Team Fortress 2 Inventory Slots

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  1. How much of the game can I play without paying anything? The entire game can be played without making a purchase. All game modes, classes, and maps are available.
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There's a lot of unused and abandoned weapons in the game.

  • 1Prerelease
    • 1.1Grenades
  • 2Class Updates
  • 3Closed Beta
  • 4Open Beta
  • 5Unimplemented

Prerelease

Grenades

Yes, these old chestnuts from the original Team Fortress. Some old, some new: They come in Bear Trap, Concussion, EMP, Frag, Gas, Healing, MIRV, Nail and Napalm flavors, all with lovely TF2-style models. When the crafting system was implemented, a crafting token was added for the grenade slot, but was later removed.

There are models for all the grenades in the game files, but they all lack textures. Textures for them have recently been found in the earliest available version of the game on Steam, referred to by the community as 'TF2 V0' or 'TF2 Version 0' and the textures were eventually made available to the public after being uploaded onto game modding sites like GameBanana.

Functionality for most of the Grenades were speculated to be similar to the Grenades from Team Fortress Classic. However, upon the Source 2007 code leak in 2012, the Grenades true functionalities (except the Gas Grenade) were revealed and are documented below. Barring the Bear Traps, which would've dropped instantly, all Grenades would've exploded after a timer had beeped from three to zero.

Frag Grenade

A basic Fragmentation Grenade. All classes but the Scout would have had access to such grenades. It would've been a normal grenade, only exploding after a timer had counted down.

  • RED

  • BLU

Concussion Grenade

The Concussion Grenade would have been the Scout's secondary grenade. It would have immense knockback and cause firstperson disorientation, at the downside of not dealing any damage. In Team Fortress Classic, this grenade was given to Scout and the Medic, however in Team Fortress 2, before Grenades were removed, Medic was given a Heal Grenade.

  • Concussion Grenade - RED

  • Concussion Grenade - BLU

Nail Grenade

The Nail Grenade would have been the Soldier's secondary grenade.

  • Nail Grenade - RED (Closed)

  • Nail Grenade - BLU (Closed)

  • Nail Grenade - RED (Open)

  • Nail Grenade - BLU (Open)

Napalm Grenade

The Napalm Grenade would have been the Pyro's secondary grenade. The model itself does not properly display the RED texture, instead using the BLU texture for both teams, though this is easily fixable... Note that the Pyro has these grenades on its strap despite not using them.

  • Napalm Grenade - RED

  • Napalm Grenade - BLU

MIRV Grenade/Dynamite Pack

A Secondary Grenade intended for both the Demoman and the Heavy. The way it would function is after throwing it, it'd explode into several smaller sticks, which would then explode separately. The MIRV has been seen in the teaser trailer for the game, as well as on the Desk in Meet The Demoman. A similar device is also used to blow up the train cabin in the community made video 'End Of The Line'.

The single stick version (w_grenade_bomblet.mdl) calls for a 'fuse_spark' particle in its .QC file, which gets attached to the 'wick' part of the stick. Because this particle no longer exists in-game (and hasn't for quite some time), the game can't display it, which results in console errors. The particle was shown in the XBOX 360 Orange Box trailer. By decompiling the model, editing the .QC file and changing 'fuse_spark' to 'fuse_sparks' (the particle from the Loose Cannon's cannonball projectile), you can return the single Dynamite Stick to its former glory.

  • MIRV Grenade - RED

  • MIRV Grenade - BLU

  • MIRV Stick - RED

  • MIRV Stick - BLU

  • Dynamite Pack

  • The Demoman holding the dynamite pack MIRV.

  • Original fuse_spark particle effect on the Dynamite Stick in Trailer 2

EMP Grenade

The EMP Grenade would have been the Engineer's secondary grenade. Based off of it's functionality from Team Fortress Classic, it would've done damage based on the ammo the victim had, with more damage being dealt if the user had more ammo.

  • EMP Grenade - RED

  • EMP Grenade - BLU

  • EMP Grenade sprite effect

Heal Grenade

The Heal Grenade, modelled after the Holy Hand Grenade of Antioch, would have been the Medic's secondary grenade. Functionality of the Grenade as documented in the Leaked TF2 code reveal that it was supposed to function with an AoE healing effect.

