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Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps/Mann vs. Machine

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This is a sub-page of Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps.

File In-Game? Hammer Build Date Description
mvm_2bridges_artpass February 14, 2012 Early iteration of mvm_decoy with an unfinished wooden structure in place of the cliff on the left side.
mvm_2bridges_b January 12, 2012 Even earlier iteration of mvm_decoy, with a medieval theme.
mvm_2bridges_tank_location April 16, 2012 An empty map with only a model of a tank and a bomb hatch.
mvm_2hatch October 10, 2012 Experimental map with 2 hatches to defend instead of 1.
mvm_anim February 14, 2012 Early iteration of mvm_coaltown, with a medieval theme. Hidden visgroups reveal a scrapped control point that is tied to opening a gate for the right side path.
mvm_aspawn February 14, 2013 A very basic angled test map made entirely of dev textures.
mvm_base_interior June 2, 2011 Mostly detailed unfinished map with some inspiration from pl_thundermountain. Still references the scrapped knight boss in its boss entities.
mvm_basic September 24, 2013 Basic linear test map. Has triggers for pausing and resuming the game timer on either side of the human spawn.
mvm_bigrock March 23, 2013
mvm_cliffs_outer June 13, 2011 Mostly detailed unfinished map set on two opposing cliff faces.
mvm_cloak December 13, 2011 The test map cloak, seemingly repurposed for some sort of MvM-based test.
mvm_coaltown August 27, 2012
mvm_coaltown_engineer October 10, 2012 Seemingly identical to mvm_coaltown, with Engineer bot support.
mvm_deathpit_2pits March 16, 2012 Early iteration of mvm_coaltown, with a different left path design and various other minor differences. Retains the hidden scrapped control point and gate from mvm_anim.
mvm_deathpit_multibomb March 7, 2012 Another early iteration of mvm_coaltown. Likely used to test multiple active bombs. Retains the hidden scrapped control point and gate from mvm_anim.
mvm_deathpit_sniper_mission January 3, 2012 Seemingly identical to mvm_anim, and based on the name, was likely tied to some sort of Sniper bot test.
mvm_decoy November 16, 2012
mvm_decoy_event October 10, 2012 A Halloween version of mvm_decoy, with the upgrade stations and night sky used on mvm_ghost_town.
mvm_droptest July 5, 2012 A modification of mvm_example, used to test bot interaction with certain terrain and slopes.
mvm_example February 14, 2013 Basic test map for MvM.
mvm_fallback January 16, 2012 A large medieval-themed map set in snowy terrain.
mvm_fallback_gates September 1, 2011 Early iteration of mvm_fallback, with non-snowy terrain and a slightly different layout near the very front. There also a numerous "gates" which can be broken open to create new paths.
mvm_forest October 20, 2011 Relatively large unfinished map set in, well, a forest.
mvm_forest_chop November 15, 2011 A more compact and downsized iteration on mvm_forest_simple, focused around the second half of the map.
mvm_forest_simple December 13, 2011 An iteration of mvm_forest with a shorter and less complex route to the bomb hatch.
mvm_ghost_town October 10, 2012
mvm_mannhattan December 4, 2013
mvm_mannworks August 27, 2012
mvm_mannworks_event October 10, 2012 A Halloween version of mvm_mannworks, with the upgrade stations and night sky used on mvm_ghost_town.
mvm_mining_tower June 13, 2011 A very large and open map based around a mining tower on a hill. Reuses a fair bit of building geometry from the center control point area of cp_badlands for the human base.
mvm_oil_derrick June 21, 2011 A small map set atop a very tall cliff. Many entities refer to a "td" gamemode, likely Tower Defense.
mvm_pipe June 21, 2011 The third stage of plr_pipeline, repurposed for MvM.
mvm_pipe2 September 7, 2011 A version of mvm_pipe that got further into development, being set during daytime with BLU base almost completely removed and other various layout changes.
mvm_rottenburg December 17, 2013
mvm_rottenburg_artstuff August 14, 2013 Mostly final version of mvm_rottenburg, with minor differences.
mvm_rottenburg_artstuff2 August 14, 2013 Same as _artstuff, with minor differences.
mvm_rottenburg_arttest July 8, 2013 Unfinished version of mvm_rottenburg, with less detail and simpler geometry in some places.
mvm_rottenburg_arttest2 July 25, 2013 Same as _arttest2, with minor differences and a few missing structures.
mvm_rottenburg_lighting August 14, 2013 Seemingly final version of mvm_rottenburg, possibly meant to test lighting.
mvm_rottenburg_temp September 13, 2013 Seemingly final version of mvm_rottenburg, with very minor tool brush differences.
mvm_spamfest October 1, 2011 A complex medieval-themed map. The general layout of the map seems to have been reused for mvm_2bridges_b, effectively making this map one of the earliest known iterations of mvm_decoy.
mvm_sploosh September 15, 2011 Unfinished map with references to a "tf_logic_tower_defense", and various breakable walls.
mvm_sploosh_5man July 21, 2011 mvm_sploosh, but with 5 players instead of 6.
mvm_stronghold August 29, 2011 Small medieval-themed map that spirals around the bomb hatch, which sits on a raised platform.
mvm_sup January 12, 2012 A blocky test map.
mvm_surprise September 26, 2012 A large scale map where robots could directly teleport in at certain locations scattered around. References a missing "proto_drillmachine" model that the robots would have likely spawned from.
mvm_trains September 26, 2012 Unfinished map set in a trainyard.
mvm_turbo June 12, 2012 Another attempt at a spiraling map that wraps around the central area as it ascends to the bomb hatch.
mvm_warehouse July 21, 2011 An expanded version of tr_target converted to MvM. Predates Mannhattan, which shared the same development name. Map references a "mini-tank" boss. Not to mention that the humans and robots were using the opposite teams (RED are Robots, BLU are humans) in this map.

