Did you know,
the Spy class in the Team Fortress series
is based on a glitch that appeared in the
early versions of the original Team Fortress?
The glitch would cause players to appear on the
Because these enemy players appeared to have the
same team color as your own,
players would often mistake them for teammates.
The original Team Fortress was a modified version of
the game Quake, as well as the later
The mod was released in 1996
and was created by a group of
Australian college students led by John Cook
and Robin Walker.
It was a team-based, multiplayer, first-person-shooter
with nine (9) different classes to choose from.
With gamemodes changing depending on the map.
The developers began working on a standalone sequel
to the mod, using Quake 2 as a base,
which they planned to call Team Fortress 2.
Valve software showed interest in the mod
and hired the team to port Team Fortress
to Valve’s GoldSource Engine as a way of promoting
Half-Life 1’s software development kit (SDC).
A port was swiftly made and released with the name
Team Fortress Classic.
Team Fortress 2 on the other hand,
went through multiple delays and design changes
until it was released in 2007.
When it was first shown at E3 in 1999,
Team Fortress 2 looked very different
to the game we know today.
Unlike the cartoonish mid-20th century
industrial art style in the final game,
this early version looked to be a realistic-looking
This realistic Team Fortress 2 would’ve
featured real-time strategy elements,
vehicles, and a class called the Commander.
The Commander would have a bird’s-eye view of
the entire battlefield,
be able to look through Engineer-built cameras,
and see through the eyes of other players.
They could provide strategic information for the team,
alert the team to enemies,
and call for parachute drops over enemy territories.
The class was dropped, however,
as the developers felt it wouldn’t be fun
for other players to be commanded what to do.
Early versions of Team Fortress 2
also included an officer class
that could affect the team’s morale and lead a charge.
The higher the player’s morale,
the faster and more accurate they became.
However, if an officer died,
the player’s morale would reset.
This morale system was implemented to
encourage people to work together as a team.
There was also an instructor class that would
teach the players how to play the game.
Team Fortress 2 was originally titled
Valve’s Team Fortress,
and later, Team Fortress 2: Brotherhood of Arms.
The “Brotherhood of Arms” subtitle was dropped,
as was the realistic military theme.
The realistic theme was dropped
because it was hard to tell
the individual classes apart.
It was also difficult for players to
distinguish character models from
parts of the background.
Another version of Team Fortress 2
was found to exist after the
source tree for Half-Life 2 was leaked
in late 2003.
Some models were found in the code:
A human commando and an alien soldier
as well as the game’s title “Invasion.”
Invasion was the second version
of Team Fortress 2 developed,
and featured a team of humans and a team of aliens
pitted against one another, competing for resources.
According to a Game Informer interview
with Robin Walker,
at least 3-4 versions of Team Fortress were made
until the team settled on a final idea.
The final version of the game was unveiled
with the EA Summer Showcase in July 2006,
depicting the game with it’s near-final visual style.
The game’s art was inspired by the work of
early 20th century American illustrators like
There’s a large amount of content that wasn’t included
in the final release of Team Fortress 2.
Grenades were originally going to appear as
a primary and secondary weapon,
like in Team Fortress Classic,
with each class having their own unique variant
with different effects.
They were removed because the developers feared
players would become dependent on them,
and spam them.
They also feared that players would find
exploits using grenades.
In addition to the Engineer’s Teleporter,
Sentry, and Dispenser constructions,
there was also going to be a Repair Node building.
The Repair Node could fix any surrounding buildings
whilst the Engineer was absent from the area,
at the cost of taking the place of
one of the existing buildings.
It was cut, however, because it would
tend to break the flow of gameplay.
Not only did it make buildings harder to destroy,
but it also disrupted the natural flow of the map
by taking place of the teleporters,
or removing valuable dispenser support from a team.
The Heavy’s Buffalo Steak Sandvich
was originally going to be a peyote cactus,
but it was changed at the last minute.
This was because playtesters thought
punching people in a psychoactive
peyote-induced rage while wearing a
Native American headdress would be considered racist.
A non-playable class called the Civilian
can be found in the game’s files.
It’s model is the same as the Scout’s
and it’s role would’ve likely been similar to
the Civilian in Team Fortress Classic.
A target, or an escortee.
There are a number of different death screams
in the game’s files that were to be used for the civilian.
These screams were originally also used
for the other playable classes
before they were given unique class-specific voices.
2 unused models of rideable carts
can be found in the game’s files that were intended
for the payload mode.
There are also 2 unused audio tracks
tucked away in the game’s files.
The first was intended to be included with
the Mann vs. Machine update.
The track is an elevator-style jingle
which would’ve played as the player
browses the upgrade station.
(and they should’ve used it imo)
The second is a MIDI version of the
“Intruder Alert” track.
There are tons of references,
secrets, and easter eggs found in
the game which have been added
with various updates.
One of the Pyro’s taunt kills is called
and is named after the signature move
used by Ryu in the Street Fighter series.
The “Proof-of-Purchase Helmet”
given to players prior to the Uber Update,
was based on the helmet to the human Commando
from the previous Invasion incarnation of
of the game.
There are a couple of community-created items
submitted through the Steam Workshop
which have since been officially incorporated
into the game.
The knife used by the Spy
called “Your Eternal Reward,”
is a reference to a scene in the
1992 Disney film, Aladdin.
In the scene, Jafar (the antagonist)
disguised as an old man,
tries to stab Aladdin
with a similar-looking knife, and says
(evilly) “Your Eternal Reward.”
The item “Familiar Fez,” for the Spy,
is a reference to the character Mustafa
from the first 2 Austin Power movies.
In the second movie, “The Spy Who Shagged Me,”
when Austin encounters Mustafa,
he says to him,
(with a British accent) “I don’t recall your name,
but your fez… is familiar?”
The bow tie item, “Dr. Woah,”
which can be used by the Spy or Medic,
is a reference to the show Dr. Who.
In particular, to the 11th incarnation of the doctor
who was commonly associated with wearing a bow tie.
When placing the Red-Tape Recorder onto a building,
an inaudible sound can be heard:
When the sound is slowed down between 70-80%,
When a Scout is blown up,
there is a 1 in 100 chance
that a dove will fly out of his splattered remains.
This is a reference to the “Meet the Medic” video
where the Medic accidentally seals his
pet bird Archimedes
inside the Scout’s chest. (with his Medigun)
That’s all for today, but
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My name is Markiplier,
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Thanks again for watching.
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