in some places. |
mvm_rottenburg_arttest2 | β | July 25, 2013 | Same as _arttest2, with minor differences and a few missing structures. |
mvm_rottenburg_lighting | β | August 14, 2013 | Seemingly final version of mvm_rottenburg, possibly meant to test lighting. |
mvm_rottenburg_temp | β | September 13, 2013 | Seemingly final version of mvm_rottenburg, with very minor tool brush differences. |
mvm_spamfest | β | October 1, 2011 | A complex medieval-themed map. The general layout of the map seems to have been reused for mvm_2bridges_b, effectively making this map one of the earliest known iterations of mvm_decoy. |
mvm_sploosh | β | September 15, 2011 | Unfinished map with references to a "tf_logic_tower_defense", and various breakable walls. |
mvm_sploosh_5man | β | July 21, 2011 | mvm_sploosh, but with 5 players instead of 6. |
mvm_stronghold | β | August 29, 2011 | Small medieval-themed map that spirals around the bomb hatch, which sits on a raised platform. |
mvm_sup | β | January 12, 2012 | A blocky test map. |
mvm_surprise | β | September 26, 2012 | A large scale map where robots could directly teleport in at certain locations scattered around. References a missing "proto_drillmachine" model that the robots would have likely spawned from. |
mvm_trains | β | September 26, 2012 | Unfinished map set in a trainyard. |
mvm_turbo | β | June 12, 2012 | Another attempt at a spiraling map that wraps around the central area as it ascends to the bomb hatch. |
mvm_warehouse | β | July 21, 2011 | An expanded version of tr_target converted to MvM. Predates Mannhattan, which shared the same development name. Map references a "mini-tank" boss. Not to mention that the humans and robots were using the opposite teams (RED are Robots, BLU are humans) in this map. |
Contents
- 1 mvm_2bridges_artpass
- 2 mvm_2bridges_b
- 3 mvm_2bridges_tank_location
- 4 mvm_2hatches
- 5 mvm_anim
- 6 mvm_aspawn
- 7 mvm_base_interior
- 8 mvm_basic
- 9 mvm_bigrock
- 10 mvm_cliffs_outer
- 11 mvm_cloak
- 12 mvm_coaltown
- 13 mvm_coaltown_engineer
- 14 mvm_deathpit_2pits
- 15 mvm_deathpit_multibomb
- 16 mvm_deathpit_sniper_mission
- 17 mvm_decoy
- 18 mvm_decoy_event
- 19 mvm_droptest
- 20 mvm_example
- 21 mvm_fallback
- 22 mvm_fallback_gates
- 23 mvm_forest
- 24 mvm_forest_chop
- 25 mvm_forest_simple
- 26 mvm_ghost_town
- 27 mvm_mannhattan
- 28 mvm_mannworks
- 29 mvm_mannworks_event
- 30 mvm_mining_tower
- 31 mvm_oil_derrick
- 32 mvm_pipe
- 33 mvm_pipe2
- 34 mvm_rottenburg
- 35 mvm_rottenburg_artstuff
- 36 mvm_rottenburg_artstuff2
- 37 mvm_rottenburg_arttest
- 38 mvm_rottenburg_arttest2
- 39 mvm_rottenburg_lighting
- 40 mvm_rottenburg_temp
- 41 mvm_spamfest
- 42 mvm_sploosh
- 43 mvm_sploosh_5man
- 44 mvm_stronghold
- 45 mvm_sup
- 46 mvm_surprise
- 47 mvm_trains
- 48 mvm_turbo
- 49 mvm_warehouse
mvm_2bridges_artpass
An early version of mvm_decoy. Notable differences from the final version include a lack of painted and wooden "Mann Co." signs and the rocky cliff on the left side of the map being replaced with an unfinished wooden structure.
mvm_2bridges_b
mvm_2bridges_tank_location
A map simply with a bomb hatch and tank model aligned with it.
mvm_2hatches
mvm_anim
An early version of Coaltown, made in a medieval style with cobblestone textures of towers and castle walls between them, instead of the abandoned small desert town visuals used for the final version. There's no humorous signs outdoors or lore-related portraits and items in the spawn room yet, for the same reason.