  • Heal Grenade - RED

  • Heal Grenade - BLU

Bear Trap

The Bear Trap would have been the Sniper's secondary grenade. It functions like the Caltrops from Team Fortress Classic, causing damage overtime and slowing the player down.

  • Bear Trap - RED

  • Bear Trap - BLU

This grenade makes a brief cameo in the final game, sitting amongst the clutter in the MvM Upgrade Stations.

Gas Grenade

The Gas Grenade would have been the Spy's secondary grenade. The model itself does not properly display the RED texture, instead using the BLU texture for both teams, though this can easily be fixed. The grenade's functionality is debated as to whether it would've created a simple smokescreen, or created client-side hallucinations like in Team Fortress Classic.

  • Gas Grenade - RED

  • Gas Grenade - BLU

Crowbar

A melee weapon from very early in development, before the classes were given unique melee weapons. The model exists, and textures were recently discovered in old depots for the game from several years ago. Judging the appearance, it's simply Half-Life's Crowbar.NOTE: Most of the melee weapons use sound effects labelled with 'crowbar' for hitting parts of the world geometry.

A name string can be found in tf_english.txt

  • Crowbar

Flag

Referenced in the game's files in part of a text file naming the weapon types, it appears that the flag was to be held as a weapon at one point.

A name string can be found in tf_english.txt

Super SMG

An unused weapon. Possibly an earlier version of the Syringe Gun as in older versions of Team Fortress 2, it's string can be found in place of the Syringe Gun's string. A name string can be found in tf_english.txt.

Nailgun

Another primary weapon intended for the Scout. The model and selection icon (aka 'bucket' icon) exist, and textures were recently discovered in old depots for the game from several years ago. Sounds were also found in an old build of the game. Originally the worldmodel was that of the SMG, as seen in Trailer 1. Around Mid-2007, the Scattergun was then created and given to the Scout later on. Third person animations have also been found, although they are incomplete as they only consist of an idle animation and a running animation, seen in Meet the Heavy.

A name string can be found in tf_english.txt

  • Nailgun

  • Nailgun projectile

  • Nailgun 'bucket' icon

Branding Iron

A melee weapon intended for the Pyro. The model exists, and textures were recently discovered in old depots for the game from several years ago. The textures are completely mapped out, but are only of an AO Bake, indicating that texturing was never finished. It got replaced with the Fire Axe.

Within game_sounds_weapons.txt, the Fire Axe has the heading BRANDING IRON.

  • Branding Iron

Club

A melee weapon intended for the Sniper. The model exists, and textures were recently discovered in old depots for the game from several years ago. The textures are completely mapped out, but are only of an AO Bake, indicating that texturing was never finished. Replaced with the Sniper's Kukri. Called a Fishwhacker in the melee weapon concept art.NOTE: The Kukri is sometimes mentioned by strings as 'tf_weapon_club'.

  • Club

Lead Pipe

A melee weapon; concept art on the official TF2 website shows it as belonging to the Heavy. The model exists, and textures were recently discovered in old depots for the game from several years ago. The Heavy ended up using his own Fists for melee.

  • Lead Pipe

Syringe

A melee weapon intended for the Medic as seen in the teaser trailer. It's functionality was similar to that of the TFC Medkit, healing allies and poisoning enemies. The model and textures exist in the game's files.

  • Syringe

  • The Medic with the Syringe.

Tranquilizer Gun

A weapon intended for the Spy that was seen in the teaser trailer. The model and selection icon (aka bucket icon) exist, and textures were recently discovered in old depots for the game from several years ago. Unused viewmodel animations were added in 2013 as part of the 'c_spy_animations.mdl' file in the Game's files.

A name string can be found in tf_english.txt.

  • Tranquilizer Gun

  • The Spy holding the Tranquilizer Gun.

  • Tranquilizer Gun 'bucket' icon

Class Updates

These were weapon concepts for the class updates. They were replaced by the weapons these classes received in their updates.

Overhealer

A Medi Gun alternative. This would have allowed the Medic to overheal players to 200% of their normal health, instead of 150%, and this overheal would not decay over time. To offset this, its ÜberCharge build rate was reduced compared to the stock Medi Gun, and Valve even toyed around with the idea of removing its ability to ÜberCharge altogether. The attachment model was re-used by the Kritzkrieg and is named after this unused 'weapon'.

