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User:Nextracer1/Sandbox
Nextracer1 |
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Developer: Respawn Entertainment This game has unused animations. |
Titanfall 2 is the sequel to Titanfall, featuring new Titans and new Pilot abilities as well as first introducing the series to a single-player campaign. It is also quite infamous for having a pretty ridiculous amount of cut content.
Contents
Sub-Pages
Unused Code Copious amounts of cut mechanics, sequences, gamemodes, etc. |
Unused Weapons, Items & Abilities Unused weapons, abilities... powerups?? |
Level Oddities Weird things in levels that you don't normally see. |
Testing and Development Material Wacky developer-only startpoints, code functions and other sequences. |
Unused and Alternate Dialogue There is too much. |
Developer Mode
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: See if it's possible to get any more of these options working. |
By adding "+developer 1" and "-dev" to the launch parameters, the player can access a somewhat rudimentary "developer mode" that includes a new option next to the data center select at the bottom named "Dev Menu". This same menu is also accessible from the pause menu in-game, adding an additional "--dev" option to the end of the normal list of menu options.
The contents of the dev menu are dynamic and will differ depending on whether you are in gameplay, and whether you are in singleplayer, multiplayer or frontier defense. However, with the exception of spawning in a single grunt, very few of the options on this menu are still operable. Additionally, developer mode enables an indicator in the bottom left corner of the screen that displays what difficulty you're playing on in singleplayer.
Annoyingly, loading into the level "The Ark" while in this mode will also instantly crash the game unless you apply a manual fix in the level scripts.
SP Missions - An in-depth level select that would allow the player to load into any startpoint of any level in the entire game. The menu leads to a sub-menu listing every level in the game, followed by a menu listing that level's startpoints. Additionally, some of these levels have options that take you to developer-only startpoints, and not ones that appear in the actual level. In any map that has multiple levels take place on it (namely The Beacon hub map and the Effect and Cause campus), the menu lists both chapters as the same level, while the middle chapter is given its own submenu.
On this menu, every single mission in the game has a codename that was used during development. Each map is also given a description and an "owner", presumably the developer(s) who were working on that level.
Final name | Early name | Description | Owner |
---|---|---|---|
The Pilot's Gauntlet | Training | Learn the basics | Slayback / Soupy |
BT-7274 | Wilds | Organic wall run | Roger |
Blood and Rust | Sewers | Toxic environment | Davis, Shaver |
Into the Abyss | Boomtown Start | Chunks: Intro, Prop Warehouse, ThawTown, Disassembly | Shaver, Soupy, ChadG |
Into the Abyss | Boomtown Middle | Chunks: Assembly, Sideways Town Climb, ReaperTown | Shaver, Soupy, ChadG, McCord |
Into the Abyss | Boomtown End | Chunks: Above the Dome, Ash Fight | Shaver, McCord |
Effect and Cause | Time Shift Part 1 | Chunks: Lecture Halls, Overgrown Campus BT Explains It All, Pristine Campus, Reactor Meltdown | Lumberjake |
Effect and Cause | Time Shift Part 2 | Chunks: Wildlife Research, Human Research, Campus Return | Lumberjake |
The Beacon | Beacon | Tightrope walk | McCord, Chad G. |
The Beacon | Spoke 0 | Powertech | McCord, Chad G. |
Trial by Fire | T-Day | Promise of the premise | Chuck, Chad G. |
The Ark | Ship to Ship | Ship to ship | Mo |
The Fold Weapon | Skyway | High altitude | Grif |
Unlock Campaign Missions - Does pretty much what it says on the tin. Selecting this option automatically unlocks the full mission select screen and allows the player to select any level in the game to start from. The unlocked levels don't save, though, and closing and relaunching the game will cause them all to be locked again if they were not unlocked before.
SP Style Maps - Similar to SP Missions, but instead features a selection of (non-working) test maps. These are explained in the unused maps section.
Unused Dev Menu Options
Internally, some options from this menu were commented out and thus are not displayed, but they evidently did exist at one point.
While they can be restored so that their option appears again in the in-game dev menu, none of them work anymore.
