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Team Fortress 2/pt-br

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This page is a translated version of the page Team Fortress 2 and the translation is 6% complete.
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Team Fortress 2/pt-br

Desenvolvedor: Valve
Distribuidora: Valve
Plataformas: Windows, Xbox 360, PlayStation 3, Mac OS X, Linux
Lançado mundialmente: October 10, 2007[1] (Windows), June 10, 2010[2] (Mac OS X), February 14, 2013[3] (Linux)
Lançado nos EUA: October 10, 2007[1] (Xbox 360), November 11, 2007[4] (PlayStation 3)
Lançado na Europa: October 18, 2007[4] (Xbox 360), November 23, 2007[4] (PlayStation 3)
Lançado na Austrália: October 25, 2007[4] (Xbox 360), November 22, 2007[4] (PlayStation 3)


AnimationsIcon.png Este jogo contém animações não utilizadas.
AreasIcon.png Este jogo contém áreas não utilizadas.
DevTextIcon.png Este jogo contém textos relacionados ao desenvolvimento ocultos.
GraphicsIcon.png Este jogo contém gráficos não utilizados.
ModelsIcon.png Este jogo contém modelos não utilizados.
ItemsIcon.png Este jogo contém itens não utilizados.
MusicIcon.png Este jogo contém músicas não utilizadas.
SoundIcon.png Este jogo contém sons não utilizados.
TextIcon.png Este jogo contém textos textos não utilizados.
DebugIcon.png Este jogo contém materiais de depuração (debug).
RegionIcon.png Este jogo tem diferenças regionais.


<Sanky> please suggest an unused sprite with a clock or something (por favor sugira um sprite inutilizado com um relógio ou alguma coisa)
Este jogo ainda está em desenvolvimento ativo.
Fique ciente que qualquer conteúdo inutilizado que você possa achar pode tornar a ser usado ou removido no futuro. Por favor somente adicione coisas ao artigo que é improvável que algum dia sejam usadas, ou ficaram inutilizadas por um tempo. Se elas de fato forem usadas, por favor remova-as da página e especifique no resumo de edits!
Este cacto está EM CONSTRUÇÃO
Este artigo é um trabalho em andamento.
... bem, todos os artigos aqui são, de algum modo. Mas esse mais ainda, e o artigo pode conter informações incompletas e notas do editor.


Team Fortress 2 (encurtado para "TF2" por muitos) é um shooter em primeira pessoa multijogador baseado em times criado pela Valve, os mesmos criadores por trás da série Half-Life entre outras. Começando sua vida como um shooter militar muito mais intenso e realístico mais no molde do seu antecessor (e tendo sua vida acabar em vários pontos de acordo com a comunidade), foi inicialmente lançado na Orange Box em 2007 para Windows, Xbox 360, e PlayStation 3 (embora desenvolvido pela EA UK). Também foi portado para macOS em 2010, com a comunidade Linux vendo um porte em 2013. O jogo inclui nove classes diferentes para jogar, todas com suas diferentes funcionalidades, armas e cosméticos. Oh, tantos cosméticos...

Sub-Páginas

Leia sobre informações de desenvolvimento e materiais para este jogo.
Informação do desenvolvimento (não traduzido)
Leia sobre versões de protótipo deste jogo que foram lançadas ou extraídas.
Informação de protótipo (não traduzido)
Leia sobre informação e/ou mídia pré-lançamento para este jogo.
Informação pré-lançamento (não traduzido)
TF2 ID Badge.png
Ítens Inutilizados
Scrapped hats, weapons and other items.
TF2 NeutralBriefcase.png
Recursos Inutilizados
Máquinas jogadas fora e items não refinados que foram reclamados.
TF2 InfoSpeech.png
Sons Inutilizados
Eles simplesmente não conseguiam fazê-los calar a boca!
TF2 Book.png
Texto Inutilizado
Não olhe no texto proibido!
TF2 Turret.png
Recursos Sobrando
Sobras de jogos passados.
DebugIcon.png
Comandos de Debug
Toneladas de comandos de debug.

Civilian Class

Not to be confused with the numerous reference pose glitch(es) which are not in any way related to the Civilian class, the Civilian is a very unfinished class that would have assumedly been a revamped version of Team Fortress Classic's Civilian, a very weak VIP-mode class that had to make it from one point to the other while under attack. This Civilian shares his older incarnation's 50 HP, but has no weapons, voice lines, animations, or even his own model (though he does have unique death screams and Medic calls), meaning he can do nothing but slide around and jump. The Civilian class could be easily accessed early on in the game's life by typing join_class civilian in the console, but this was quickly patched out on December 20, 2007.

It's not entirely known if Valve ever intended to complete the Civilian or the VIP game mode, but he does make a small cameo at the beginning of the Meet the Sniper trailer in the form of a bobblehead on the dashboard of the Sniper's trailer, which also serves as a nod to Sniper's role as the defending Assassins in VIP.

Unused Maps

background01

Hmmm...
To do:
Maybe get a picture of the re-enabled menu on the pre-Meet Your Match TF2 as well?

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.

Xbox 360 Main Menu PC
(Post-Meet Your Match)
Hidden Precached Props
Tf2-background01-xbox360.png TF2-MapBackground2020.png Team Fortress 2-background01.png

cp_cloak

An oddity in the truest sense of the word. Nobody really knows what cp_cloak's purpose is. What was it used for? Nobody is certain. The map features a control point, and giant scaled-up player models standing in the skybox area of the map, seemingly staring in through the windows in the map.

