Prerelease:Team Fortress 2
This page details prerelease information and/or media for Team Fortress 2.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
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Team Fortress 2 has changed a lot, both before and after release.
Contents
Sub-Pages
Pre-Release
The nine or so years of development that were definitely worth the wait.
Early Builds The many early attempts at making this game. From 1998 to 2005. |
Later Builds A final vision is found, but there still quite a few differences. Covers development from roughly 2005 to the game release in 2007. |
Post-Release
Many in-development items and concepts have been accidentally revealed by Valve through the years in various ways, with a lot of them never seeing a proper release.
Resource Lists All of the items that were leaked in reslists. |
Texture Preload List All of the items that were leaked in the texture_preload_list.txt file. |
Cosmetics & Weapons All of the early stuff "leaked" through official media. |
Tiered Attributes
In July of 2010, a total of three hundred and fifty-five attributes were found to have been added to the Steam API, but were not added to the attribute list in the game files. They were all standard existing attributes from the game, but with five copies of each attribute. Each of the five attribute copies had their names prefixed with "Tier" and a number ranging from 1 to 5, e.g. "Tier 1", "Tier 2", etc. Unlike the standard attributes ingame which are able to have their values changed, these tiered attributes had their values pre-set, with each tier being a slight upgrade to the previous tier in most cases.
It is unknown what these attributes were to be used for, but speculation includes either the attributes being for some form of an item levelling system, or that they were Raid Mode's version of Mann vs Machine's Upgrade Station. Supporting the latter idea, Raid Mode as a concept dates back to around the same time as the inclusion of these attributes, with filenames for Raid Mode bosses being found in cp_degrootkeep.lst when it was added to the game with the map itself in the Australian Christmas 2010 update.
Name | Tier Values | Description | Type | ||||
---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |||
Tier # damage penalty | 0 | 0 | 0.95 | 0.92 | 0.9 | -[value]% damage penalty | percentage |
Tier # damage bonus | 0 | 0 | 1.05 | 1.08 | 1.1 | +[value]% damage bonus | percentage |
Tier # clip size penalty | 0.9 | 0.85 | 0.8 | 0.75 | 0 | -[value]% clip size | percentage |
Tier # clip size bonus | 1.1 | 1.15 | 1.2 | 1.25 | 0 | +[value]% clip size | percentage |
Tier # fire rate penalty | 1.05 | 1.1 | 1.15 | 1.2 | 1.25 | -[value]% slower firing speed | inverted_percentage |
Tier # fire rate bonus | 0.95 | 0.9 | 0.85 | 0.8 | 0.75 | +[value]% faster firing speed | inverted_percentage |
Tier # heal rate penalty | 0.95 | 0.9 | 0.85 | 0.8 | 0 | -[value]% heal rate | percentage |
Tier # heal rate bonus | 1.05 | 1.1 | 1.15 | 1.15 | 0 | +[value]% heal rate | percentage |
Tier # ubercharge rate penalty | 0 | 0 | 0.95 | 0.9 | 0.85 | -[value]% ÜberCharge rate | percentage |
Tier # ubercharge rate bonus | 0 | 0 | 1.05 | 1.1 | 1.15 | +[value]% ÜberCharge rate | percentage |
Tier # overheal bonus | 1.08 | 1.12 | 1.15 | 1.2 | 0 | +[value]% more max overheal | percentage |
Tier # heal on hit for rapidfire | 0 | 0 | 1 | 2 | 4 | On Hit: +[value] health | additive |
Tier # add uber charge on hit | 0 | 0.01 | 0.02 | 0.03 | 0.05 | On Hit: [value]% ÜberCharge added | additive_percentage |
Tier # crit vs burning players | 0 | 0 | 0 | 1 | 1 | 100% critical hit vs burning players | or |
