Call of Duty 4: Modern Warfare (Windows)/Removed Areas
This is a sub-page of Call of Duty 4: Modern Warfare (Windows).
Several single-player and multiplayer levels were made but eventually scrapped for various reasons. There are no unfinished playable levels, but there are leftovers and traces in the game's files and SDK.
Contents
- 1 Campaign
- 1.1 Art Gallery
- 1.2 Cobra Pilot
- 1.3 Descent
- 1.4 Designated Marksman
- 1.5 Designated Training
- 1.6 Helicopter Ride
- 1.7 Immediate Action
- 1.8 cqb_2
- 1.9 Parabolic
- 1.10 Rivertown
- 1.11 School
- 1.12 Seaknight Assault
- 1.13 Seaknight Defend
- 1.14 Strike
- 1.15 That's No Sandstorm
- 1.16 Training
- 1.17 Wet Work
- 1.18 Zipline
- 2 Multiplayer
- 3 Miscellaneous
Campaign
Art Gallery
Only the skybox remains - it was ripped from "Crossing the Rhine" in Call of Duty 2. Presumably, the idea evolved into "Museum" in Modern Warfare 2.
Cobra Pilot
A USMC mission where you pilot a helicopter in a Middle Eastern city. The level was cut very late in production, as reference to it can be found in promotional material released shortly before the release of the game. A nighttime version of this level also existed, but is only referenced by name and does not have its own unique assets. Models of all the buildings in the level still exist in the SDK. Additionally, the following text strings can be found in the SDK:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
20MM | M197 20mm Cannon | |
FFAR | LAU-61C/A Unguided Rockets | |
HELLFIRE | AGM-114 Hellfire Anti-Tank | |
SIDEWINDER | AIM-9 Sidewinder Air-to-Air | |
EDGE_OF_WORLD_WARNING | Warning you are leaving the mission area! Turn back! | |
EDGE_OF_WORLD_FAIL | You left the mission area! Mission failed! | |
NO_AMMO | No Ammo | |
OBJECTIVE_AMMO_RELOAD_POINT | Objective indicator marks the ammo reload helipad | |
OBJECTIVE_DESTROY_TARGETS | Destroy all targets. [&&1 Remaining] | The string "&&1" is a common formatting string seen in many localized strings found in the SDK. |
Descent
Another USMC mission. This one involves infiltrating an underground bunker to photograph and identify the remains of Al-Asad and other dead officers. The only remnants of this mission are a corridor in the mission Crew Expendable, the Camera "weapon", as well as the following text strings found in the SDK:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
OBJ_DOCKS1 | Eliminate the Axis naval artillery crews at the docks. [&&1 remaining] | Leftover from the Call of Duty 2 mission "The End of the Beginning". |
OBJ_ALASSAD | Photograph and identify the remains of Al-Assad. | At this point, the spelling of Khaled Al-Asad's last name had not been decided. |
OBJ_PHOTO_BACKHALL | Photograph the officer's face on the desk. | |
OBJ_PHOTO_BATHROOM | Photograph the officer's face in the bathroom. | |
OBJ_PHOTO_DROPDOWN | Photograph the officer's face under the rubble. | |
OBJ_PHOTO_FINAL | Photograph the officer's face by the rubble. | |
OBJ_PHOTO_PRISON | Photograph the officer's face by the jail cell. | |
OBJ_PHOTO_STAIRS | Photograph the officer's face by the broken wall. | |
OBJ_DETPACK | Plant a detpack on the compromised wall. | |
OBJ_SECURE | Secure the Landing Zone. | |
HINTSTR_CAMERA_CLICK | Pull [{+usereload}] to zoom in.\nPull [{+attack}] to take a picture. | [{+usereload}] and [{+attack}] are formatting strings that would be replaced with the buttons bound to reload and attack, respectively. |
HINTSTR_CAMERA_OUT | Press [{+usereload}] to pull out your camera. | |
HINTSTR_DETPACK | Hold &&1 to plant the detpack. | |
HINTSTR_FASTROPE | Jump towards the cable to fast rope down. | |
TITLE | Descent | The name of the mission. |