To do: Full function definitions for these can probably be found somewhere, and would give much more reliable info. |
Name | Purpose | Notes |
---|---|---|
Difficulty | Would have allowed SP difficulty to be changed from the dev menu. | Oddly, was not made Singleplayer exclusive. It was also left broken and crashes the game if you try to restore it. |
Disable New NPCs | Unknown | |
Toggle Blood Spray Decals | Would enable or disable enemy blood decals when attacked. | |
Play<name>VDU | VDUs here are referring to fully animated sequences of enemies' reactions to you, that were replaced with static images in the final game. This would have forced played some character's VDUs. | These contain some character names from the original Titanfall, who never actually appear in this game - namely "Spyglass", "Graves", "Mac" and "Bish". |
TrailerTitanDrop | Presumably would set up a Respawn trailer-footage-gathering antic. | There are other things in levels related to dropping trailer titans, but it used the player's local view as a starting point and so was likely a separate thing. |
AI Chatter: aichat_callout_pilot_dev | Would play a conversation test of the same name. Presumably this was a test for situational grunt callouts (e.g. the infamous "Look! A pilot! Now the odds are in our favour!") | |
Display Embark Times | Unknown | The function name shows they were debugging "embark times", whatever those were. |
Toggle Bubble Shield | Unknown, but it seems pretty self-explanatory. | "Bubble Shield" is probably referring to the titan drop shield. |
Toggle Grenade Indicators | Would have toggled on or off the grenade danger HUD indicator. |
The dev menu would have also been where the [action block levels] were listed during development, but these options were also removed.
Unused / Early Maps
Unfortunately, functioning unused maps in this game are VERY hard to come by. We do, however, have many concepts of unused maps and information regarding them.
To do:
|
Dev Menu Test Maps
As previously mentioned, the developer menu contains a collection of maps that were used for testing, though none of them work because their map files were removed from the game entirely. They do have names, (bad) descriptions, owners and filenames that give us some clues, though.
Name | Description | Owner | Tries to load |
---|---|---|---|
Timeshift Lobby | Timeshift lobby | Virgina | sp_timeshift_lobby_style_JV |
Timeshift Lobby Destroyed | Timeshift lobby destroyed | Virgina | sp_timeshift_lobby_02_style_JV |
Timeshift Bunker | Timeshift bunker | Timo | sp_timeshift_bunker_timo_art |
Timeshift executive suite | Timeshift executive suite | Josh | sp_josh_timeshift_test_01 |
OLA Sewer | OLA Sewer | Jose | mp_sewer_style_jose |
Lavaland Test | Lavaland Test | Jose | mp_lavaland_test_jose |
Grave sky | Grave Sky Damaged | ToddS | mp_grave_sky_damage_style |
- The first four all have "Timeshift" in their name, implying that they are based on the level Effect and Cause.
- The "OLA" in "OLA sewer" is a dev name referring to the Draconis ship, suggesting that it would have taken place there.
- In the map described as "Grave sky damaged", "Grave" is the internal name for the multiplayer map "boomtown", which is indeed a map that features a damaged sky. The pre-alpha contains a damaged grave sky "concept" model attributed to the same developer as this map, that depicts the geometry above the cracked sky from boomtown - this map was most likely Respawn messing around with this idea.
Action Blocks
A very interesting set of early levels, only found in a disabled menu in the scripts, are definitions for "Action Blocks". Respawn employee Soupy has done an entire GDC talk on these, but the overall idea is that Respawn spent the first 7 weeks of development blocking out quick, random, gimmicky test maps for whatever gameplay mechanic they thought would be cool. Every week would have a set of action blocks for other developers to try out and discuss, and at the end of this period they would take the ideas that worked and used them as a basis for gameplay mechanics in the actual campaign. Effect and Cause's time travel mechanic was the result of an action block, for instance.
While none of the test maps exist anymore, the dev menu contains an unused, commented out section defining every single week's action block names, maps and descriptions on what they were, giving us a ton of insight into what they looked like. Respawn themselves have also shown a lot of footage of action block maps.
According to the code for this, the dev menu would only show the action block maps from that particular week, which is why they each have a week number defined. It's also worth noting that the Fun House and Space Battle were both weirdly commented out of this menu before the rest were.
