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Team Fortress 2

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Title Screen

Team Fortress 2

Developer: Valve
Publisher: Valve
Platforms: Windows, Xbox 360, PlayStation 3, Mac OS X, Linux
Released internationally: October 10, 2007 (Windows), June 10, 2010 (Mac OS X), February 14, 2013 (Linux)
Released in US: October 10, 2007 (Xbox 360), November 11, 2007 (PlayStation 3)
Released in EU: October 18, 2007 (Xbox 360), November 23, 2007 (PlayStation 3)
Released in AU: October 25, 2007 (Xbox 360), November 22, 2007 (PlayStation 3)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
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:
  • There's still a lot of stuff that needs to be added in general. And I mean a lot...
  • There's several weapons and cosmetics made by the community that includes hidden signatures or messages on their textures.
  • Shelf gib prop images
  • Some of the competitive badges got removed, and replaced with newer ones to indicate tiers better. Also the Starboard Crusader got an update to add badges to the hat, as well as 2 skins to add said badges. Document these models.

Team Fortress 2 (shortened to TF2 by many) is a team-based multiplayer first-person shooter created by Valve, the same creators behind the Half-Life series among others. Starting its life as a far more gritty and realistic military shooter more in the vein of its predecessor (and having its life end at various points according to the community), it was initially released on the Orange Box in 2007 for Windows, Xbox 360, and PlayStation 3. It was also ported to Mac OSX in 2010, with the Linux community seeing a port in 2013. The game features nine different classes to play, all with their different features, weapons, and cosmetics. Oh, so many cosmetics...


Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info


TF2 InfoSpeech.png
Unused Sounds
They just couldn't get them to shut up!
TF2 Nailgun.png
Unused Weapons
Heavy has...old weapon?
TF2 ID Badge.png
Unused Items
Hat Fortress 2: The Unused Cosmetic Item Edition
TF2 NeutralBriefcase.png
Unused Models
Scrapped machines and unrefined items that have been reclaimed
TF2 Female Head.png
Unused Textures
Miss Pauling?
TF2 Book.png
Unused Text
Do not look upon the forbidden text!

Half-Life 2 Leftovers

A lot of the resources from Half-Life 2 were kept in for this game, with the hl2 sub-folder folder being around 2.6 GB. Files that can be found in it include voice lines, NPC models, enemies...pretty much everything short of the actual map files.

The only reason this folder even exists in the first place is because a tiny fraction of the content is used in-game, such as the sound for respawning items, the respawn closet, and the sounds for hitting the geometry of the map. This is especially good considering the entire game is already upwards of 20 GB.

Civilian Class

The Civilian is an unused class that was in the VIP Escort gamemode in Team Fortress. In the original's gamemode, the Civilian had to be escorted from one point on a map to another while under attack. Fitting the name, the Civilian was completely harmless to the opposing team. The class exists in TF2's game code as an unarmed, reference posed Scout with 50 HP, but made inaccessible in the December 20, 2007 patch, at least via the join_class civilian command.

A model of the Team Fortress Classic Civilian was created to act as a bobblehead in Meet the Sniper, with a couple of design alterations to make him not resemble Hitler so much.

Unused Maps

background01

Hmmm...
To do:
Maybe get a picture of the re-enabled menu on the pre-Meet Your Match TF2 as well?
Xbox 360 Main Menu Re-enabled on PC (post-Meet Your Match) Hidden Models
Tf2-background01-xbox360.png TF2-MapBackground2020.png This looks like an average Dustbowl match anyway.

Initially used as the background for the main menu in the beta and console versions, this "map" also had the hidden purpose of pre-caching assets, namely class models and map-universal props, hence why these are in the map "off screen" if one were to access it in-game. The map itself is based on the final capture point of cp_dustbowl. The main menu was reworked during the beta period in the September 21, 2007 patch, leaving this unused outside of the console versions. This map can be accessed using the console command "map background01" and can also be re-enabled as a menu background with "map_background background01".

Unused Map Sections

While the following maps are not unused, there are sections of them that are normally inaccessible without noclipping or other means. This does not count areas that the player was blatantly never meant to be in, such as the ghost's spawn area in Harvest Event.

cp_powerhouse

Powerhouse, considering its lengthy development cycle, may have had more areas they intended for the players to access at one point. This includes an area at the final control point of both teams, which leads to an unfinished pathway, potentially for another path to the control point or for another control point entirely. With this also comes a waterfall which cannot be properly seen without using noclip.

cp_mercenarypark

Two unused areas exist in this map. The first one, located just outside the first control point, is a simple two-tiered room. Considering its design, it may have been considered as a spawn point at one point of development. The second area, however, is more intriguing. Located below the second control point, this area has more detail put into it, with cages and containers in it.

