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Development:Team Fortress 2/Source Developer Asset Repository Leaks/Maps/Capture Point

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

Hmmm...
To do:
  • Search through the maps that are in the current release and document any differences or oddities.
  • Provide screenshots of the maps if possible, particularly points of interest.

Summary

File In-Game? Hammer Build Date Description
cp_5gorge February 10, 2011
cp_badlands July 8, 2013
cp_badlands_base_ik1 September 21, 2007 An early version of RED's base from Badlands with a drastically different layout.
cp_badlands_ik1 November 1, 2007 An early version of Badlands, but further along than cp_badlands_base_ik1. Both sides of the map are present and bear a more similar layout to the final map. "ik" stands for Iikka Keranen, a Valve employee who worked on the map.
cp_caves November 25, 2009 A scrapped and mostly unfinished map, much of which is set within a large cave, hence the name.
cp_caves_newdisplace September 15, 2009 A later version of cp_caves, using displacements everywhere except the final point to give its cave walls a more natural structure.
cp_caves_newdisplace_capC September 15, 2009 A section of the final point of cp_caves with its walls rounded out using displacements.
cp_clearcut March 17, 2009 A map containing bits and pieces of other levels.
cp_coldfront July 7, 2010
cp_contest March 2, 2010 An early version of what would eventually become Mann Manor and Mountain Lab as part of Valve and TF2Maps' Artpass Contest, based on the original layout of cp_caves.
cp_degrootkeep December 22, 2010
cp_dustbowl February 24, 2014
cp_dustbowl_sdk October 25, 2011 Dustbowl's map source as intended for release with the Source SDK.
cp_egypt_final July 25, 2013
cp_fastlane July 4, 2008
cp_foundry January 27, 2012
cp_freight_final1 September 21, 2009
cp_game_entities September 21, 2007 A collection of game entities (control points, resupply rooms, game logic) intended for a 5CP map.
cp_gorge June 13, 2013
cp_gorge_beta January 11, 2010 A near-finalized version of Gorge with minor technical differences.
cp_granary June 1, 2014
cp_gravelpit June 13, 2013
cp_gullywash_final1 June 13, 2013
cp_junction_final March 27, 2014
cp_manor_event July 25, 2013
cp_medieval_artpass November 12, 2010 A work-in-progress version of DeGroot Keep with its layout finalized but its art pass still in progress.
cp_medieval_mirror October 12, 2010 An earlier cp_medieval_artpass, but mirrored along its hill, giving each team a castle and control points to defend.
cp_mountainlab January 28, 2014
cp_nightfall September 21, 2007 A scrapped blocked-out 5CP map, which would later inspire the CTF map Double Cross.
cp_process_final July 8, 2013
cp_snakewater_final1 September 24, 2013
cp_snakewater_g9 September 2, 2013 An earlier version of Snakewater before its official addition to the game.
cp_standin_final July 8, 2013
cp_staredown August 29, 2011 An early version of Powerhouse with a fair number of gameplay differences and a less-revised artpass.
cp_steel June 17, 2013
cp_walkerfort March 2, 2010 An early block-out for what would later become DeGroot Keep.
cp_walkerfortplus August 21, 2009 A version of 'cp_walkerfort' with symmetry along the back of the fort, giving BLU two different fronts to attack RED from.
cp_well February 10, 2011
cp_yukon_final February 10, 2011
mountain June 22, 2009 A scrapped snowy capture point map, geometry is still primarily blocky.

cp_5gorge

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

cp_badlands

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

cp_badlands_base_ik1

An early version of cp_badlands with BLU's base removed, featuring an early layout for RED team's base and some of the middle section of the map.

The central bridge has a truss and railings across it, and dev-textured blocks aboard the flatcars. The lower path is a short tunnel instead of a valley beneath a bridge and RED's base is much more enclosed, with the entrance by the central bridge being absent and the balcony by the bridge being positioned further back. The balcony by the spire is instead a line up of multiple windows, and RED team's first forward spawn is located directly beneath them. The entrance area is replaced by a small lobby, with two staircases that lead up to the top floor with the control point and a doorway that leads under the control point and to the RED spawn exit, which is placed directly behind the control point itself.

Source's iconic glowing red ERRORs are present throughout the map, owing to models that have since been removed from the files still being called for, though these can be reinstated with the correct model files.

cp_badlands_ik1

A further developed and full version of cp_badlands_base_ik1, now featuring both bases and a layout much closer to the final version of cp_badlands.

