



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 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.



To do:

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.

There's still a lot of stuff that needs to be added in general. And I mean a lot...

Badlands cut models have been found. Info on the Unused Textures subpage about the Badlands textures can be updated to show the models, which you can download here.

There's even more to-do in the sub-pages.

There's several weapons and cosmetics made by the community that includes hidden signatures or messages on their textures.

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

Unused Sounds

They just couldn't get them to shut up!

Unused Items

Hat Fortress 2: The Unused Cosmetic Item Edition

Unused Models

Scrapped machines and unrefined items that have been reclaimed

Unused Text

Do not look upon the forbidden text!

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.

Civilian

Unused Maps

background01

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

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.

The waterfall, not visible from either of the last control points.

The unused and incomplete area near the final control point, the Red one in particular. mat_fullbright 1 has been turned on for better visibility.

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.

The unused room outside of the first control point. This is the upper tier of said unused room.

The unused room outside of the first control point. This is the lower tier of said unused room.

The area below the second control point. mat_fullbright 1 has been turned on for better visibility.

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.

Unused Taunts and Animations

To do:

Replace all of these with gifs at some point. Possibly turn into a sub-page if it gets too big?

There are numerous taunts and animations that are unused as of writing.

Scout

Scout has a taunt labeled as "taunt_come_and_get_me" which displays him wagging his lower body in a "come and get me" kind of manner, hence the name. Quite suggestive as well.

Soldier

An unused taunt animation that was removed long ago had the Soldier stomp his feet, cross his arms then show something off.

Pyro

A taunt exists for Pyro named "taunt_sit" which shows him jumping into the air before sitting down. He then jumps right back up.

Engineer

Engineer would take out his guitar and play a long tune on it. (Replaced by Engineer's Frontier Justice taunt kill)

Animations exist for a revolver for Engineer in his c_arms model.



Sniper

Sniper's c_arms model has four unused animations with the prefix "rifrevolver", which display an unused rifle-styled revolver. The model for this weapon is not included in the game's files, though are presumed to be used for a community weapon named the "High Noon".

Spy

Spy's "c_arms" model contains four unused animations with the prefix "c_dart_gun". These animations show spy using a dart gun type weapon, with the animations being similar to his Revolver animations. It is possible that these were used for the unused Tranquilizer Gun weapon.

Robots

All robot classes have unique animations for dying from headshots or being backstabbed. Since the Engineer robot was later introduced, the animations are the same with human Engineer's. This applies to some other robots as well.

All Classes

There is a taunt for all classes minus Soldier and Heavy named "taunt_loot". It shows the different classes gaining something from a chest or a box. It is quite unfinished, because the Engineer's taunt animation is sped up, and of course, it isn't yet for all classes. Assuming that it will be. However, with the Gun Mettle update, these animations have been removed, but are still found in the Source Filmmaker underAnimation Sequences for those select characters.

Animations for death by fire are present for all classes excluding Pyro.

All classes have animations for throwing something, and are in their c_arms models, and are presumably used for the unused Water Balloon weapon. As well, the spell animations and the Scout's and Sniper's throwing animations are different.

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

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

mvm_coaltown.bsp

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 effect lasts, in seconds - leave out for infinite) (which player should receive the effect, leave out for giving effect to yourself)

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.

0 or lower: Slowed movement speed, used when spinning the minigun or scoped with the Sniper Rifle. Forces player into reference pose.

Slowed movement speed, used when spinning the minigun or scoped with the Sniper Rifle. Forces player into reference pose. 1: Sniper Rifle zoom. Crashes the game if you don't have a weapon with a scope equipped or a melee weapon active.

Sniper Rifle zoom. Crashes the game if you don't have a weapon with a scope equipped or a melee weapon active. 2: Disguising - smoke effect

Disguising - smoke effect 3: Disguising - putting on disguise

Disguising - putting on disguise 4: Cloaking effect

Cloaking effect 5: Ubercharge! Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart.

Ubercharge! Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. 6: "Dust" effect from stepping out of a teleporter.

"Dust" effect from stepping out of a teleporter. 7: Taunting - adding this condition does nothing, but removing it stops a taunt instantly.

Taunting - adding this condition does nothing, but removing it stops a taunt instantly. 8: Ubercharge expiration effect, if player is also ubercharged.

Ubercharge expiration effect, if player is also ubercharged. 9: "Flickering" effect if cloaked - removed instantly when added.

"Flickering" effect if cloaked - removed instantly when added. 10: Teleporting - does nothing if added.