PLACE | Riyadh, capital of Saudi Arabia | At this point in the game's development, many of the USMC levels were explicitly stated to take place in Saudi Arabia. |
DATE | Day 6 - 1310 hr | Assuming the game timeline was one week long as in the final version, this mission would have been a relatively late one. |
INFO | U.S. Marines entering underground command bunker |
Designated Marksman
Another late USMC mission, taking place in Saudi Arabia. This one would have involved defending a base and blowing up stuff like Overpasses and Satellite Arrays. Fun! Only the minimap image and the following text strings remain:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
TITLE | Designated Marksman | |
TIME | Day 6 - 1500 HRS - 30 miles south of Riyadh - R.O.A. | This mission was likely to take place directly after Descent. |
NAME | PFC Michael Carver, 1st BN, 7th Marines | At this point in development, the final name of the USMC protagonist had not been decided. |
ACTION | ACTION HERE | Likely insignificant placeholder text. |
OBJ_DESTROY_OVERPASS | Destroy the overpass and eliminate all hostile targets. | |
OBJ_SECURE_DROP_POINT | Secure a drop point for reinforcements. | |
OBJ_CHECK_CAFE | Check the ground floor of the Cafe for hostiles. | |
OBJ_SECURE_CONSTRUCTION_BUILDING | Secure the top of the building in the construction yard. | |
OBJ_DESTROY_ANTI_AIR | Destroy the enemy Anti-Air units. [&&1 Remaining] | |
OBJ_MARK_OVERPASS | Mark the overpass pillars for destruction. [&&1 Remaining] | |
OBJ_MINIMUM_SAFE_DISTANCE | Retreat to a minimum safe distance from the overpass area. | |
HINTSTR_DETPACK | Hold &&1 to plant the detpack. | This string is also in Descent's localized strings file. |
Designated Training
Yet another late USMC mission, also taking place in Saudi Arabia. This mission would involve storming and defending a construction site. Interestingly, the mission name implies that it would have been the standard introductory training mission, although its in-game assets refer to it under the development name "rallypoint". Despite the name, there is no clear connection between Designated Marksman and Designated Training.
The following text strings can be found in the SDK:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
TITLE | Designated Training | |
PLACE | Riyadh, capital of Saudi Arabia | |
DATE | Day 5 - 1746 hrs | |
INFO | Base | |
OBJ_ANTI_AIR_UNITS | Destroy all anti-air units in the area. [&&1 Remaining] | |
OBJ_CLEAR_TO_CONSTRUCTION_SITE | Clear the way to the construction site. | |
OBJ_SNIPING_POSITION_CONSTRUCTION | Take up a sniping position in the construction building. | |
OBJ_PROTECT_BRAVO_ONE | Protect Bravo Squad as they destroy the anti-air unit. | |
OBJ_CLEAR_ROOFTOP_AREA | Clear the rooftops and enter a sniping position in the top floor of the garage. | |
OBJ_PROTECT_BRAVO_TWO | Protect Bravo Squad as they destroy the second anti-air unit. | |
OBJ_CLEAR_GARAGE_AREA | Clear the garage area. | |
OBJ_PLANT_EXPLOSIVE_CHARGE | Plant an explosive charge on the final anti-air unit. | |
OBJ_SECURE_BRIDGE_AREA | Secure the overpass area. | |
OBJ_DEFEND_BRIDGE_AREA | Defend the overpass area until reinforcements arrive. | |
ALLY_GETOVERHERE | Over here, Private! | |
ALLY_FOLLOWME | Follow me. | |
ENEMY_GUARDALERT | Foreign Gibberish (Alert) | This is the only in-game instance of enemy dialogue being "translated". |
Helicopter Ride
A mission where you would presumably ride in a helicopter. The only remains are an impressively old, largely unedited minimap image with references to "COD3" in the visible dev console text on it. It can be seen from the screenshot that the image was dated December 20, 2006, indicating that this level was worked on quite early in development.