Action Block Name | Description | Week | Owner | Would Load |
---|---|---|---|---|
Timed Switch Panel Run | "Test your wallrunning abilities by jumping on timed platforms" | 1 | Sean | sp_platform_test01 |
Energon Room | "Combat test arena. Collect all Energon Spheres to win" | 1 | Mackey | sp_abmac1 |
Titan Buddy + Turret Columns | None | 1 | Carlos | carlos_test |
Titan Buddy + Turret Columns | None | 1 | Carlos | carlos_test |
Titan Maze | None | 1 | Soupy | p_act-block_maze |
Catch me if you Can | "Catch up to a moving pilot and kill him to win" | 1 | Chin | catchmeifyoucan (would launch a playlist) |
Jumping Puzzles | "Various pilot jumping puzzles with moving platforms" | 1 | ChadG | mp_chad |
FLANKER BOOST loadout basics | "Non-wallrunning pilot jumping basics" | 1 | Brent | mp_ab_test |
Flee Titan Attack by wallrunning | None | 1 | Roger | sp_ab_flee |
Protect Grunt squad from Mortar fire | None | 1 | Roger | sp_ab_vortex |
Catch me if you Can Part 2 | None | 1 | Soupy | mp_catchme (would also set a playlist and gamemode) |
Environment Puzzles | "Get your titan to the exit by solving some puzzles" | 2 | ChadG | mp_chad2 |
Fun House - survive to the end | None | 2 | Mo | mp_ab_funhouse |
Assassin Arena - boss fight with the Assassin | None | 2 | Mo | sp_ab_assassin |
Creature Ship | "Explore a crashed ship with mysterious cargo" | 2 | LumberJake | mp_actionblockjake01 |
Titan/Pilot Puzzles | "Get your titan to the green room" | 2 | RyanR | mp_ryanr_actionblock_01 |
Titan/Pilot Core Combat | None | 2 | Carlos | sp_ammo_pickup |
Titan Overwatch | "Your sniping titan will cover you as you advance to the bunker" | 2 | Roger | sp_ab_titanbuddy |
Rodeo Express | "Use your titan to get you through a pilot hazard area" | 2 | Chin | mp_chin_rodeo_express (would also set a playlist "lava") |
Wallrun Gauntlet | "Wallrun through the geo and don't fall to your death" | 2 | McCord | sp_zipline_action_block01 |
Titan Mortar Targeting Test | None | 2 | Soupy | sp_mortar_targeting_test |
Tremors | None | 2 | David | sp_tremors |
Titan Combat Blok | "Combat arena. Kill all enemies." | 2 | Mackey | sp_abmac3 |
Smart Targeted Switch Panel | "Wallrun from wall to wall while activating switches" | 2 | Sean | sp_platform_test02 |
Combat Canyon | "Kill enemies in the canyon and extract" | 3 | Mo | sp_ab_ski |
Titan v Titan | "Test Titan vs Titan combat against various titan AI" | 3 | Roger | sp_ab_tvt |
Train Raid | "Board a speeding train and hack the explosives on board" | 3 | ChadG | sp_ab_trainride01 |
Super Spectre Bros | "Survive 6 waves against super spectres" | 3 | David | mp_ab_super_spectre_bros |
Nightshot | "Help your titan buddy hunt in the dark." | 4 | David | sp_ab_nightshot |
Space Battle | "Pilot a ship in space. -Play with Always run OFF. -Use low sensitivity. -Use bug_reproNum 1 to invert flight controls. -Use bug_reproNum 2 for PRO flight controls. (free look) -Use bug_reproNum 3 for inverted PRO flight controls." |
4 | Mo | sp_ab_week4 |
Buddy Fight | "Arena fight with buddy Titan" | 4 | Mackey | sp_buddy_fight |
Fastball Special | "Use a new Titan ability to hurl yourself to new heights." | 4 | Slayback/McCord | sp_fastball |
Time Travel Mechanic | "Travel back and forth through time to complete your mission." | 4 | Slayback/McCord | sp_actionblockjake02 |
Titan Ability: Death Blossom | "Use Up on D-Pad to use Death Blossom Use your new ability to defeat the enemies" |
5 | Mo | sp_ab_blossom (would also set bug_repronum 0) |
Titan Ability: Arc Blast | "Use Down on D-Pad to use Arc Blast Use your new ability to defeat the enemies" |
5 | Mo | sp_ab_blossom (would also set bug_repronum 1) |
Titan Abilities: Death Blosson + Arc Blast | "D-Pad Up = Death Blossom D-Pad Down = Arc Blast Use your new abilities to defeat the enemies" |
5 | Mo | sp_ab_blossom (would also set bug_repronum 2) |
Time Stasis Gun | "Titan freezes enemies allowing the Pilot to do a one-shot kill" |
5 | LumberJake | sp_actionblockjake03 |
Fastball Mortar Battle | "Freeform Buddy Titan arena battle. - Fastball Special - Mortar Crews - Buddy Hibernation - Harvester Defense" |
5 | McCord/Slayback | sp_ab_mortar_battle01 |
