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Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps/Payload

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This is a sub-page of Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps.

pl_badlands

TeamFortress2-pl badlands.png

Intended to be a gamemode where both teams push one cart towards the enemy's final point, but the cart doesn't seem to move.

pl_badwater

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

pl_barnblitz

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

pl_boosh

An unfinished multi-stage Payload map, seemingly abandoned early in it's development. It's internally called "Ass", implying the map wasn't playtesting/received well.

pl_cactuscanyon

Hmmm...
To do:
Compare it with its first Beta release (July 8, 2014) or its latest Beta release (September 15, 2014).
TeamFortress2-pl cactuscanyon.png

This map is very different from it's (unused) in-game counterpart. It appears to be a combination of the first and scrapped second stage.

  • The map is one large Payload map with four capture points instead of two separated stages (three between Beta 5 and Beta 8) with two points for its first stage, and four in its second stage.
  • The map overall is more cramped than its first and latest Beta release.
  • Stage 1-half:
    • The Stage 1's final point area does not exist.
    • The beginning area is shorter and the BLU's 1st spawn has an additional exit on their left.
    • The rightmost part between the BLU's spawn and the 1st point is less cramped.
    • The building in front of the 1st point does not have a first floor, has an additional access underneath, and has a closed corridor instead of an open area at the back.
    • Another building in front of the 1st point is missing a large, opened window. It is replaced by a doorway.
    • The "Garage" basement has half of its interior missing.
    • The mountain near the 1st point is replaced by a basement with a passage to the 2nd point.
    • The RED's 1st spawn is closer to the 2nd point.
    • The 2nd point is moved closer to the 1st point.
    • The BLU's 2nd spawn is located between the 2nd and 3rd point.
  • Stage 2-half:
    • The scrapped Stage 2's first point and BLU spawn area do not exist.
    • The RED's 1st spawn is in front of the 3rd point.
    • Near the end, a "crane" carries the payload from the top of a rocky cliff to the bottom, right before the final point.
    • A pit is present instead of the water pod near the final point.
    • The red basement under the crane has a closed corridor instead of a narrow, opened area between two basements.
    • The final point's area does not have pits around it, instead replaced by walls of rocks.
    • The RED's 2nd spawn has an additional exit that goes under the final point.
    • The pit has a smaller rollback track and a different texture.

Hidden visgroups reveal old concepts for the level:

  • An additional cover under the crane that blocks a path between the crane and the final point.

pl_cactuscanyon6

Hmmm...
To do:
Compare it with the other pl_cactuscanyon from its repository.

This map has some noticeable differences compared to the other Cactus Canyon from the repository and looks slightly more like its first Beta release.

  • Stage 1-half:
    • The building in front of the 1st point has a 1st floor and its back road is open, resembling its current form.
    • The "Garage" basement is smaller in height and has more textures overall.
    • A new cover is added to the 1st point.
    • The scrapped passage between the two first points has its lights removed and its access blocked by a skybox.

pl_frontier_final

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

pl_goldrush

Hidden visgroups reveal old concepts for the level:

pl_hoodoo_final

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

pl_pinecrest

An earlier version of thunder mountain.

  • The first hut the cart goes into has no upper area for sentries, and no stairs up to it.
  • BLU spawn stage 2 has a prop at the end of the rail.
  • Stage 2 has no stairs up the building past the bridge, nor a ledge.
  • BLU spawn stage 3 right exit is immediately blocked by a gate, instead of stairs down it's a one-way drop.
  • In stage 3 many walls are transparent metal fences, rendering much more area.
  • Stage 3 point A has no windowed area above the point.
  • Stage 3 point B has no ramp to the nearby area, and it instead connected via an open area instead of being an enclosed space.

pl_thundermountain

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

pl_upward

Hidden visgroups reveal old concepts for the level:

  • A concrete wall above the tunnel after A point.
  • A giant arrow sign laying against a rock on the rocks on the hill between A and B.

plr_hightower

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

plr_hightower_blu

TeamFortress2-plr hightower blu.png

An earlier version of hightower. The platforms to raise the carts at the end are still using teamcoloured dev textures. The towers themselves are also made of scrap metal. The textures in areas are generally different though not too noticeably. The BLU spawn's ramp area uses very red textures.

plr_hightower_event

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

plr_nightfall_final

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

plr_pipeline

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.