Beer Stein

A melee weapon that was added in the Gold Rush update. The model exists and uses the missing texture as its texture.

  • Beer Stein

Ludmila

A Minigun alternative. Instead of the Heavy being able to spin this gun up without firing, it had a secondary fire mode that did less damage but had the same vampire effect as the Blutsauger. Thankfully, saner heads prevailed and Ludmila was reworked into Natascha. (Okay, so maybe they weren't that sane after all...) The attachment model was re-used by Natascha and is named after this weapon.

Walkabout

A Sniper Rifle alternative. This would have removed the move speed penalty when scoped in, allowing the Sniper to move at normal speed. Known downsides are that it cannot zoom in, so the scope effect was merely in place to reduce the Sniper's field-of-view, as scoping was still required for headshots, and it could not charge for increased damage. Unlike the regular Sniper Rifle, it would've been capable of inflicting random critical hits. Other attributes added at the same time imply that the TF2 team was experimenting with other changes, such as having a faster charge rate but not being able to score headshots, and a lessened zoom amount rather than none at all. Several of these attributes ended up getting reused on the Sydney Sleeper.

A name string can be found in tf_english.txt

The unique attributes which seem intended for the Walkabout:

Instant Teleport

A scrapped secondary weapon for the Engineer, but no models or textures exist. It would have allowed the Engineer to instantly teleport back to his Teleport Exit, and was intended to make it easier for Engineer players to return to their Sentry Gun when it was in danger. In an interview with the Kritzkast podcast, Robin Walker stated that, while it accomplished this goal, the TF2 team were unhappy with the side effects of the Instant Teleport: Engineer players placed their Teleport Exit in places that benefited them more than their team, and the weapon removed almost all of the risk of leaving their Sentry Gun.

(Source: Kritzkast - Exclusive Interview With Robin Walker)

Despite these concerns, the general concept did eventually make it into the game in two forms. One form was given as an attribute to the Eureka Effect Wrench, which could return the Engineer to the Spawn room or the Teleport exit, at the cost of being 50% slower than the regular wrench whilst upgrading a building, and having 50% reduced metal pickup rate. The second form was added in Scream Fortress 2013 as one of the spells; 'Ipsum Instantarium!', which would allow the player to throw a glowing ball of purple energy, which would Teleport them to wherever they threw it. Helpfully, that spell could be used twice per pick-up.

Repair Node

The Repair Node was a new building concept intended for the Engineer update. It used a pool of energy to automatically repair nearby buildings - when the energy ran out, it had to recharge to full before it could repair again. Multiple Repair Nodes could be deployed in the same area, however their effectiveness would be reduced. The Repair Node was tested as both a Dispenser and Teleporter replacement, however this revealed how dependent teams were on both buildings, and that paired with the fact that it slowed the game's pacing sealed its fate. Its model is still included in the game files, without any textures, presumably for use by the community.

(Source: TeamFortress.com - Dammit dammit dammit dammit!)

Recon

Added with the Engineer update, this is likely a remnant of a scrapped Engineer building. Nothing remains of it but sound effect data.

Closed Beta

In 2009, Valve ran a closed beta with competitive players. In addition to testing general gameplay changes that went live in the Classless Update and subsequent updates to the game, several new weapon concepts were featured in the beta.

Gloves of Running Urgently

These are the only new weapon from the closed beta to be implemented. Three variations were tested, all of which increased the Heavy's run speed by 30% while they were drawn, but did half damage along with another downside. The first reduced the Heavy's maximum health by 100 when the weapon was equipped. The 'Beta 2' variant cut the amount of health Medics could heal to the Heavy in half when the weapon was equipped. The 'Beta 3' variant is what was originally implemented in the game proper, the Heavy took 6 damage per second when the Gloves were drawn. They have since been entirely reworked, now temporarily reducing the player's maximum health while the weapon is active.

P.D.Q.