mvm_2bridges_artpass

TeamFortress2-mvm 2bridges artpass.png

An early version of mvm_decoy. Notable differences from the final version include a lack of painted and wooden "Mann Co." signs and the rocky cliff on the left side of the map being replaced with an unfinished wooden structure.

mvm_2bridges_b

TeamFortress2-mvm 2bridges b.png

mvm_2bridges_tank_location

A map simply with a bomb hatch and tank model aligned with it.

mvm_2hatches

TeamFortress2-mvm 2hatches.png

mvm_anim

TeamFortress2-mvm anim.png

An early version of Coaltown, made in a medieval style with cobblestone textures of towers and castle walls between them, instead of the abandoned small desert town visuals used for the final version. There's no humorous signs outdoors or lore-related portraits and items in the spawn room yet, for the same reason.

Most of Coaltown's geometry is already here, except the final corridor near the robot spawn and the spawn itself. This corridor appears much shorter in this version and lacks the side buildings often used for things like Sentry nests. Also, the second death pit on the left path is absent, the only one present is the one in front of the the bomb hatch (which appears as large glass trapdoor here, the same used on several Payload maps). This might be a reason why the initial name of this map was Death Pit (and not Death Pits). Also, the cart railway is placed along the whole tank path, possibly an indication that a Payload cart used for the Tank in early stages. Along with small changes like slightly different geometry of various rooms (or towers) and absence of certain ammo boxes/medkits, there's early version of a room on the right path that contains a medkit and ammo box that is still present in the release version.

The most distinctive visual in this map and possible source for the map's name is the giant Robot Heavy in the skybox that is cycling through the same set of animations. He's placed in the same area where the mothership tank is located in the final version, and his most likely purpose was testing how animations in skybox look for players.