Unused Training Mode

Spy was going to have a training sequence in Dustbowl, but it was cut. It is fully functional minus some missing text. To access it, go to Training and select Spy, then press ~ (default key) to open the console, type "map tr_dustbowl", and press enter. If you try this with either Demoman or Engineer, the hint box will show only a title and the countdown clock will freeze at 9 seconds.

(Source: Spyrin (reddit))

Unused Taunts and Animations

(Click on still images to see them animated)

All Classes

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: This video plus all of the grenade nonsense complicates the third bullet point a lot.
Note for investigations: Grenades were cut way early on in development so nothing throwing-animation-related would be for the original grenade stuff. There were some throwable weapons and new grenades that were found in staging build code that Valve tested. As well, bread textures are located in materials/models/weapons, so make of that what you will. Bread could have been intended to be a throwable. Far as anyone can tell, the throwing animations were for the bread, and if memory serves, were added roughly around the same time as the bread, but they could've easily been used for any of the throwables in the future as well. Such is the nature of the beast.

TF2-Scoutprimary death burning.gifTF2-Soldierprimary death burning.gifTF2-Demomanprimary death burning.gifTF2-Heavyprimary death burning.gifTF2-Engineerprimary death burning.gifTF2-Medicprimary death burning.gifTF2-Sniperprimary death burning.gifTF2-Spyprimary death burning.gif

  • Animations for death by fire are present for all classes excluding Pyro. Some seem more fleshed out than others, and it's likely they were removed due to how distracting they would have been.
  • All classes minus Soldier and Heavy had a taunt named "taunt_loot". The taunt depicted the characters taking something out of a chest or box. They are quite rough, especially the Engineer's, which is sped up a bit. As of the Gun Mettle update, the animations were removed entirely, but can still be found in Source Filmmaker under "Animation Sequences" for the characters that have this taunt.
  • All classes have animations for throwing something in their c_arms models, and are presumably used for the Water Balloon weapons although throwable bread was a possibility as well. Other throwable weapons and new grenades were experimented with by Valve, so it's anyone's guess as to what the animations were actually for. As well, the spell animations and the Scout's and Sniper's throwing animations are different.

Scout

TF2-ScoutTauntComeAndGetMe.gif

  • "taunt_come_and_get_me" has him gyrating his body in an extremely...taunting way.

Soldier

  • "show1" had him stand up straight, cross his arms, and then extend them to assumedly show something off. It was removed entirely some time after May 2012.
  • Soldier also had two taunts, "taunt_slit_throat" which has him make a slitting throat gesture, and "taunt_gimmie_20" which has him point forward and then point to the ground. Both sequences are still in the Soldier's animation files, but were dummied out some time after November 2013.

TF2-Soldiertest.gif

  • The aptly named "test" has Soldier standing somewhat awkwardly, assumedly loading two rockets into his rocket launcher.

Pyro

TF2-Pyrotaunt sit.gif

  • "taunt_sit" had him sit down enthusiastically and then jump back up, possibly a reference to him sitting in the True Meaning comic (or the other way around). The sequence is still in the Pyro's animation files, but has been dummied out some time after November 2013.
(Source: TF2 Wiki (GIF))

Demoman

  • An unnamed taunt that had him raise his weapon triumphantly in the air. It was removed entirely some time after November 2013.

Heavy

  • "taunt_big_gorilla" had him put down his minigun and pound his chest like, predictably, a gorilla. The animation was removed entirely on an unknown date.
(Source: TF2 Wiki)
  • "show1" had him boisterously lean back before showing off something. It was removed entirely some time after May 2012.

Engineer

  • An unnamed taunt where he would take out his guitar and play a long tune on it. Possibly an early version of the Frontier Justice taunt kill. The animation was removed entirely on an unknown date.
(Source: TF2 Wiki)

TF2-Engineertaunt10.gif

  • "taunt10" has the Engineer stumble around for a few seconds before assumedly puking. Possibly meant for his Brundle Bundle costume set.
  • "taunt_test" had him put down his shotgun and tap his hardhat. It was removed entirely on an unknown date, and was probably never intended to be used based on the name.
(Source: TF2 Wiki)

TF2-Engineerrevolver draw.gifTF2-Engineerrevolver idle.gifTF2-Engineerrevolver fire.gifTF2-Engineerrevolver reload.gif

  • Engineer's c_arms model has four animations for a potential Engineer revolver, all with the simple prefix "revolver". The animations have been in the game since 2015.