One possibility for the purpose of this map could be for testing eye movements of player models. And as the map name is Cloak, perhaps it could have also been used for testing the Spy's cloaking ability? The control point would allow testing of being unable to capture it while cloaked, and if the giant player models were for testing eye movements, it could have also been perfect for testing if the classes don't look directly at a nearby cloaked enemy Spy. However, the giant player models' eyes are seemingly missing their irises (or their eyes have just rolled back into their heads) which does put a small hole in this theory.

pl_cactuscanyon

Cactus Canyon is a Payload map first released in 2014. Valve had intended to complete work on the map, with it receiving a total of 9 updates before Valve shelved the project indefinitely.

rd_asteroid

Also releasing in 2014 alongside Cactus Canyon, we have Asteroid, a Robot Destruction map. The map takes place in a space station with outdoor areas in open space. After initially being added to the game, it received a total of 12 updates before work on it was shelved.

In the April 2020 source code leak, there is "staging" code for a new player condition and some code for jetpack functionality. The code is related to two concepts that were being tested for Asteroid;

  • All classes were meant to get a jetpack while out in the outdoor areas of the map ("in the vacuum of space") and could use up an amount of charge to use the jetpack.
  • While outdoors, the player's gravity would also be lowered.

Valve tackled this idea by creating a new player condition. The player condition TF_COND_SPACE_GRAVITY was intended to be applied to the player while outdoors, which would then modify that player's gravity and equip them with a jetpack. The space gravity concept never made it into the map proper, and the all class jetpack concept was further refined into what we now know as the Pyro's jetpack weapon, the Thermal Thruster.

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 second bullet point a lot.

Note(s) 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.

  • Four of the weapon viewmodels in models/weapons/v_models have unused holster animations, leftovers from when the scrapped Grenades were being tested. The Scouts bat is one such viewmodel, but the bat phases into the Scouts arm in the current builds model. If you obtain the June 25th, 2007 proto however, the bat viewmodel in that build has a fully functional holster animation. These animations need to be documented.
  • 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.
  • 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.
  • 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

    Scout

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

    TF2-ScoutTauntComeAndGetMe.gif

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

    TF2-Soldiertest.gif

    Pyro

    • 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.

    TF2-Pyrotaunt sit.gif

    (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)
    • taunt10 has the Engineer stumble around for a few seconds before assumedly puking. Possibly meant for his Brundle Bundle costume set.

    TF2-Engineertaunt10.gif

    • 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)
    • 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.

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

    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

    • 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.

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

    Robots

    • 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.

    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

    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 (a medium medkit and a large ammobox).

    TeamFortress2 Misplaced Objects mvmghosttown.png

    mvm_coaltown.bsp

    A similar situation.

    TF2-Unused stuff on mvm coaltown.png

    Loading Screen Map Thumbnail Differences

    Hydro

    The bottom screenshot among the two photos was taken during development and was kept for the release. The following differences can be seen:

    • Although the same sun angles seem to be used, the lighting differs between the prototype and the final.
    • The Dam control point is shown belonging to the blue team although that area belongs to the red team on a new game in the final.
    • The control point's hologram matches the model seen in the June 25th, 2007 prototype's version of the Well intro.
    • The sheet of metal on the left is rusty and nearly upright in the prototype whereas it is clear and slightly slanted in the final.
    • The sign of the gate that separates the Dam from the Power Plant is completely different than the one seen in-game and on the top photo of the thumbnail.
    • The windows near the center of the picture are darker in the final.
    • There are undistinguishable objects overlooking the dam on top of the background mountain in the prototype that do not exist in the final.
    • Some cosmetic vegetation is missing in the prototype.
    Proto Final Training Video
    Tf2-prerelease-hydro-in-thumbnail.png TF2-Hydro-Dam-Screenshot.png TF2-P3-Well-BLU-Hologram.png

    Coldfront

    Proto Final
    TF2 Menu photos cp coldfront.png
    TF2 Coldfront Comparison.png

    Freight

    • The building to the right of the central control point is different than the final game.
    Proto Final
    TF2 Menu photos cp freight final1.png
    TF2 Freight Comparison.png

    Process

    • The map is brighter than the final version.
    • There are 2 gates, numbered 1 and 2 respectively.
    • The gate near the BLU shipping containers doesn't have the light.
    Proto Final
    TF2 Menu photos cp process final.png
    TF2 Process Comparison.png

    Regional Differences

    Several regional differences are present within Team Fortress 2;

    German - "Low Violence" Files

    The German release of the game contains several changes to avoid getting a "keine Jugendfreigabe" ("adults only") rating. Blood particles for players are replaced with sparks to make it appear as if the player characters are all robots. Instead of the default player model gibs that would appear when the player gets exploded, the "silly" gibs from the TF2 Birthday event are used. There are also "bloodless" versions of the Axtinguisher and the Ubersaw. Other weapons were added over time that had blood on them, but bloodless versions were never made for this low-violence version. Much more recently, the ability to have the low-violence files removed from your account has been made available.

    Low Violence Bloody
    TF2 LowViolenceUbersawRED3D.png
    TF2 LowViolenceUbersawBLU3D.png TF2 LowViolenceAxtinguisher3D.png
    TF2 DefaultUbersawRED3D.png
    TF2 DefaultUbersawBLU3D.png TF2 DefaultAxtinguisher3D.png
    (Source: Schnittberichte)

    French - Spy Voice Lines

    Hmmm...
    To do:
    Upload the French English-speaking-Spy voice lines? The source goes to a YouTube video that shows them all off though. Should they be uploaded anyway?

    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)

    Belgium & Netherlands - Mann Co. Supply Crate Restrictions

    Due to anti-gambling laws in Belgium & the Netherlands, the ability to purchase keys and open crates is restricted entirely to players from those countries.

    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.

    References