Immediate Action
A cut mission set in the American Embassy in London. This mission is likely loosely based on the Iranian Embassy Siege of 1980. This mission would have included a Breaching mechanic. Only the following text strings remain:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
DEBUGTXT_GAMEPLAY_SOLOBREACH | CQB test: Solo Breach | |
DEBUGTXT_GAMEPLAY_SHOTGUNBREACH | CQB test: Shotgun Breach | |
DEBUGTXT_ROOMCLEAR | Room clear | |
DEBUGTXT_OFFICE_SECURED | All hostages secure in office XX | |
DEBUGTXT_HOSTAGES_TIMER_START | Rescue timer: started | |
DEBUGTXT_HOSTAGES_TIMER_EXT | Rescue timer: extended | |
DEBUGTXT_HOSTAGES_TIMER_END | Rescue timer: expired | |
TITLE | Immediate Action | |
PLACE | London, United Kingdom | |
DATE | 1942 Hours | |
INFO | American Embassy | |
HINTSTR_SECURE_HOSTAGE | Press USE to secure hostage | |
HINTSTR_DETONATE | Press USE to detonate frame charge | |
HINTSTR_LADDER_DISMOUNT | Press USE to dismount from ladder | |
HINTSTR_FASTROPE | Press USE to attach to fastrope | |
HINTSTR_ROPE_GRAB | Press USE to grab the rope | |
HINTSTR_ROPE_RAPPEL | Press USE to start rappelling | |
HINTSTR_FLASHBANG | Press USE to throw a FLASHBANG here | |
HINTSTR_BREACH | Press USE to give breach command | |
HINTSTR_LEVELEND | LEVEL END (end sniper sequence disabled for now) | Developers' notes like these were left in several missions. |
HINTSTR_TAKERIFLE | Press USE to take sniper rifle | |
EXPLOSIVES_PLANTED | Explosives planted! Stand Back! | |
TIMER_LABEL | Time left: | |
MISSION_FAILED_GENERIC | Mission failed. The hostages were executed. | |
MISSION_FAILED_SNIPE_WRONG | You shot the wrong terrorist! | |
MISSION_FAILED_SNIPE_TOO_EARLY | You shot the terrorist too early! | |
MISSION_FAILED_SNIPE_WAIT | You waited too long! | |
MISSION_FAILED_HOSTAGE_KILLED | You killed a hostage. Mission failed. | |
MISSION_FAILED_HOSTAGE_KILLED_TER | Terrorists killed a hostage. Mission failed. | |
OBJ_RESCUE_AREA1 | Secure all areas in south offices. [&&1 remaining] | |
OBJ_INSERT | Proceed to the insertion point | |
OBJ_WINDOW_BREACH | Breach the window with a frame charge | |
OBJ_HOSTAGE_SECURE_OFFICE_1 | Secure hostages in south offices [&&1 remaining] | |
OBJ_NAV_OFFICE_NORTH | Proceed to the north offices | |
OBJ_HOSTAGE_SECURE_OFFICE_2 | Secure hostages in north offices [&&1 remaining] | |
OBJ_BALCONY_FLANK | Flank the enemy position from the balcony | |
OBJ_NAV_BANQUET_HALL | Proceed to the banquet hall | |
OBJ_HOSTAGE_SECURE_BANQUET | Secure hostages in banquet hall [&&1 remaining] | |
OBJ_BANQUET_HALL_REGROUP | Regroup with team near the main dining table | |
OBJ_BRAVO_RV | Rendezvous with team Bravo One | |
OBJ_RECEPTION_CLEAR | Eliminate hostiles in main reception | |
OBJ_SKYLIGHT_BREACH | Get into position to breach the skylight | |
OBJ_COURTYARD_COVER | Cover Bravo's exfil from the barricades | |
OBJ_SNIPER_ASSAULT | Assault the sniper position | |
OBJ_LIBRARY_BREACH | Breach the library wall | |
OBJ_FINAL_BOSS | Intercept X Ray One |
cqb_2
An unknown level, only known as "cqb_2". This level appears in Build 253's MenuTest as "CQB Test", however, it is unable to be loaded on that build due to its missing .ff file (FastFile). Only a minimap remains.