The P.D.Q. was a Wrench replacement for the Engineer. It couldn't upgrade buildings, but could speed up their construction by 150% while whacking them. The P.D.Q. directly evolved into the Jag, as the Jag's animations begin with the prefix pdq_, and it retains the ability to significantly speed up building construction at 1.95x the normal speed (2.95x normal speed if re-hauling) of the regular wrench, as well as having a 15% faster swing speed, a 20% repair penalty, and requiring 3 hits of the Jag to remove a placed sapper, instead of the regular 2.


(Source: TeamFortress.com - The Gun Mettle Update!)

Medigun Beta 1

This was basically a rework of the scrapped Overhealer concept. It could overheal players to 150% of their maximum health like the stock Medi Gun, and like the Overhealer this would never decay, but it healed at half the normal rate.

Fire Retardant Suit

A replacement for the Spy's Revolver. Two variants of this weapon were tested: One made the Spy resist direct fire damage by 90%, while the other 'Beta 2' variant made him completely immune to afterburn. The downside to these effects was, of course, that the Spy no longer had a ranged weapon. While the suit lacked an inventory icon in the beta (it used the Engineer's Wrench icon as a placeholder), one was later added to the game files, which is still present to this day.

The properties of both Suit variants were later inherited by the Spy-cicle, a knife replacement, with modifications, so it's doubtful this useless 'weapon' will ever be implemented.

  • Fire Retardant Suit

Open Beta

After the failure of the closed beta, Valve started a new public beta in 2010. Some Natascha nerfs and half of the weapons from the Über Update were tested here, and not much else.

Team Fortress 2 Youtube

Beta Pocket Rocket Launcher

A mostly terrible new Rocket Launcher concept that uses the Direct Hit model. When it was first added, it'd reward the Soldier with a full eight second crit boost if a Medic was healing him and died. This was later changed to a six second mini-crit boost, and later two different variations were added. One increases the Medic's ÜberCharge build rate by 15% while healing the Soldier; the other speeds up the Launcher's reload time by 50% while being healed. All three have the same downside of dealing 10 damage to the Soldier when a rocket successfully damages a player, which is of course almost instantly negated when being healed by a Medic. Hilariously, this downside also screws over Pyros who deflect the rocket and damage an enemy, since they'll also take 10 damage with no possible way of benefiting from the weapon's upsides. This weapon's data is still in the TF2 Beta game files, but the weapon was removed from players' backpacks.

In addition to the three variants that were tested, there are descriptions for two other weapon attributes which seem intended for it:

Beta Pocket Shotgun

Complimenting the above, a Shotgun replacement that deals more damage while being healed by a Medic, but reduces weapon switch speed when not. The data for this is also still in the TF2 Beta game files, but the weapon was removed from players' backpacks.

Beta Syringe Gun

The final version of this weapon became the Overdose; quite literally, as the Overdose overwrote it. Earlier versions had a completely different concept: It fired at half the normal Syringe Gun rate, did reduced damage (-90% and -50% respectively), but applied the Mad Milk effect to any enemy hit by its syringes for a short time (1 and 2 seconds). It was fairly useless in practice, which explains the rework it got.

This weapon eventually made its way into the real game, in a way, in the Tale of Two Cities update, with the addition of Mad Milk Syringes to Mann vs. Machine.

Beta Sniper Rifle 1

A Sniper Rifle which charges faster or slower based on hits and misses. On release, a hit would increase the charge rate by 35%, and a miss would decrease it by 65%. This was later changed to bodyshots increasing by 25% and headshots by 45%. The concept was reworked into the Bazaar Bargain, however unlike the Beta Syringe Gun, its data is still in TF2 Beta's game files unaltered.

Unimplemented

Weapons with some data in the game files, which have yet to be added.

Heraldic Targe

A Demoman unlock. Information was added to tf_english.txt in the December 23, 2010 patch.

Baleful Beacon

A melee weapon intended for the Pyro. This weapon was created specifically for the Halloween Update 2011. Texture files were released with Very Scary Halloween Special update.

  • Backpack icon

  • Kill icon

Flyswatter

A melee weapon intended for the Soldier. A kill icon was added to the game files in the November 10, 2011 patch, and the weapon is used in a promotional image for the Very Scary Halloween Special update, but there is no corresponding model or textures found in-game.

  • Kill icon

Toolbox

Backpack icons for the Engineer's toolbox have been found in the game files, indicating that at one point in time, the toolbox may have been a separate equippable item.