The bridge truss seen in cp_badlands_base_ik1 was removed, and the central area design has been reworked to be similar to the final one, as have the entrances of the team's bases which now sport their open layout. The side entrances near the spires have been added for the central buildings, and the balconies have been opened up. While the forward spawn has been moved to the other side of the base, a side entrance to the base was added in its place. The base's interior design is more or less the same as release aside from the spawn room, which is located behind the point instead of on the floor above it.

The missing models and thus the glowing red ERRORs are still present here as well.

cp_caves

A scrapped 3-point Attack and Defend map set around and within, as per the name, a large cave system. Later used as a basis for cp_contest where much of the general geometry remained the same, it is also very early and mostly blocky here. In the pit surrounding the final point, there are meant to be deadly spikes lining the floor, though the group of them is misaligned and only a few are actually visible. This carried through to the other versions of cp_caves.

Interestingly, cp_caves makes use of several of the cut spytech-based models from earlier iterations of Badlands, showing that the models were still in use at this point in development.

cp_caves_newdisplace

An attempt to create displacements for the first two control point areas of cp_caves.

A large portion of the cave walls throughout the first and second points have been made into a singular smooth brush, which often obstructs or intersects certain areas due to misalignment, and the short underpass between first and second points is oddly missing entirely.

cp_caves_newdisplace_capC

A similar idea to cp_caves_newdisplace, but this time focused solely on a cut out section of the third and final control point. Most of the rock walls have been given proper displacements, and more detail was added for the out of bounds areas, such as trees and buildings.

cp_clearcut

A map used seemingly to gather together various props and pieces extracted from other maps. This includes old WIP sections of cp_caves, 2Fort's basement and battlements, potentially an old structure for Gravel Pit's C point, and the front entrance of Well.

This map seems to contain the earliest form of the layout for cp_caves, with very basic geometry for most areas. The spawn room for red team near the final point seems to have been copied from Dustbowl.

cp_coldfront

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

cp_contest

The basic map used for Valve and TF2Maps' Artpass Contest, which went on to produce the maps Mann Manor and Mountain Lab. Most of the map is simple dev-textured blocks and basic structures, and seemingly has a different skybox and lighting than the actual map file provided for the contest.

The layout itself was recycled almost fully from cp_caves. Funnily enough, despite nearly all leftovers from the map's life as cp_caves being removed, it seems the "Print Name" property of the control points was overlooked, as they are still listed as #Caves_cap_A, #Caves_cap_B, and #Caves_cap_c respectively.

cp_degrootkeep

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

cp_dustbowl

Hidden visgroups reveal old concepts for the level:

cp_dustbowl_sdk

Dustbowl's map source as intended for release with the Source SDK. Seemingly unmodified from its official release aside from being saved with a newer version of Hammer.

cp_egypt_final

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

cp_fastlane

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

cp_foundry

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

cp_freight_final1

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

cp_game_entities

Not actually a playable map, but rather a map containing assets such as control points and respawn rooms for easy copy pasting, all placed in a 5CP layout.

cp_gorge

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

cp_gorge_beta

A version of Gorge that is pretty much identical to the released version, aside from minor technical differences.

cp_granary

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

cp_gravelpit

Hidden visgroups reveal old concepts for the level:

  • Many, many out of bounds structures pre-art pass
  • Pre-art pass version of A point
  • An old large area for the start
  • A-point having a radio tower on top

cp_gullywash_final1

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

cp_junction_final

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

cp_manor_event

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

cp_medieval_artpass

TeamFortress2-cp medieval artpass.png

An earlier version of cp_degrootkeep, but much, much later than its predecessor cp_walkerfort. Aside from numerous aesthetic changes and the lack of polish on certain geometry and textures, the layout is more or less finalized here.

Compared to DeGroot Keep, the BLU spawn has normal logs for walls, as well as different spawn doors, and there is a fence along the cliffside instead of a tree. The main gate's portcullis seems to not be functional yet, and the doorway is instead blocked by two large wooden doors. The entity used for the sound of the opening of the doors (fortDoor1SndWarning2) still tries to play a sound named "WalkerFort.DoorOpen". Out of bounds, there's sectioned pieces used for construction of different parts of the map, like towers, stairs, buildings, windows, and more. There is also a large dirt-textured box containing much of the same, alongside things like a wooden log wall, a RED team spawn door, and even an Eyelander embedded in a stone. Disabled visgroups contain earlier blocked out geometry reminiscent of cp_walkerfort.

Most notable is the fact that there are various "bot_action_point" entities named "archer_spawn", "archer_mark", and "boss_spawn" located around the castle. There are 2 "archer_spawn" entities and 11 "archer_mark" entities overlooking the edges of the walls, and a single "boss_spawn" entity placed in front of the gate. None of these entities seem to be tied to any scripts and are functionless, meaning they either had little work done with them or already had all their important functions removed.

cp_medieval_mirror

An earlier version of cp_medieval_artpass, but with a unique twist of being mirrored along the central hill, giving both teams a castle to defend.