Parabolic
An early mission involving use of a parabolic microphone to collect intel and save a prisoner. This is possibly an earlier version of Blackout, as they both involve BM21 rockets and both share many geometry assets viewable in the SDK's level editor. Only text strings and assets for the parabolic microphone remain.
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
HINTSTR_BLANK | ||
OBJ_CONVERSATIONS | Gather intel with the parabolic microphone | |
OBJ_CONVERSATION_01 | Gather intel from the sentries on the bridge | |
OBJ_CONVERSATION_02 | Gather intel from the sentry on his cell phone | |
OBJ_CONVERSATION_03 | Gather intel from the officer on the river bank | |
OBJ_SAFEHOUSE_ASSAULT | Assault the safehouse | |
OBJ_LOCATE_PRISONER | Locate the prisoner | |
OBJ_EXTRACT_TO_LZ_ALPHA | Proceed to the LZ | |
OBJ_DESTROY_ARTILLERY | Disable all mobile artillery [&&1 remaining] | |
OBJ_EXTRACT_TO_LZ_CHARLIE | Extract to the graveyard LZ | |
TIMER_LABEL | Time left: | |
DEBUG_LEVEL_END | End of currently scripted level. Proceed outside to see BM21 rocket test. | Mention of a BM21 rocket further reinforces the theory that Parabolic was an earlier version of Blackout. |
HINTSTR_MIC_TRIGGER | Hold down [[{+speed}]] to target\nand amplify conversations | |
HINTSTR_GATHERING_INTEL | Gathering intel... | |
HINTSTR_FLASHBANG | Use flashbangs [[{+smoke}]] to stun sentries. | |
HINTSTR_BREACH | Press and hold [USE] to initiate assault. | |
HINTSTR_CONVERSATION_SUCCESS | Conversation captured. | |
HINTSTR_CONVERSATION_FAILURE | Conversation lost. | |
HINTSTR_ALERT_GUNFIRE | Enemies have been alerted by gunfire. | |
HINTSTR_ALERT_SPOTTED | Enemies have spotted you. | |
HINTSTR_HUMANSHIELD_AIM | Your weapon is slung. Line up your shot and wait for the signal. | |
HINTSTR_HUMANSHIELD_SHOOT | Pull [[{+speed}]] or [[{+attack}]] to draw pistol. | |
MISSION_FAILED_HOSTAGE_KILLED | Mission Failed: You killed the hostage. | |
MISSION_FAILED_HOSTAGE_TIMER | Mission Failed: The hostage was executed. |
Rivertown
Only a .vision file and a very short localized string file remain. The only two strings left for this mission were copied and pasted from Parabolic's localized string file.
School
Only a minimap and localized strings file remains. However, the localized strings file is an identical copy of Designated Training's localized strings file.
Seaknight Assault
Only a small number of geometry assets viewable in the SDK's level editor remain. Appears to have been a Middle Eastern USMC mission.
Seaknight Defend
Likely an analogue mission to Seaknight Assault. A small number of geometry assets viewable in the SDK's level editor remain, as well as string files in the mod tools.