Tier # max health additive bonus | 5 | 10 | 15 | 20 | 25 | +[value] max health on wearer | additive |
Tier # critboost on kill | 0 | 0 | 0 | 0 | 2 | On Kill: [value] seconds of 100% critical chance | additive |
Tier # move speed penalty | 0 | 0 | 0.95 | 0.9 | 0.87 | -[value]% slower move speed on wearer | inverted_percentage |
Tier # health regen | 0 | 0.3 | 0.4 | 0.5 | 0.8 | +[value] health regenerated per second on wearer | additive |
Tier # dmg taken from fire reduced | 0.95 | 0.9 | 0.85 | 0.8 | 0 | +[value]% fire damage resistance on wearer | inverted_percentage |
Tier # dmg taken from fire increased | 1.05 | 1.1 | 1.15 | 1.2 | 1.3 | -[value]% fire damage vulnerability on wearer | percentage |
Tier # dmg taken from blast reduced | 0.95 | 0.9 | 0.85 | 0.8 | 0 | +[value]% explosive damage resistance on wearer | inverted_percentage |
Tier # dmg taken from blast increased | 1.05 | 1.1 | 1.15 | 1.2 | 1.3 | -[value]% explosive damage vulnerability on wearer | percentage |
Tier # dmg taken from bullets reduced | 0.95 | 0.9 | 0.85 | 0.8 | 0 | +[value]% bullet damage resistance on wearer | inverted_percentage |
Tier # dmg taken from bullets increased | 1.05 | 1.1 | 1.15 | 1.2 | 1.3 | -[value]% bullet damage vulnerability on wearer | percentage |
Tier # increase player capture value | 0 | 0 | 1 | 2 | 3 | +[value] capture rate on wearer | additive |
Tier # health from healers reduced | 0.85 | 0.75 | 0 | 0 | 0 | -[value]% health from healers on wearer | percentage |
Tier # health from healers increased | 1.1 | 1.15 | 0 | 0 | 0 | +[value]% health from healers on wearer | percentage |
Tier # weapon burn dmg increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% burn damage | percentage |
Tier # weapon burn dmg reduced | 0.95 | 0.9 | 0.85 | 0.8 | 0 | -[value]% burn damage | percentage |
Tier # weapon burn time increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% burn duration | percentage |
Tier # weapon burn time reduced | 0.95 | 0.9 | 0.85 | 0.8 | 0 | -[value]% burn duration | percentage |
Tier # aiming movespeed increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% faster deployed movespeed on wearer | percentage |
Tier # maxammo primary increased | 1.1 | 1.15 | 1.2 | 0 | 0 | +[value]% max primary ammo on wearer | percentage |
Tier # maxammo primary reduced | 0.9 | 0.85 | 0.8 | 0 | 0 | -[value]% max primary ammo on wearer | percentage |
Tier # maxammo secondary increased | 1.1 | 1.15 | 1.2 | 0 | 0 | +[value]% max secondary ammo on wearer | percentage |
Tier # maxammo secondary reduced | 0.9 | 0.85 | 0.8 | 0 | 0 | -[value]% max secondary ammo on wearer | percentage |
Tier # maxammo metal increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% max metal on wearer | percentage |
Tier # maxammo metal reduced | 0.95 | 0.9 | 0.85 | 0.8 | 0 | -[value]% max metal on wearer | percentage |
Tier # cloak consume rate increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | -[value]% cloak duration | percentage |
Tier # cloak consume rate decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0 | +[value]% cloak duration | inverted_percentage |
Tier # cloak regen rate increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% cloak regeneration rate | percentage |
Tier # cloak regen rate decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0 | -[value]% cloak regeneration rate | percentage |
Tier # minigun spinup time increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | -[value]% slower spin up time | percentage |
Tier # minigun spinup time decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0 | +[value]% faster spin up time | inverted_percentage |
Tier # max pipebombs increased | 1 | 2 | 3 | 4 | 0 | +[value] max pipebombs out | additive |