Teleporting - does nothing if added. 11: 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.

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: Supposed to be a temporary damage buff, but doesn't seem to do anything.

Supposed to be a temporary damage buff, but doesn't seem to do anything. 13: Dead Ringer effect. Works with any watch. Will also automatically apply condition 4.

Dead Ringer effect. Works with any watch. Will also automatically apply condition 4. 14: Bonk! Atomic Punch effect.

Bonk! Atomic Punch effect. 15: Stun effect. Does nothing when added via console, but removing it while stunned works on removing the stun.

Stun effect. Does nothing when added via console, but removing it while stunned works on removing the stun. 16: Buff Banner effect.

Buff Banner effect. 17: Chargin' Targe effect - the player will start walking forward with a limited turn rate, screaming like a Demoman. Only Demomen get the increased speed.

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: The Eyelander's sinister eye glow effect. Does nothing if added, but removing it will remove your eye glow.

The Eyelander's sinister eye glow effect. Does nothing if added, but removing it will remove your eye glow. 19: Crit-a-Cola/Buffalo Steak Sandvich effect

Crit-a-Cola/Buffalo Steak Sandvich effect 20: 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.

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: Continuous healing. Does nothing when added, but removing will remove such an effect.

Continuous healing. Does nothing when added, but removing will remove such an effect. 22: Triggers the sound effects and speech related to being set alight. Removing this condition removes the afterburn effect.

Triggers the sound effects and speech related to being set alight. Removing this condition removes the afterburn effect. 23: Supposed to be overhealing, but does not work when added or removed.

Supposed to be overhealing, but does not work when added or removed. 24: Coated in Jarate.

Coated in Jarate. 25: Bleeding. Does nothing when added, but removing will stop any bleeding.

Bleeding. Does nothing when added, but removing will stop any bleeding. 26: Battalion's Backup effect.

Battalion's Backup effect. 27: Coated in Mad Milk.

Coated in Mad Milk. 28: Quick Fix's visual effects and knockback immunity. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart.

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: Concheror effect.

Concheror effect. 30: Marked for Death!

Marked for Death! 31: All attacks are mini-crits (no crit glow on weapon), can't be healed in any way.

All attacks are mini-crits (no crit glow on weapon), can't be healed in any way. 32: Speed boost from being whipped across the hindquarters with the Disciplinary Action.

Speed boost from being whipped across the hindquarters with the Disciplinary Action. 33: Crit boost from picking up a Halloween Pumpkin.

Crit boost from picking up a Halloween Pumpkin. 34: MvM Crit Boost canteen.

MvM Crit Boost canteen. 35: Misc. generic crit boost effect.

Misc. generic crit boost effect. 36: Soda Popper "hype mode" multi-jumps.

Soda Popper "hype mode" multi-jumps. 37: Arena Mode "first blood" crit boost bonus.

Arena Mode "first blood" crit boost bonus. 38: Victory crit boost given to winning team.

Victory crit boost given to winning team. 39: CTF Intel capture crit boost.

CTF Intel capture crit boost. 40: Crit boost used by crit-on-kill weapons like the KGB

Crit boost used by crit-on-kill weapons like the KGB 41: Can't switch away from Melee weapon. Used by the Buffalo Steak Sandvich.

Can't switch away from Melee weapon. Used by the Buffalo Steak Sandvich. 42: MvM Bomb Carrier buff - 35% less damage (50% less from Sentry Guns), team-colored buff ring effect.

MvM Bomb Carrier buff - 35% less damage (50% less from Sentry Guns), team-colored buff ring effect. 43: 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.

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: Phlogistinator's "MMMPH mode" crit boost

Phlogistinator's "MMMPH mode" crit boost 45: Phlogistinator's "MMMPH mode" activation defence buff

Phlogistinator's "MMMPH mode" activation defence buff 46: Hitman's Heatmaker "Focus mode" effect

Hitman's Heatmaker "Focus mode" effect 47: Makes the Enforcer lose its 20% bonus, as if you fired to remove a disguise.

Makes the Enforcer lose its 20% bonus, as if you fired to remove a disguise. 48: Marked for death! (GRU)

Marked for death! (GRU) 49: 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.

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: Sparks spew out of your head. Used in MvM for sapped robots.

Sparks spew out of your head. Used in MvM for sapped robots. 51: "Hidden" Ubercharge - effect only displays briefly when shot. Used in MvM for robots that haven't entered the arena yet.