REFERENCE | LANG_ENGLISH |
---|---|
OBJ_LOCATE_CRASH_SITE | Locate crash site. |
OBJ_DEFEND_CRASH_SITE | Defend crash site. |
OBJ_DEFEND_BUILDING | Defend wounded marines until extraction force arrives. |
MISSION_FAILED_SITE_OVERRUN | Crash site was overrun by enemy forces. |
OBJ_SECURE_BUILDING | Secure building to the south. |
OBJ_OVERWATCH | Cover retreating marines. |
OBJ_ESCORT_TO_HUMVEES | Escort wounded marines to the Humvees. |
TIMER | Extraction: |
OBJ_CLEAR_DEBRIS | Clear debris from trapped marine. |
FOLLOW_ALLEYS | Follow alleys to extraction point. |
Strike
Possibly a campaign version of Strike. Only a .vision file remains.
That's No Sandstorm
An early USMC mission involving border security patrol on the Omani-Saudi Arabian border. Only an untextured and flat shaded minimap image and the following text strings viewable in the SDK remain:
REFERENCE | LANG_ENGLISH |
---|---|
TITLE | That's No Sandstorm |
PLACE | Omani-Saudi Arabian border |
DATE | Day 1 – 1012 hrs |
INFO | U.S. Marines on Border Security Operations |
HINTSTR_C4PLANT | Press USE to plant C4 |
HINTSTR_USE_VEHICLE_GUN | Press USE to mount the 50cal machine gun |
HINTSTR_TAKELAW | Press USE to take LAW rocket |
TEMP_PLAYER_HAS_LAW | You have obtained a LAW rocket |
OBJ_PATROL | Patrol the Omani-Saudi Arabian border |
OBJ_PATROL_DEFEND | Defend the patrol with the 50 cal |
OBJ_PERIMETER_DEFEND_A | Defend the west perimeter |
OBJ_PERIMETER_DEFEND_B | Defend the east perimeter |
OBJ_LAW_OBTAIN | Find a LAW |
OBJ_DESTROY_BMP_A | Destroy the BMP Transport |
OBJ_DESTROY_BMP_B | Destroy the BMP Transport |
OBJ_C4_WEAPONSCACHE | Plant C4 on the base weapons cache [&&1 remaining] |
OBJ_DEFEND_BASE | Protect base interior from being overrun |
OBJ_FIND_VEHICLE | Locate transportation out of the base |
OBJ_ENTERGARAGE | Access the vehicle depot |
Training
Training is another early USMC mission where you... get trained, surprisingly enough. Not to be confused with Designated Training, which was not a training mission at all. This mission was replaced with "F.N.G.". Only a minimap image and the following text strings remain:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
OBJ_REGROUP_WITH_SQUAD | Regroup with 2nd squad at the obstacle course. | |
OBJ_BASH_DUMMY | Bash the dummy at the end of the obstacle course. | At this point, your melee attack was bashing with the butt of your rifle instead of stabbing. |
OBJ_GOTO_RIFLE | Proceed to the rifle range. | |
OBJ_GET_RIFLE_AMMO | Get ammunition for your M4 Carbine and load a magazine. | |
OBJ_ENTER_STALL | Enter the fourth firing station and aim down range. | |
OBJ_HIT_RIFLE_TARGETS | Hit the four targets. | |
OBJ_HIT_RIFLE_TARGETS_TIMED | Hit four targets in six seconds. | |
OBJ_GOTO_SIDEARM | Proceed to the side arm range. | |
OBJ_GET_SIDEARM_AMMO | Get ammunition at the sidearm range. | |
OBJ_EQUIP_SIDEARM | Switch to your sidearm and load it. | |
OBJ_HIT_SIDEARM_TARGETS | Hit the target five times with your sidarm. | |
OBJ_GOTO_FRAG | Proceed to the frag grenade training area. | |
OBJ_GET_FRAG_AMMO | Pick up some frag grenades and go to the instructor. | |
OBJ_THROW_FRAGS | Throw one frag grenade through each window and one into the dumpster. [&&1 Remaining] | |
OBJ_THROW_FRAGS_DONE | Throw one frag grenade through each window and one into the dumpster. | |
OBJ_GOTO_LAUNCHER | Proceed to the m203 training area. | |