Most of Coaltown's geometry is already here, except the final corridor near the robot spawn and the spawn itself. This corridor appears much shorter in this version and lacks the side buildings often used for things like Sentry nests. Also, the second death pit on the left path is absent, the only one present is the one in front of the the bomb hatch (which appears as large glass trapdoor here, the same used on several Payload maps). This might be a reason why the initial name of this map was Death Pit (and not Death Pits). Also, the cart railway is placed along the whole tank path, possibly an indication that a Payload cart used for the Tank in early stages. Along with small changes like slightly different geometry of various rooms (or towers) and absence of certain ammo boxes/medkits, there's early version of a room on the right path that contains a medkit and ammo box that is still present in the release version.
The most distinctive visual in this map and possible source for the map's name is the giant Robot Heavy in the skybox that is cycling through the same set of animations. He's placed in the same area where the mothership tank is located in the final version, and his most likely purpose was testing how animations in skybox look for players.
mvm_aspawn
mvm_base_interior
mvm_basic
mvm_bigrock
Hidden visgroups reveal old concepts for the level:
mvm_cliffs_outer
mvm_cloak
mvm_coaltown
To do: |
This map exists in the current release of the game. Differences are likely to be minimal or non-existent.
mvm_coaltown_engineer
To do: I compile this but the lighting seems broken? |
Coaltown, but seemingly with engineer bot support.
mvm_deathpit_2pits
mvm_deathpit_multibomb
mvm_deathpit_sniper_mission
mvm_decoy
To do: |
This map exists in the current release of the game. Differences are likely to be minimal or non-existent.
mvm_decoy_event
A version of the map using the Halloween upgrade station and nighttime skybox used in mvm_coaltown_event.
mvm_droptest
A modification of mvm_example, likely used for testing how the AI reacts to walking off of different surfaces / inclines.
mvm_example
mvm_fallback
mvm_fallback_gates
mvm_forest
mvm_forest_chop
mvm_forest_simple
mvm_ghost_town
To do: |
This map exists in the current release of the game. Differences are likely to be minimal or non-existent.
mvm_mannhattan
To do: |
This map exists in the current release of the game. Differences are likely to be minimal or non-existent.
mvm_mannworks
Hidden visgroups reveal old concepts for the level:
mvm_mannworks_event
To do: |
A version of the map using the Halloween upgrade station and nighttime skybox used in mvm_coaltown_event.
mvm_mining_tower
mvm_oil_derrick
To do: This map doesn't like to compile as it has no outer box. |
mvm_pipe
Pipeline stage C as an MvM map.
mvm_pipe2
Pipeline stage C as an MvM map.
mvm_rottenburg
To do: |
This map exists in the current release of the game. Differences are likely to be minimal or non-existent.
mvm_rottenburg_artstuff
To do: |
mvm_rottenburg_artstuff2
To do: |
mvm_rottenburg_arttest
To do: |
mvm_rottenburg_arttest2
To do: |
mvm_rottenburg_lighting
To do: |
mvm_rottenburg_temp
To do: |
mvm_spamfest
mvm_sploosh
A version of MvM with a "tf_logic_tower_defense". The map has multiple (3) gates that prevent bots from progressing. These gates (walls) are breakable by the bots with 8000hp, and can be rebuilt with and upgraded with 2000hp at a time. Tanks break through them.
mvm_sploosh_5man
The same as mvm_sploosh but with 5 players instead of the usual 6.
mvm_stronghold
mvm_sup
mvm_surprise
An early-in-development MvM map that has robots teleport in at specific points scattered randomly throughout the map, out of "drills". Surprisingly, while the model for the drill is missing, most of the particles intended for the map exist in modern TF2.
mvm_trains
A desert-themed map. The center area has very little cover, with most of it being hidden in a disabled visgroup. A few early/alternate sections of the map, mostly different designs of the bomb pit area, exist in disabled visgroups as well.
mvm_turbo
A medieval-themed map that spirals inwards. RED has two spawn rooms, each one on opposite sides of the map.