Sniper

  • "taunt_saxophone" was fairly similar to the used Killer Solo taunt's animation with slight differences and a little jump at the end. It was used in the Expiration Date short, so they may have planned to reuse that animation, but ultimately altered it. This taunt was removed from the files some time after November 2013.
  • Sniper's c_arms model has four unused animations with the prefix "rifrevolver", possibly meant for the High Noon community weapon, which has not been put in the game as of March 2021. Attempting to play them in the Half Life Model Viewer will crash the program.

Spy

TF2-Spyc dart gun draw.gifTF2-Spyc dart gun idle.gifTF2-Spyc dart gun fire.gifTF2-Spyc dart gun reload.gif

  • Spy's c_arms model contains four unused animations with the prefix "c_dart_gun", intended for the planned Dart Gun/DNA Gun. The animations were added to the Spy's c_arms model in the June 18th, 2014 patch (Love and War update). For some reason, Spy's left hand will twitch a bit at the end of the idle animation.

Robots

TF2-BotScoutprimary death headshot.gifTF2-BotScoutprimary death backstab.gifTF2-BotSoldierprimary death headshot.gifTF2-BotSoldierprimary death backStab.gifTF2-BotPyroprimary death headshot.gifTF2-BotPyroprimary death backstab.gifTF2-BotDemomanprimary death headshot.gifTF2-BotHeavyprimary death headshot.gifTF2-BotMedicprimary death headshot.gifTF2-BotMedicprimary death backstab.gifTF2-BotSniperprimary death headshot.gifTF2-BotSniperprimary death backstab.gifTF2-BotSpyprimary death backstab.gif

  • All robot classes minus Engineer have unique animations for dying from headshots and/or being backstabbed. The Engineer's animations for these are the same as its human counterpart (down to having the unused burning animation present), and all robots in-game will simply ragdoll when killed in these ways.

Unused Item Qualities

Within the game files, there are 4 item qualities that currently remain unused, one of which shares the same quality color as the Vintage quality.

  • "Completed" - No associated color
  • "Customized" - #476291
  • "rarity2" - #8D834B
  • "rarity3" - #70550F

Unused Marketing Poses

The following poses were used in marketing images, but never actually used in-game. The animations have been removed from the TF2 player model animation .MDL's, but can still be found in the Source Filmmaker animation .MDL's.

Unreachable Objects

mvm_ghost_town.bsp

TeamFortress2 Misplaced Objects mvmghosttown.png

Right behind the bathrooms, there are two misplaced objects. One is a medkit, another is an ammobox.

mvm_coaltown.bsp

TF2-Unused stuff on mvm coaltown.png

A similar situation in Coal Town map.

Debug Cheats

Along with the usual debug console commands that are in every Source engine game, there are a few that are specific to TF2. As with all cheats, they require sv_cheats to be enabled via console.

addcond

Usage: addcond [effect number] [time the effect should last, in seconds - leave out for infinite] [target, leave empty for self-targetting]

This hidden command allows you to apply status effects to yourself, including a few effects that are unused or typically unattainable by players. You can also use removecond (effect number) to remove an effect.