OBJ_GET_LAUNCHER_AMMO | Swap your current weapon for a M16A4 with a M203 grenade launcher attachment. | |
OBJ_HIT_WALL | Hit the wall marked number 1 with the M203 grenade launcher. | |
OBJ_HIT_LAUNCHER_TARGETS | Hit the three remaining targets with the M203 grenade launcher. [&&1 Remaining] | |
OBJ_HIT_LAUNCHER_TARGETS_DONE | Hit the three remaining targets with the M203 grenade launcher. | |
OBJ_GET_EXPLOSIVES_AMMO | Pickup an explosive charge. | |
OBJ_DESTROY_VEHICLE | Destroy the civilian vehicle with an explosive charge. | |
HINT_CHECK_OBJECTIVES_PAUSED | Press [{pause}] to check your objectives. | |
HINT_CHECK_OBJECTIVES_SCORES | Press [{+scores}] to check your objectives. | |
HINT_OBJECTIVE_MARKER | The yellow circle in the compass tape at the bottom middle\n of your screen indicates the direction of your objective. | |
HINT_OBJECTIVE_REMINDER | Your current objective is to regroup with your squad.\n Press [{toggle cl_paused}] to check your objectives. | |
HINT_OBJECTIVE_REMINDER2 | Turn until the yellow circle in your compass tape\n lines up with the white ticks and head in that direction\n to locate your current objective. | |
HINT_ATTACK | Pull [{+attack}] to fire your weapon. | |
HINT_ADS | Hold down [{+speed}] to aim down the sights of your weapon. | |
HINT_ADS_TOGGLE | Press [{toggleads}] to aim down the sight. | |
HINT_BREATH_MELEE | Press and hold [{+melee_breath}] to steady your breathing. | |
HINT_BREATH_SPRINT | Press and hold [{+breath_sprint}] to steady your breathing. | |
HINT_BREATH_BINOCULARS | Press and hold [{+breath_binoculars}] to steady your breathing. | |
HINT_MELEE_BREATH | Press [{+breath_binoculars}] near your target to strike it with your weapon. | |
HINT_MELEE | Press [{+melee}] near your target to strike it with your weapon. | |
HINT_PRONE | Press [{goprone}] to go prone. | |
HINT_PRONE_HOLD | Press and hold [{+prone}] to go prone. | |
HINT_PRONE_TOGGLE | Press [{toggleprone}] to go prone. | |
HINT_PRONE_STANCE | Hold down [{+stance}] to go prone. | |
HINT_PRONE_DOUBLE | Double tap [{lowerstacnce}] to go prone. | |
HINT_CROUCH_STANCE | Press [{+stance}] to crouch. | |
HINT_CROUCH | Press [{gocrouch}] to crouch. | |
HINT_CROUCH_TOGGLE | Press [{togglecrouch}] to crouch. | |
HINT_STAND | Press [{+gostand}] to stand up. | |
HINT_STAND_STANCE | Press [{+stance}] to stand up. | |
HINT_JUMP_STAND | While standing, press [{+gostand}] to jump. | |
HINT_JUMP | While standing, press [{+moveup}] to jump. | |
HINT_SPRINT | Press [{+sprint}] while moving forward to sprint. | |
HINT_SPRINT_BREATH | Press [{+breath_sprint}] while moving forward to sprint. | |
HINT_HOLDING_SPRINT | You don't have to hold [{+sprint}] down to continue sprinting. | |
HINT_HOLDING_SPRINT_BREATH | You don't have to hold [{+breath_sprint}] down to continue sprinting. | |
HINT_RELOAD_USE | Press [{+usereload}] to reload your weapon. | |
HINT_RELOAD | Press [{+reload}] to reload your weapon. | |
HINT_MANTLE | Touch the obstacle and press [{+gostand}] to\n mantle over it. | |
HINT_ADS_SWITCH | Release and pull [{+speed}] to automatically\n switch to a nearby target. | |
HINT_SIDEARM_SWAP | Press [{weapnext}] to switch to your sidearm. | |
HINT_PRIMARY_SWAP | Press [{weapnext}] to switch to your primary weapon. | |
HINT_SIDEARM | Press [{weaponslot primaryb}] to switch to your sidearm. | |
HINT_SIDEARM_RELOAD | Press [{+reload}] to load your sidearm. | |
HINT_SIDEARM_RELOAD_USE | Press [{+usereload}] to load your sidearm. | |