  • Toolbox Backpack icon

  • Toolbox Backpack icon (Large)

Retrieved from 'https://tcrf.net/index.php?title=Team_Fortress_2/Unused_Weapons&oldid=724148'

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/TeamFortress2

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Meet the RED team. They're like the BLU team, only red.note
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'Welcome to Team Fortress 2. After nine years in development, hopefully it will have been worth the wait.'
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Pootiscription here!note

A sequel to the classic Half-LifemodTeam Fortress Classic, itself based on a mod for Quake, Team Fortress 2 has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and can be easily recognized just by their silhouette, and an Excuse Plot that stays All There in the Manual. Said plot, in its entirety, is 'The other side is the enemy. You've been hired to shoot their asses off.' For the average player, it really doesn't get any more complicated than that. Crack that manual open, though, and it's a different story...

Team Fortress 2 is about a group of average, everyday, working-class mercenaries. Some of them work for the heroically-evil demolition company Reliable Excavation & Demolition (RED), founded by Redmond Mann; some work for the evilly-heroic Builders League United (BLU), a construction company founded by Redmond's twin brother, Blutarch. Both Mega-Corps are fronts for two opposing intelligence organizations, which each control one-half of the world's governments. Both organizations are given combat intel by the same Administrator, who supplies them with weapons provided by Mann Co. (a company which the twins' father left to the Australian Hale family), which is a subsidiary of The Administrator's own company, TFIndustries. The Administrator is heavily implied to be masterminding the entire conflict, all in a Thanatos Gambit by the brothers' deceased father as punishment for their imbecility. Other developments include Australium, a strange element mined in Australia that turns those exposed to it into manly geniuses, and Gray Mann, the long-lost third brother who's actually nota moron.

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It was released by Valve in October 2007 as the multiplayer component of the Orange Box, which also includes Half-Life 2: Episode 2 and Portal. It is now also available as a free-to-play (since June 23, 2011) download on Steam for Windows, OS X, and Linux. However, because it was first announced in 1998, it was regarded as Vapor Ware for the longest time.

Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the Team Fortress 2 developers decided to cut the middleman and make their game a living cartoon. The maps would fit right in a typical James Bondnovel, the music has a sixties spy movie feel to it, and the characters look like they stepped out of a very violent Pixar movie. Both RED and BLU teams use the same models, with only Palette Swapping to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.

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There are nine basic gameplay types so far:

TF2 Gametypes
  • The Control Point gametype works on the premise of seizing territory to shift the focus of battle. Both teams compete for control points — large immovable metal pads — which must be captured by standing on them while no enemies are around. The team who forces their enemies into submission and captures all the points wins. In most control point maps, the points need to be captured in a linear fashion, but some allow a more open-ended approach.
    • Variants include Territorial Control, where the map is divided into mini-maps with two control points each, and Attack/Defense, where RED owns all the control points from the start, and wins if time runs out before the other side captures all the control points. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
    • Medieval Mode is an alternative Attack/Defense Control Point map set in a castle in the distant past (the Soldier angered a magician). What makes this mode special is that, like in Terminator, guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike Terminator, clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. He wants hats everywhere. Currently, there is only one official map in this mode.
  • In TF2's take on Capture the Flag, the flag is a large briefcase containing 'enemy intelligence', which trails papers behind it when an opposing player carries it. Unlike many other games, one can score while their own team's intel is not in the base, and touching dropped friendly intel won't immediately send it home. Instead, it must be defended in place until a timer elapses, during which any opponent can pick it up again.
    • Mannpower is a variant of Capture the Flag. Its most notable features include powerups and a grappling hook for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled, melee weapons are 30% stronger and respawn times are much shorter (2 seconds). Capture limits are significantly higher, requiring seven captures to win compared to three for normal Capture the Flag.
  • In Payload, a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push.note The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards or roll back down hills until it is pushed again or reaches the last checkpoint passed. The defenders win if they can manage to hold back the cart for a certain length of time, though unfortunately for them, the attacking team gets a time extension for every checkpoint reached, and the cart contains a level one dispenser. However, the defenders can halt the cart's progress by entering its push radius, even if attacking players are attempting to push it (though doing so is dangerous for obvious reasons).
    • Payload Race is a variation of Payload, introduced in the Sniper/Spy update, that is Payload times two: Both teams have a bomb, and the first team to get their bomb to the other team's base wins. Things get crazy when you factor in the little fact that each team can interfere with the other's progress. This has a tendency to stall if the two carts end up adjacent, as the lines tend to criss-cross and meet at bottlenecks and tunnels. Furthermore, unlike in standard Payload, there are no checkpoints and carts only roll backwards if unattended on a hill or ramp, which sends them to the bottom.
  • Arena puts the two teams in a much smaller map, with little-to-no health packs or water, and no respawns. Last team standing wins. After one minute, a single control point in the center of the map activates, and the round ends when it's capped if the other team hasn't been killed yet. Fast, frantic fun.
  • King of the Hill is arguably a variant of Arena, using similar small maps built around a central control point, where the teams work their way up to the middle of a map to a point that is initially locked. After a short amount of time, it becomes available and the team that captures it has to defend the point for 3 minutes. If the enemy team recaptures the point, the other's timer freezes; it counts down again if once again recaptured from that time. Unlike Arena, players can respawn.
  • Special Delivery is a mode that could be considered a combination of Capture the Flag and Payload. The objective of this game is to transport a suitcase full of volatile Australium to the space shuttle of Poopy Joe, the all-American monkeynaut. Naturally, the enemy team wants to deliver the Australium as well in order to 'make history', and you have to ride an incredibly slow elevator to reach Joe's rocket. Good luck. There is currently only two official maps with this mode: Doomsday and its Halloween reskin, Carnival of Carnagenote .
  • Mann vs. Machine is a 6-player co-op defense mode. Here, RED and BLU must team up and take down massive waves of robots (which drop money when defeated) in order to keep the robots from blowing up Mann Co.note The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a giant robot every now and then. There are six* official Mann vs. Machine maps, each of which have a variety of missions.
  • Player Destruction is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a map-specific pickup item* that can be picked up by any other player. If a player is killed while holding one or more pickups, they drop those in addition to the one standard pickup. The player on each team with the most pickups (the first to reach that number if tied) becomes 'team leader' and acts as a dispenser, but has a number above their head (indicating the number of items they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their pickups to the control point while blocking the other team from doing the same. The first team to a predetermined number of pickups delivered (depending on the number of people playing at the start of the round) wins.
  • Robot Destruction is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.
  • PASS Time is a unique mode. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a 'jack,' a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons and marks them for death (causing them to take more damage), but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.

All nine characters (In the following order: Heavy, Soldier, Engineer, Demoman, Scout, Sniper, Spy, Medic and Pyro) and one delicious food item (Sandvich, released between the Sniper and Spy videos) have also been introduced in supplementary 'Meet the Team' videos.

Tropes for specific classes can be found on the Characters page.

Valve have regularly added major content updates for free, including achievements, bot support, custom weapons, maps, and balance changes. The Pyro Update introduced the concept of weapons other than the default, which can now be randomly found after a period of time. They (generally) act as a situational sidegrade to whatever function the default weapon performs. The Sniper vs. Spy Update also introduced cosmetics, which drop the same way but at a much lower rate. They don't do anything but look cool, though players like to show off their wealth. With any new update, players can expect a massive Broken Base.

In addition to major updates, Valve regularly adds unannounced user-contributed cosmetics and weapons to the PC version. Ports didn't fare too well for console players: Both Microsoft and Sony at the time viewed new content as DLC, and therefore wanted to charge players real money for updates that are free on the PC version, although nowadays both console provider only charges the developers for updates and charging the player is optional, meaning their version was last updated in July 2009. Playstation 3 is trailing even further behind, with the last last update from March 2008. Active servers are hard to find on these versions, as there is much less content avaliable than on desktop versions.

For manageability, this page has many separate pages for tropes that fit better under specific headers, all of which can be found at the top of this page.

Outside of those subcategories, Team Fortress 2 provides examples of the following tropes:

MMEEEEEDDDDDIIIIICCCC!

Team Fortress 2 - Medic

Don't be such a baby, ribs grow back.

Example of:
Two-Faced Aside

Index