"Hidden" Ubercharge - effect only displays briefly when shot. Used in MvM for robots that haven't entered the arena yet. 52: MvM Canteen Ubercharge.

MvM Canteen Ubercharge. 53: Head turned into a bomb! Will only function properly if Merasmus is in the map. May crash on maps other than Ghost Fort.

Head turned into a bomb! Will only function properly if Merasmus is in the map. May crash on maps other than Ghost Fort. 54: Can't move, funky disco music plays, all taunts are the Thriller taunt. Used in Ghost Fort's Wheel of Fate.

Can't move, funky disco music plays, all taunts are the Thriller taunt. Used in Ghost Fort's Wheel of Fate. 55: 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).

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: Misc. Crit Boost

Misc. Crit Boost 57: Misc Ubercharge

Misc Ubercharge 58: Vaccinator Uber: Bullet resistance

Vaccinator Uber: Bullet resistance 59: Vaccinator Uber: Blast resistance

Vaccinator Uber: Blast resistance 60: Vaccinator Uber: Fire resistance

Vaccinator Uber: Fire resistance 61: Vaccinator Passive: Bullet resistance

Vaccinator Passive: Bullet resistance 62: Vaccinator Passive: Blast resistance

Vaccinator Passive: Blast resistance 63: Vaccinator Passive: Fire resistance

Vaccinator Passive: Fire resistance 64: Instant cloak, can attack while uncloaking without having to wait for the animation to finish

Instant cloak, can attack while uncloaking without having to wait for the animation to finish 65: Unknown: Listed as "Medigun debuff".

Unknown: Listed as "Medigun debuff". 66: Enemy bots will ignore you, a vignette shows on the screen, and you gain the Spy's cloak effect.

Enemy bots will ignore you, a vignette shows on the screen, and you gain the Spy's cloak effect. 67: Bullet immunity

Bullet immunity 68: Blast immunity

Blast immunity 69: Fire immunity

Fire immunity 70: Player cannot be killed (Buddha Mode) - automatically removed upon dropping to 1HP.

Player cannot be killed (Buddha Mode) - automatically removed upon dropping to 1HP. 71: MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).

MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). 72: "Minify" magic spell effect: Speed boost, firing speed boost, reload speed boost, and infinite double jumps

"Minify" magic spell effect: Speed boost, firing speed boost, reload speed boost, and infinite double jumps 73: Quick-Fix-esque healing effect

Quick-Fix-esque healing effect 74: Triple size, 10x health, forced into third person.

Triple size, 10x health, forced into third person. 75: 1/3rd size, big head, forced into third person.

1/3rd size, big head, forced into third person. 76: Death turns the player into a ghost, but they can still use voice commands.

Death turns the player into a ghost, but they can still use voice commands. 77: Turned into a ghost. RIP. Removing returns you to the land of the living.

Turned into a ghost. RIP. Removing returns you to the land of the living. 78: Unknown.

Unknown. 79: Allows dodging similar to condition 14, but only dodges 75% of the time.

Allows dodging similar to condition 14, but only dodges 75% of the time. 80: Player is given a parachute which will be removed upon touching the floor.

Player is given a parachute which will be removed upon touching the floor. 81: Gives the player the same fire rate bonus from the Air Strike.

Gives the player the same fire rate bonus from the Air Strike. 82: Gives the player Bumper Kart movement (from Scream Fortress 2014).

Gives the player Bumper Kart movement (from Scream Fortress 2014). 83: 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.

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: Gives the player a larger head and lowered gravity.

Gives the player a larger head and lowered gravity. 85: Melee only mode, adds conditions 32 and 75.

Melee only mode, adds conditions 32 and 75. 86: Allows the Player to swim in air, gaining vision effects as if underwater or covered in Jarate.

Allows the Player to swim in air, gaining vision effects as if underwater or covered in Jarate. 87: Locks the player in place and stops them from turning.

Locks the player in place and stops them from turning. 88: Player gains a cage surrounding them, adding condition 87. However, this seems to crash the game.

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!

Spawns Merasmus! ent_create eyeball_boss: Spawns a BLU Monoculous!

Spawns a BLU Monoculous! ent_create eyeball_boss teamnum 2: Spawns a RED Monoculous!

Spawns a RED Monoculous! ent_create eyeball_boss teamnum 5: Spawns the original Monoculous!

Spawns the original Monoculous! ent_create headless_hatman: Spawns the Horseless Headless Horsemann!

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.

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!

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.

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!

Regional Differences

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.

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

Oddities