Effect # Internal Name Description
-1 TF_COND_INVALID Invalid.
0 TF_COND_AIMING Slowed movement speed, used when spinning the minigun or scoped with the Sniper Rifle. Forces player into reference pose.
1 TF_COND_ZOOMED Sniper Rifle zoom. Crashes the game if you don't have a weapon with a scope equipped or a melee weapon active.
2 TF_COND_DISGUISING Disguising - smoke effect.
3 TF_COND_DISGUISED Disguising - putting on disguise.
4 TF_COND_STEALTHED Cloaking effect.
5 TF_COND_INVULNERABLE Ubercharge! Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart.
6 TF_COND_TELEPORTED "Dust" effect from stepping out of a teleporter.
7 TF_COND_TAUNTING Taunting - adding this condition does nothing, but removing it stops a taunt instantly.
8 TF_COND_INVULNERABLE_WEARINGOFF Ubercharge expiration effect, if player is also ubercharged.
9 TF_COND_STEALTHED_BLINK "Flickering" effect if cloaked - removed instantly when added.
10 TF_COND_SELECTED_TO_TELEPORT Teleporting - does nothing if added.
11 TF_COND_CRITBOOSTED Crit boost! As seen with the Kritzkrieg and Frontier Justice. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart.
12 TF_COND_TMPDAMAGEBONUS Supposed to be a temporary damage buff but it does nothing. It was discovered within the 2017 source code leak that the only time the AddTmpDamageBonus function was called in the entire engine was commented out, making this condition entirely deprecated. A dev comment states Disabled because we have no attributes that use it, but just 3 lines down from that comment there is a hint to the existence of a cut attribute addperc_ondmgdone_tmpbuff.
13 TF_COND_FEIGN_DEATH Dead Ringer effect. Works with any watch. Will also automatically apply condition 4.
14 TF_COND_PHASE Bonk! Atomic Punch effect.
15 TF_COND_STUNNED Stun effect. Does nothing when added via console, but removing it while stunned works on removing the stun.
16 TF_COND_OFFENSEBUFF Buff Banner effect.
17 TF_COND_SHIELD_CHARGE Chargin' Targe effect - the player will start walking forward with a limited turn rate, screaming like a Demoman. Only Demomen get the increased speed.
18 TF_COND_DEMO_BUFF The Eyelander's sinister eye glow effect. Does nothing if added, but removing it will remove your eye glow.
19 TF_COND_ENERGY_BUFF Crit-a-Cola/Buffalo Steak Sandvich effect.
20 TF_COND_RADIUSHEAL Adds glowing rings under the player's feet, as seen in the Amputator taunt. The rings are removed after a taunt ends, but the effect is not.
21 TF_COND_HEALTH_BUFF Continuous healing. Does nothing when added, but removing will remove such an effect.
22 TF_COND_BURNING Triggers the sound effects and speech related to being set alight. Removing this condition removes the afterburn effect.
23 TF_COND_HEALTH_OVERHEALED This condition is added to a player who is hit and subsequently healed by a bolt from a Crusader's Crossbow from their team's Medic. Its purpose is related to how the C_TFPlayer::UpdateOverhealEffect function works. If the player has this condition, the function checks whether they are overhealed or not, and applies the proper effects if they are not/cancels them if they are. It's basically a tracking condition.
24 TF_COND_URINE Coated in Jarate.
25 TF_COND_BLEEDING Bleeding. Does nothing when added, but removing will stop any bleeding.
26 TF_COND_DEFENSEBUFF Battalion's Backup effect.
27 TF_COND_MAD_MILK Coated in Mad Milk.
28 TF_COND_MEGAHEAL Quick Fix's visual effects and knockback immunity. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart.
29 TF_COND_REGENONDAMAGEBUFF Concheror effect.
30 TF_COND_MARKEDFORDEATH Marked for Death!
31 TF_COND_NOHEALINGDAMAGEBUFF All attacks are mini-crits (no crit glow on weapon), can't be healed in any way.
32 TF_COND_SPEED_BOOST Speed boost from being whipped across the hindquarters with the Disciplinary Action.
33 TF_COND_CRITBOOSTED_PUMPKIN Crit boost from picking up a Halloween Pumpkin.
34 TF_COND_CRITBOOSTED_USER_BUFF MvM Crit Boost canteen.
35 TF_COND_CRITBOOSTED_DEMO_CHARGE Misc. generic crit boost effect.
36 TF_COND_SODAPOPPER_HYPE Soda Popper "hype mode" multi-jumps.
37 TF_COND_CRITBOOSTED_FIRST_BLOOD Arena Mode "first blood" crit boost bonus.
38 TF_COND_CRITBOOSTED_BONUS_TIME Victory crit boost given to winning team.
39 TF_COND_CRITBOOSTED_CTF_CAPTURE CTF Intel capture crit boost.
40 TF_COND_CRITBOOSTED_ON_KILL Crit boost used by crit-on-kill weapons like the Killing Gloves of Boxing.
41 TF_COND_CANNOT_SWITCH_FROM_MELEE Can't switch away from Melee weapon. Used by the Buffalo Steak Sandvich.