HINT_LADDER | Look up the ladder and press forward to climb it. | |
HINT_FRAG | Pull and release [{+frag}] to throw a frag grenade. | |
HINT_SWAP | Approach the M16A4 and hold [{+activate}]\n to swap your weapon for the M16A4. | |
HINT_SWAP_RELOAD | Approach the M16A4 and hold [{+usereload}]\n to swap your weapon for the M16A4. | |
HINT_FIREMODE | Press [{+actionslot 2}] to switch to the M203\n grenade launcher attachment. | |
HINT_LAUNCHER_ATTACK | Pull and release [{+attack}] to fire a\n 40mm grenade. | |
HINT_EXPLOSIVES | Approach the explosive charges and press\n [{+activate}] to pick one up. | |
HINT_EXPLOSIVES_RELOAD | Approach the explosive charges and press\n [{+usereload}] to pick one up. | |
HINT_EXPLOSIVES_PLANT | Locate the glowing explosive marker and\n press [{+activate}] to plant the explosives. | |
HINT_EXPLOSIVES_PLANT_RELOAD | Locate the glowing explosive marker and\n press [{+usereload}] to plant the explosives. | |
MARINE3_USE_SIDEARM | Carver! Use your sidearm! |
Wet Work
A cut mission with no relation to the "Wet Work" multiplayer map. Only a .vision file remains.
Zipline
A mission which is likely a precursor to Blackout, as prefabs in the level editor are mostly identical to those of Blackout and Parabolic. Only the skybox texture still exists, and was reused for Blackout. Additionally, a single string remains with no useful information:
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
OBJ_WHATEVER | Temp text | This mission was likely cut very early in production judging from the lack of localized strings. |
Multiplayer
Argun
A skybox and a script file remain.
Canal
Only a skybox remains.
Convoy_night
Originally meant to be a night version of mp_convoy (Ambush). A skybox remains.
Cellblock
A small map centered around a jail cellblock in the Middle East. Only text strings and the minimap image remain.
Dusk
A remake of the Call of Duty map Dawnville. Only a loadscreen image and an untextured and flat shaded minimap image remain.
Facility
An industrial facility of some sort. Only text strings and the minimap image remain.
Favela
Originally intended to be included in the Variety Map Pack, where its minimap was found. Recycled for Modern Warfare 2.
Forest
A forest with varied terrain and a river with pink water due to a missing texture. Only the minimap image remains.
Grave
Only a csv remains.
Hill
A multiplayer port of Heat. Only the loadscreen image and a script file remain.
Invasion
Planned for the Variety Map Pack but was recycled for Modern Warfare 2. Only a loadscreen image and minimap image remain.
Mansion
A small map centered around a single building. Likely cut because it sucked. Only text strings and the minimap image remain.
MountedGun
Only a csv remains.
Palace
Only text strings and the minimap image remain.
Rooftops
A road dividing two streets with lots of buildings for a snipefest. Very small! Only text strings and the minimap image remain.
Suburbs
A town with oddly-shaped buildings. Only the minimap image remains.
War
Only a csv remains.
War Palace
Only a csv remains.
Miscellaneous
Broadcast Changes
Early Load Screen | Final Load Screen |
---|---|
Some differences can be seen between the early and final load screens for the map Broadcast. Such changes included the black ceiling in the early one and the load screen showing a lobby in contrast to the final which has a white ceiling and shows the newsroom. On a related note, Broadcast has an early minimap as well.