TF2-MVM AnimLeak.png

mvm_aspawn

TeamFortress2-mvm aspawn.png

mvm_base_interior

TeamFortress2-mvm base interior.png

mvm_basic

TeamFortress2-mvm basic.png

mvm_bigrock

Hidden visgroups reveal old concepts for the level:

mvm_cliffs_outer

TeamFortress2-mvm cliffs outer.png

mvm_cloak

TeamFortress2-mvm cloak.png

mvm_coaltown

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

mvm_coaltown_engineer

Hmmm...
To do:
I compile this but the lighting seems broken?

Coaltown, but seemingly with engineer bot support.

mvm_deathpit_2pits

TeamFortress2-mvm deathpit 2pits.png

mvm_deathpit_multibomb

TeamFortress2-mvm deathpit multibomb.png

mvm_deathpit_sniper_mission

TeamFortress2-mvm deathpit sniper mission.png

mvm_decoy

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

mvm_decoy_event

TeamFortress2-mvm decoy event.png

A version of the map using the Halloween upgrade station and nighttime skybox used in mvm_coaltown_event.

mvm_droptest

TeamFortress2-mvm droptest.png

A modification of mvm_example, likely used for testing how the AI reacts to walking off of different surfaces / inclines.

mvm_example

TeamFortress2-mvm example.png

mvm_fallback

TeamFortress2-mvm fallback.png

mvm_fallback_gates

TeamFortress2-mvm fallback gates.png

mvm_forest

TeamFortress2-mvm forest.png

mvm_forest_chop

TeamFortress2-mvm forest chop.png

mvm_forest_simple

TeamFortress2-mvm forest simple.png

mvm_ghost_town

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

mvm_mannhattan

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

mvm_mannworks

Hidden visgroups reveal old concepts for the level:

mvm_mannworks_event

Hmmm...
To do:

A version of the map using the Halloween upgrade station and nighttime skybox used in mvm_coaltown_event.

mvm_mining_tower

TeamFortress2-mvm mining tower.png

mvm_oil_derrick

Hmmm...
To do:
This map doesn't like to compile as it has no outer box.

mvm_pipe

TeamFortress2-mvm pipe.png

Pipeline stage C as an MvM map.

mvm_pipe2

TeamFortress2-mvm pipe2.png

Pipeline stage C as an MvM map.

mvm_rottenburg

Hmmm...
To do:

This map exists in the current release of the game. Differences are likely to be minimal or non-existent.

mvm_rottenburg_artstuff

Hmmm...
To do:

mvm_rottenburg_artstuff2

Hmmm...
To do:

mvm_rottenburg_arttest

Hmmm...
To do:

mvm_rottenburg_arttest2

Hmmm...
To do:

mvm_rottenburg_lighting

Hmmm...
To do:

mvm_rottenburg_temp

Hmmm...
To do:

mvm_spamfest

TeamFortress2-mvm spamfest.png

mvm_sploosh

TeamFortress2-mvm sploosh.png

A version of MvM with a "tf_logic_tower_defense". The map has multiple (3) gates that prevent bots from progressing. These gates (walls) are breakable by the bots with 8000hp, and can be rebuilt with and upgraded with 2000hp at a time. Tanks break through them.

mvm_sploosh_5man

The same as mvm_sploosh but with 5 players instead of the usual 6.

TeamFortress2-mvm sploosh 5man.png

mvm_stronghold

TeamFortress2-mvm stronghold.png

mvm_sup

TeamFortress2-mvm sup.png

mvm_surprise

TeamFortress2-mvm surprise.png

An early-in-development MvM map that has robots teleport in at specific points scattered randomly throughout the map, out of "drills". Surprisingly, while the model for the drill is missing, most of the particles intended for the map exist in modern TF2.

mvm_trains

TeamFortress2-mvm trains.png

A desert-themed map. The center area has very little cover, with most of it being hidden in a disabled visgroup. A few early/alternate sections of the map, mostly different designs of the bomb pit area, exist in disabled visgroups as well.

mvm_turbo

TeamFortress2-mvm turbo.png

A medieval-themed map that spirals inwards. RED has two spawn rooms, each one on opposite sides of the map.

mvm_warehouse

TeamFortress2-mvm warehouse.png