42 TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK MvM Bomb Carrier buff - 35% less damage (50% less from Sentry Guns), team-colored buff ring effect.
43 TF_COND_REPROGRAMMED Reprogrammed - unused and currently broken. When it worked, adding it switched you to RED. Removing it switched you to BLU, made sparks come out of your head, and stunned/slowed you for five seconds. Likely intended for MvM.
44 TF_COND_CRITBOOSTED_RAGE_BUFF Phlogistinator's "MMMPH mode" crit boost.
45 TF_COND_DEFENSEBUFF_HIGH Phlogistinator's "MMMPH mode" activation defence buff.
46 TF_COND_SNIPERCHARGE_RAGE_BUFF Hitman's Heatmaker "Focus mode" effect.
47 TF_COND_DISGUISE_WEARINGOFF Makes the Enforcer lose its 20% bonus, as if you fired to remove a disguise.
48 TF_COND_MARKEDFORDEATH_SILENT Marked for death! Used for the Gloves of Running Urgently.
49 TF_COND_DISGUISED_AS_DISPENSER Unused Dispenser disguise! Crouching makes you look like an enemy dispenser, which enemy Sentries will ignore, and slows your movement speed a little. Trying to switch weapon will freeze you briefly.
50 TF_COND_SAPPED Sparks spew out of your head. Used in MvM for sapped robots.
51 TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED "Hidden" Ubercharge - effect only displays briefly when shot. Used in MvM for robots that haven't entered the arena yet.
52 TF_COND_INVULNERABLE_USER_BUFF MvM Canteen Ubercharge.
53 TF_COND_HALLOWEEN_BOMB_HEAD Head turned into a bomb! Will only function properly if Merasmus is in the map. May crash on maps other than Ghost Fort.
54 TF_COND_HALLOWEEN_THRILLER Can't move, funky disco music plays, all taunts are the Thriller taunt. Used in Ghost Fort's Wheel of Fate.
55 TF_COND_RADIUSHEAL_ON_DAMAGE Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point).
56 TF_COND_CRITBOOSTED_CARD_EFFECT Misc. Crit Boost.
57 TF_COND_INVULNERABLE_CARD_EFFECT Misc Ubercharge.
58 TF_COND_MEDIGUN_UBER_BULLET_RESIST Vaccinator Uber: Bullet resistance.
59 TF_COND_MEDIGUN_UBER_BLAST_RESIST Vaccinator Uber: Blast resistance.
60 TF_COND_MEDIGUN_UBER_FIRE_RESIST Vaccinator Uber: Fire resistance.
61 TF_COND_MEDIGUN_SMALL_BULLET_RESIST Vaccinator Passive: Bullet resistance.
62 TF_COND_MEDIGUN_SMALL_BLAST_RESIST Vaccinator Passive: Blast resistance.
63 TF_COND_MEDIGUN_SMALL_FIRE_RESIST Vaccinator Passive: Fire resistance.
64 TF_COND_STEALTHED_USER_BUFF Instant cloak, can attack while uncloaking without having to wait for the animation to finish.
65 TF_COND_MEDIGUN_DEBUFF Appears to be entirely unused. Doing a text crawl for the internal name in the source code returns no results except for tf_shareddefs.cpp and tf_shareddefs.h where it is defined within enum ETFCond with all the other condition flags.
66 TF_COND_STEALTHED_USER_BUFF_FADING Enemy bots will ignore you, a vignette shows on the screen, and you gain the Spy's cloak effect.
67 TF_COND_BULLET_IMMUNE Bullet immunity.
68 TF_COND_BLAST_IMMUNE Blast immunity.
69 TF_COND_FIRE_IMMUNE Fire immunity.
70 TF_COND_PREVENT_DEATH Player cannot be killed (Buddha Mode) - automatically removed upon dropping to 1HP.
71 TF_COND_MVM_BOT_STUN_RADIOWAVE MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
72 TF_COND_HALLOWEEN_SPEED_BOOST "Minify" magic spell effect: Speed boost, firing speed boost, reload speed boost, and infinite double jumps.
73 TF_COND_HALLOWEEN_QUICK_HEAL Quick-Fix-esque healing effect.
74 TF_COND_HALLOWEEN_GIANT Triple size, 10x health, forced into third person.
75 TF_COND_HALLOWEEN_TINY 1/3rd size, big head, forced into third person.
76 TF_COND_HALLOWEEN_IN_HELL Death turns the player into a ghost, but they can still use voice commands.
77 TF_COND_HALLOWEEN_GHOST_MODE Turned into a ghost. RIP. Removing returns you to the land of the living.
78 TF_COND_MINICRITBOOSTED_ON_KILL Appears to be entirely unused. Doing a text crawl for the internal name in the source code returns no results except for tf_shareddefs.cpp and tf_shareddefs.h where it is defined within enum ETFCond with all the other condition flags.
79 TF_COND_OBSCURED_SMOKE Allows dodging similar to condition 14, but only dodges 75% of the time.
80 TF_COND_PARACHUTE_ACTIVE Parachute effect, removed when touching the ground
81 TF_COND_BLASTJUMPING According to the 2017 source code leak, this appears to just be a tracking condition that is applied when a player either sticky jumps or rocket jumps and is removed when they land. Internally, sticky jumping and rocket jumping appear to be referred to as "blast jumping". This condition is also used by other things like logic for attributes to help determine if a player is currently "blast" jumping.
