If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Prerelease:Team Fortress 2

From The Cutting Room Floor
Jump to navigation Jump to search
This page contains changes which are not marked for translation.


This page details prerelease information and/or media for Team Fortress 2.

This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
  • Make a new subpage for weapons/cosmetics/etc "leaked" through official media
    • I haven't actually uploaded stuff for this page yet, but I'll get around to it soon ~ TF2CC
  • Fill this main Prerelease page up with all the known prerelease medias (concept art, early playtest screenshots, etc.)

User:Mantis' Todos:
This page needs information about the game's development, considering it was in development for 9 or so years.

  • Add a summarized development timeline to the main page here.
  • Be sure to move relevant topics over to subpages to keep this page tidy.
  • Possibly stuff mentioned in the commentary mode that might be worth discussing here.
  • Some promotional trailers feature modified versions of maps, like Granary in Meet the Soldier that might be worth noting.

Team Fortress 2 has changed a lot, both before and after release.

Sub-Pages

Pre-Release
The nine or so years of development that were definitely worth the wait.

Blank.png
Early Builds
The many early attempts at making this game. From 1998 to 2005.
Blank.png
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.

Blank.png
Resource Lists
All of the items that were leaked in reslists.
Blank.png
Texture Preload List
All of the items that were leaked in the texture_preload_list.txt file.
Blank.png
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


(Source: Archived copy of TF2Stats.net's schema dump of attributes from July 4, 2010)

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.

(Source: Drew Wolf's portfolio)

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.

TF2ConceptArt-Asteroid.jpg