Zipline Gun | "Create permanent ziplines in the map" | 5 | ChadG | mp_angelcity (would also set gamemode tdm and bug_repronum 1234) |
Titan Hulk | "Buddy Titan hulks out and throws things." | 6 | David | sp_ab_titan_thrower |
Player & Titan vs Enemy Titan | "Bare bones Pilot & Auto Titan vs Enemy Titan" | 6 | Roger | sp_ab_ptvt |
Pilot Stasis Gun | "Pilot has a Stasis gun to help a friendly Titan out" | 6 | Soupy | sp_ab_synergy |
Acid Rain | "- Destroy 3 harvesters in a poison rain storm - Avoid poison rain by staying in your Titan or indoors - Collect powerups to get rain immunity" |
6 | LumberJake | sp_actionblockjake04 |
Freeform Hallway Fight | "Move through the tight hallways with your Titan Buddy." | 6 | McCord/Slayback | sp_ab_hallway_fight01 |
Stealth Town | "Stealth through a group of enemy titans" | 6 | Carlos | sp_titan_stealth |
Titan Attack Command | "Command your buddy titan to attack a position." | 6 | Mo | sp_ab_break |
SP Shell | None | 7 | Chad/McCord | sp_shell1 |
Smart Pistol Progression | "Try different smart pistol mods in different combat situations" | 7 | Soupy | sp_ab_smart_pistol_ramp |
mp_box
This is a rather iconic map among modders that can be seen all over early development screenshots, but the biggest in-game evidence of it existing can be found in the pre-alpha's files. It contains, among other levels, an overhead screenshot of mp_box from the level editor that was used as a placeholder minimap. It is also listed in the overview text file for mp_lobby, where it and its minimap are strangely listed in place of the actual lobby map, and it is also referenced in the persistent player data file where a developer comment says they needed it there in order to test stat tracking on it. This definitely seems like a barebones testing map for developers.
This is a map that has also existed in previous Titanfall games, and the version from Titanfall Online is able to be ported quite stably into Titanfall 2. Comparing these versions with the minimap, it seems like half of mp_box (namely, a separate firing range area) was removed and put in mp_engagement_range_test instead.
(IMAGE) (IMAGE)
mp_engagement_range_test
This map's name can be found in a few places internally, and is also referenced in the player persistent data file for the same reason as mp_box. The only public footage of this map that has ever existed is a video by former Respawn employee Ronan Sarono of a dabbing execution animation that he made and then instantly deleted.
As mentioned before, this map used to be merged with mp_box in earlier Titanfall entries.
(IMAGE)
Miscellaneous Test Maps
To end off the test maps, here a list of maps whose names appear in scripts, but that we know virtually nothing about.
- mp_titan_rodeo: shows up in the dev menu scripts, where it would've had unique dev menu commands for the map.
- model_viewer: ditto.
- sp_grunt_arena: ditto. Its unique dev command suggests there were health pickups on the map.
Early Versions of Used Maps
Also among the pre-alpha's collection of placeholder minimaps are a few screenshots of existing maps as they were in development.
There are 2 different unreleased layouts of the map Complex, oddly containing an ammo pickup icon from Titanfall 1:
(IMAGE) (IMAGE) (IMAGE)
And there is a much different version of the map used in the mission BT-7274.
(IMAGE) (IMAGE)
Unused Graphics
stuff
Unused Text
A file called dev_strings.txt contains the following unused localization strings. lf_titan_sands is a map file from the original Titanfall game.
"MP_LF_TITAN_SAND" "Blasted Sands" "MP_LF_TITAN_SAND_CLASSIC_DESC" "An abandoned weapons testing facility? For me? You shouldn't have." "BOSS_TITAN_A_LINE0" "'Ion'" "BOSS_TITAN_A_LINE1" "Sgt. Mcdowell" "BOSS_TITAN_A_LINE2" "Particle Accelerator" "BOSS_TITAN_B_LINE0" "'Scorch'" "BOSS_TITAN_B_LINE1" "Commander Kessler" "BOSS_TITAN_B_LINE2" "Thermite M203" "HINT_SWAP_LOADOUT" "Hold %use% to switch loadout"
The Titanfall series
| |
---|---|
Windows | Titanfall • Titanfall 2 • Apex Legends |
Xbox 360 | Titanfall |
Xbox One | Titanfall • Titanfall 2 • Apex Legends |
PlayStation 4 | Titanfall 2 • Apex Legends |
Nintendo Switch, PlayStation 5, Xbox Series X, Android, iOS | Apex Legends |