Tier # max pipebombs decreased | -1 | -2 | -3 | -4 | -5 | -[value] max pipebombs out | additive |
Tier # SRifle Charge rate increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% faster power charge | percentage |
Tier # SRifle Charge rate decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0 | -[value]% slower power charge | inverted_percentage |
Tier # Construction rate increased | 1.1 | 1.15 | 1.2 | 1.25 | 0 | +[value]% faster construction rate | percentage |
Tier # Construction rate decreased | 0.9 | 0.85 | 0.8 | 0.75 | 0 | -[value]% slower construction rate | inverted_percentage |
Tier # Repair rate increased | 1.1 | 1.15 | 1.2 | 1.25 | 0 | +[value]% faster repair rate | percentage |
Tier # Repair rate decreased | 0.9 | 0.85 | 0.8 | 0.75 | 0 | -[value]% slower repair rate | inverted_percentage |
Tier # Reload time increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | -[value]% slower reload time | percentage |
Tier # Reload time decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0 | +[value]% faster reload time | inverted_percentage |
Tier # selfdmg on hit for rapidfire | 0 | 0 | 0 | -1 | -2 | On Hit: [value] health | additive |
Tier # Blast radius increased | 1.05 | 1.1 | 1.15 | 1.2 | 0 | +[value]% explosion radius | percentage |
Tier # Blast radius decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0.75 | -[value]% explosion radius | percentage |
Tier # Projectile range increased | 1.1 | 1.15 | 1.2 | 1.25 | 0 | +[value]% projectile range | percentage |
Tier # Projectile range decreased | 0.9 | 0.85 | 0.8 | 0.75 | 0 | -[value]% projectile range | percentage |
Tier # Projectile speed increased | 1.05 | 1.1 | 1.15 | 1.2 | 1.25 | +[value]% projectile speed | percentage |
Tier # Projectile speed decreased | 0.95 | 0.9 | 0.85 | 0.8 | 0.75 | -[value]% projectile speed | percentage |
Tier # move speed bonus | 0 | 0 | 1.05 | 1.1 | 1.13 | +[value]% faster move speed on wearer | percentage |
Tier # health from packs increased | 1.15 | 1.25 | 0 | 0 | 0 | +[value]% health from packs on wearer | percentage |
Tier # health from packs decreased | 0.9 | 0.85 | 0 | 0 | 0 | -[value]% health from packs on wearer | percentage |
Tier # heal on hit for slowfire | 0 | 5 | 8 | 12 | 15 | On Hit: [value] health | additive |
Tier # selfdmg on hit for slowfire | 0 | -3 | -5 | -7 | -10 | On Hit: [value] health | additive |
Tier # ammo regen | 0.03 | 0.04 | 0.05 | 0.07 | 0 | +[value]% ammo regenerated every 5 seconds on wearer | additive_percentage |
Tier # metal regen | 1 | 2 | 4 | 6 | 8 | +[value] metal regenerated every 5 seconds on wearer | additive |
Tier # max health additive penalty | -5 | -10 | -15 | -20 | -25 | [value] max health on wearer | additive |
Tier # dmg bonus vs buildings | 0 | 0 | 1.05 | 1.08 | 1.1 | +[value]% damage vs buildings | percentage |
Tier # dmg penalty vs players | 0 | 0 | 0.95 | 0.92 | 0.9 | -[value]% damage vs players | percentage |
Miscellaneous
Random prerelease information throughout the game's life.
Female Classes
At some point, Valve had experimented with the idea of adding female variants of the classes to the game. The existence of a model for a female Soldier shows that this idea had been seriously considered and worked on before being scrapped for whatever reason.
rd_asteroid Concept Art
In the blog post New Comic and What We're Working On! from the official website, Valve released a piece of concept art for the unfinished Robot Destruction map Asteroid. The filename of the image implies the map was once set on the Moon rather than an asteroid. In addition, RED's base is shown with more detail and much larger than it appears in game.