82 TF_COND_HALLOWEEN_KART Gives the player Bumper Kart movement (from Scream Fortress 2014).
83 TF_COND_HALLOWEEN_KART_DASH Increased the players Field of View with their world model playing the Bumper Car boosting animation. If the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or they hit a wall or other player.
84 TF_COND_BALLOON_HEAD Gives the player a larger head and lowered gravity.
85 TF_COND_MELEE_ONLY Melee only mode, adds conditions 32 and 75.
86 TF_COND_SWIMMING_CURSE Allows the Player to swim in air, gaining vision effects as if underwater or covered in Jarate.
87 TF_COND_FREEZE_INPUT Locks the player in place and stops them from turning.
88 TF_COND_HALLOWEEN_KART_CAGE Player gains a cage surrounding them, adding condition 87. However, this seems to crash the game.
89 TF_COND_DONOTUSE_0 Internally, this says to not use this, but this is apparently also the condition that is checked to determine whether or not a player is holding a Rune.
90 TF_COND_RUNE_STRENGTH Double damage and no damage falloff.
91 TF_COND_RUNE_HASTE Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed.
92 TF_COND_RUNE_REGEN Regen ammo, health, and metal.
93 TF_COND_RUNE_RESIST Takes 1/2 damage and critical immunity.
94 TF_COND_RUNE_VAMPIRE Takes 3/4 damage, gain health on damage, and 40% increase in max health.
95 TF_COND_RUNE_REFLECT Attacker takes damage and knockback on hitting the player and 50% increase in max health.
96 TF_COND_RUNE_PRECISION Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles.
97 TF_COND_RUNE_AGILITY Increased movement speed, grappling hook speed, jump height, and instant weapon switch.
98 TF_COND_GRAPPLINGHOOK Used when a player fires their grappling hook, no effect applying or removing.
99 TF_COND_GRAPPLINGHOOK_SAFEFALL Used when a player is pulled by their grappling hook, no effect applying or removing.
100 TF_COND_GRAPPLINGHOOK_LATCHED Used when a player latches onto a wall, no effect applying or removing.
101 TF_COND_GRAPPLINGHOOK_BLEEDING Used when a player is hit by attacker's grappling hook.
102 TF_COND_AFTERBURN_IMMUNE Deadringer afterburn immunity.
103 TF_COND_RUNE_KNOCKOUT Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit.
104 TF_COND_RUNE_IMBALANCE Prevents gaining a crit-boost or Uber powerups.
105 TF_COND_CRITBOOSTED_RUNE_TEMP Crit-boost effect.
106 TF_COND_PASSTIME_INTERCEPTION Used when a player intercepts the Jack/Ball.
107 TF_COND_SWIMMING_NO_EFFECTS Swimming in the air without animations or overlay.
108 TF_COND_PURGATORY Refills max health, short Uber, escaped the underworld message on removal.
109 TF_COND_RUNE_KING Increased max health and applies condition 113.
110 TF_COND_RUNE_PLAGUE Radius health kit stealing, increased max health, players you touch also get condition 112.
111 TF_COND_RUNE_SUPERNOVA Charge meter passively increasing, when charged activiated causes radius Bonk stun.
112 TF_COND_PLAGUE Plague sound effect and message, blocks King powerup health regen.
113 TF_COND_KING_BUFFED Increased fire rate, reload speed, and health regen to players in a radius.
114 TF_COND_TEAM_GLOWS Outline and health meter of teammates (and disguised spies).
115 TF_COND_KNOCKED_INTO_AIR Used when a player is airblasted
116 TF_COND_COMPETITIVE_WINNER Based on code in the 2017 source code leak, this condition appears to be another tracking condition, but this time used for helping with logic for the end-of-match Competitive screen.
117 TF_COND_COMPETITIVE_LOSER Based on code in the 2017 source code leak, this condition appears to be another tracking condition, but this time used for helping with logic for the end-of-match Competitive screen.
118 TF_COND_HEALING_DEBUFF Healing debuff from Medics and dispensers.
119 TF_COND_PASSTIME_PENALTY_DEBUFF Marked-for-death effect.
120 TF_COND_GRAPPLED_TO_PLAYER Prevents taunting and some Grappling Hook actions.
121 TF_COND_GRAPPLED_BY_PLAYER Based on code in the 2017 source code leak, this condition appears to be another tracking condition, but this time used for logic related to grappling hook targetting.
122 TF_COND_PARACHUTE_DEPLOYED Parachute deployed, prevents reopening it.
123 TF_COND_GAS Gas Passer effect.
124 TF_COND_BURNING_PYRO Dragon's Fury afterburn on Pyros.
125 TF_COND_ROCKETPACK Thermal Thruster launched effects, prevents reusing.
126 TF_COND_LOST_FOOTING Less ground friction.
127 TF_COND_AIR_CURRENT Reduced air control and friction.
128 TF_COND_HALLOWEEN_HELL_HEAL Used when a player gets teleported to hell.