BLU team seems to lack control point brushes and gate doors. Models for stone trims and torch mounts around the map are either misaligned or displayed as red ERRORs, most likely as a result of the original model files being changed and renamed at some point as opposed to being cut completely.

The "bot_action_point" entities seen in cp_medieval_artpass are absent in this version.

cp_mountainlab

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

cp_nightfall

A scrapped 5CP map featuring two bases connected by a bridge, with train tracks running beneath it. The general concept for the map was eventually reworked and developed into the capture the flag map Double Cross, which still bears the skybox filename sky_nightfall_01.

The central control point rests in the center of the bridge, flanked by shipping containers, and is accessible from either the main road or lower paths on the side of the bridge. The following control points are located within the teams' bases, inside small glass-encased viewing decks that overlook two huge gates and some more tracks. The final control points are located past the left-most gates, sitting upon large platforms carrying multiple rockets. Teams have forward spawns directly in the main entrances of the bases, as well as on either side of the bridge on the lower paths, with their final spawn rooms placed just behind the final control points.

According to an interview done by Nodraw.net with Iikka Keranen, who created Double Cross, concepts for the map existed as far back as August 2007. Maps set at night had not yet been done before, so the idea was seen as interesting enough to develop, but was abandoned a few weeks later in favor of working on Badlands.

(Source: Impromptu Interview: Iikka Keranen - Nodraw.net)

cp_process_final

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

cp_snakewater_final1

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

cp_snakewater_g9

An earlier version of cp_snakewater_final1 dated just about 2 months before its official addition to the game. As such, this version features numerous concepts for the map that have been altered or removed even before official release.

cp_standin_final

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

cp_staredown

TeamFortress2-cp staredown.png

An earlier version of cp_powerhouse. Though its general layout is more or less finalized here, it still possesses a whole host of various scrapped ideas for the map, both in and out of bounds.

It is likely that there is an even earlier version under the same or different name, due to the initial side spawns with the windows that face each other and which are likely the namesake being blocked off and completely unused. The main spawns are at the far back of the bases, and there are also forward spawns in the main lobby.

cp_steel

Hidden visgroups reveal old concepts for the level:

  • Large circular signs with arrows pointing towards the latest point RED has to defend.

cp_walkerfort

A very early version of cp_medieval, and therefore cp_degrootkeep, featuring blocky geometry and simple dev textures. The control point locations and general layout are nearly identical to the final version, though sound entities refer to "WalkerFort" related sounds. cp_walkerfort is heavily reminiscent of the map Storm1 from the original Quake TeamFortress mod.

cp_walkerfortplus

A slightly more advanced version of cp_walkerfort, but still very far from cp_degrootkeep. The map is entirely mirrored centering around the fort, with the different sides being denoted by a 1 and a 2 on the floor of the respective fort. Each control point is set further back compared to cp_walkerfort, and also have a set of closed shutters behind each of them. There are also shutters on the upper walkways, connecting the upper paths of the forts.

This variant of cp_walkerfort seems to be an experiment with some sort of player division mechanic, based on the many entities with "PlayerDivide" in the name. This concept would have split players up onto the two different sides of the map, enabling the spawn points on the mirrored half and opening the many closed shutters when activated. The idea was likely scrapped while early in development, being activated by a simple trigger brush in front of BLU's spawn.

cp_well

Hidden visgroups reveal old concepts for the level:

cp_yukon_final

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

mountain

A scrapped capture point map set in and along the cliff faces of a tall snowy mountain, hanging over a large chasm. The level is extremely basic, with geometry still being primarily blocky, lacking much major detailing, and only possessing a single stage with a single control point.

A majority of the layout seems to be largely similar to the area around the first checkpoint of pl_badwater, particularly the BLU spawn, large hill, and tunnel segments, albeit mirrored. The control point sits on a large wooden platform at the top of the hill, with RED team's spawn being further away and connected by wooden bridges. A walled off tunnel next to RED's spawn leads to what was presumably the very early block-out of a second area, which saw little development past some walls and flooring.

The map has many disabled visgroups, mostly for reference and asset storage. This includes terrain, buildings, props, and other structures from maps such as pl_badwater, tc_hydro, cp_badlands, and pl_goldrush. There is also a visgroup labeled "_pl_stuff", which accordingly holds payload assets for a payload cart and a checkpoint from pl_badwater. Given the lack of a prefix in the map's file name and the presence of the "_pl_stuff" visgroup, it's possible the actual game mode for the map was not yet decided at this stage.