removecond

Usage: removecond [effect number]

Like the name suggests, this hidden command removes the condition you input.

currency_give

Usage: currency_give [amount]

Gives you money in MvM mode. Excessive amounts (over $30000 or so) may cause a server crash, so be careful!

ent_create

As in other Source engine games, this lets you spawn entities.

  • ent_create merasmus - Spawns Merasmus!
  • ent_create eyeball_boss - Spawns a BLU Monoculous!
  • ent_create eyeball_boss teamnum 2 - Spawns a RED Monoculous!
  • ent_create eyeball_boss teamnum 5 - Spawns the original Monoculous!
  • ent_create headless_hatman - Spawns the Horseless Headless Horsemann!
  • ent_create tf_zombie - Spawns Skeletons! Before Halloween 2013, it spawned a random class with a Voodoo-Cursed Soul and an invisible melee weapon.
  • ent_create tf_spell_pickup - Spawns a spellbook, as seen in Helltower!
  • ent_create tank_boss - Spawns an MvM Tank! On Payload maps, it acts as an automated bomb cart, moving and capping points on its own. On other maps, it makes a beeline for the nearest door.
  • ent_create ghost - Spawns a ghost, which typically immediately falls through the floor or vanishes!

Powerplay!

Usage: condump_on, condump_on <anything here>, condump_off

These sneaky, covertly-named commands do not require sv_cheats to be enabled, but do require to be logged in under one of a whitelisted set of Steam account IDs, belonging to members of the TF2 dev team. If anything is typed after the command (ie. condump_on 1), it will activate for the activator's entire team, not just the activator.

When activated, those effected are set alight and granted every Medic ubercharge effect simultaneously - invulnerability, 100% crits, all three Vaccinator resistance types, and the Quick Fix's knockback immunity. Due to bugs caused by the myriad updates over the years, the effects will eventually go away if the player is not continually healed by a Medic.

This, along with the unique "Valve Rocket Launcher", are among a couple of tools used by members of the TF2 dev team to hilariously, blatantly cheat when getting beaten down in public and charity games. The "Powerplay" name comes from the TF2 team's internal clan, named after a failed netcode initiative during the dialup modem era.


(Source: Team Fortress Wiki)

Regional Differences

Hmmm...
To do:
Provide pictures/audio of differing content and provide comparisons.

The German release of the game contains several changes to avoid getting a "keine Jugendfreigabe" ("adults only"). Valve changed the mercenaries to robots and made the blood to sparks; silly gibs are always enabled as well. There are also "bloodless" versions of the Axtinguisher and Ubersaw weapons, but, oddly enough, not of any other weapons.

(Source: Schnittberichte)

The French release of the game has the Spy's voice lines in English rather than French.

(Source: TF2 Voice Comparison (English, Spanish, Russian, German, French) - YouTube)

Oddities

  • Mannhattan's map-specific sounds are located in a directory called mvm_warehouse (under ambient or ambient_mp3) in "tf2_sound_misc_dir.vpk". This may have been the map's name during development.