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Call of Duty: World at War (Windows)

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Title Screen

Call of Duty: World at War

Developer: Treyarch
Publisher: Activision
Platform: Windows
Released in US: November 10, 2008
Released in EU: November 14, 2008
Released in AU: November 12, 2008
Released in KR: December 12, 2008


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Lots of info taken from the Call of Duty Wikia without someone fact-checking it. Also, rather lazy formatting.

World at War heads back to all that World War II business after the success of Modern Warfare. Highlights include flamethrowers, co-op and an inexplicable minigame called Nazi Zombies which has... well, guess.

Cut Weapons

Some weapons are inaccessible and unavailable without using console cheats.

Dirty Harry

An M1911 pistol that fires Rifle Grenades. Normally only used when downed with the Suicide King Death Card enabled, but it can be used as a normal weapon if obtained through use of console commands. The drawing animation is identical to that of the regular M1911, except slowed down. The sprinting animation also looks as if the gun was a rifle, as the player's left hand will be floating far ahead of the gun, as if holding an invisible foregrip of the weapon.

BRAAAINS...

The "weapon" used by the shambling undead in Nazi Zombies mode. It has proper first person animations and works perfectly as a player weapon, and these animations were featured for three brief moments in the official trailer for the Zombie Verrückt map.

Default Weapon

  • Default Weapon: Finger gun with a pink cowbell with the words "OWN3D" sitting on the left wrist. This weapon is featured in many games in the Call of Duty series, and they all share similar characteristics.

Unused Pack-a-Punch Variants

The Eviscerator

An unused Pack-a-Punch upgrade for the Arisaka. It can only be obtained by way of console commands, but appears to have been canned at a early stage; there are no engravings on the metal like the other guns and the only change was the stainless-steel on the metal.

Mosin-Nagant

Used in the main game, but not in Zombies mode. It can be obtained in the maps "Der Riese" and "Verruckt" with the help of console commands. A Pack-a-Punched version can be seen in the game's files, however the only change is to the metal on the weapons.

Springfield

Again, there is an unused, unnamed Pack-a-Punched variant of the Springfield and yet again it's only change is a stainless-steel effect.

The Snuff Box

Yet another scrapped Pack-a-Punched upgrade, this time for the sawed-off Double-Barreled Shotgun. However, this one is actually completely finished and can be seen by way of modding.

Katana

Used in the Campaign by the Japanese but can never be picked up. Despite this, a create a class icon and a HUD icon exist.

M3 Grease Gun

Scrapped in very late development, as its completely finished and can be used by modding the game but looks no different from Call of Duty 2.

Mortar Round

Hmmm...
To do:
where

The code "mortarround_mp" shows it would be in MP and the string "REFERENCE WEAPON_MORTARROUND_2000 LANG_ENGLISH "Press & hold &&1 to buy Mortar Rounds [Cost: 2000]" shows it was cut from Zombies as well. Most likely cut from those modes due to the extreme power and its large blast radius.

Equipment

Syrette

While not really a weapon, it has a HUD icon that is never used.

Knife

A HUD icon can be found in the files.

Signal Flare

Has an unused HUD icon.

Some weapons were cut completely, but have leftovers in the game files and SDK.

Lee-Enfield

A British bolt-action rifle, used by British and Canadian forces. Was cut along with the British campaign. Only Create-A-Class images, a pickup icon, animations and weapon files exist.

Sten

The British SMG of choice. Was cut along with the British campaign. Only Create-A-Class images, a pickup icon, animations and weapon files exist.

Bren

A British light machine gun. Was cut along with the British campaign. Only Create-A-Class images, a pickup icon, animations and weapon files exist.

PPS-43

An SMG used during World War II by the Soviets. Was cut very early on. Only the Create-A-Class images and animations exist.

PMD-6

"Shoebox" anti-personnel mines. Would have been granted by the "PMD-6 x2" perk. Appears to have been cut very early on - the code exists in the SDK and there are icons, but it can't be compiled due to the lack of a model.

Kamikaze

  • Kamikaze: Not only was it a cut killstreak, but unused weapon files still remain.


(Source: Call of Duty Wikia)

Cut perks, Perk-A-Cola machines, Nazi Zombies traps, and attachments

These perks, killstreaks, vehicles and other things have leftovers in the game data.

PMD-6 x2

A tier 1 perk that would have given the player six PMD-6 landmines. The icon still exists.

Magic Wrench

A vehicle perk used in Tank War. Functionality most likely repaired tanks. The icon still exists.

Commanding Squad Leader

Allowed the player to give orders to their squad. In the final version all squad leaders can do this. The icon still exists.

Amm-o-matic

Amm-o-matic is a cut Perk-A-Cola intended to be included in Shi No Numa. Only a texture sheet and voice files remain.

Character Voice file
Dempsey
Nikolai
Takeo
Richtofen

Unused Random Perk-A-Cola Voice Lines

There are unused voice lines in Shi No Numa seemingly meant to be used when the player opens a door with a perk-a-cola machine inside, which, in the final game, spawns a random Perk-A-Cola machine (as opposed to the static nature of the machines in the other maps).

Character Voice file
Dempsey
Nikolai
Takeo
Richtofen

Unused traps in Shi No Numa

Shi No Numa has unused voice lines referencing traps that weren't included in the final version of the map.

The guillotine appears to be a trap that temporarily blocks off a certain part of the map, secluding the player to a limited area if they fail to escape after activating the trap.

The barrel is a fire-based trap, but little information about it can be gathered from these voice lines.

The battery is an electricity-based trap, and much like the barrel, not much information can be extrapolated. It's possible that it was cut in favour of the zappers, which were used in Zombie Verrückt, the previous map. It's also possible that the battery is just an alternative name for the zapper, but since these voice lines are unused despite the zappers being in the final version of the map and not having related voice lines, this seems unlikely.

The chopper is (unsurprisingly) a trap intended to chop the zombies.

Dempsey Nikolai Takeo Richtofen
swamp_guillotine_block_00.wav
swamp_guillotine_buy_00.wav
trap_barrel_00.wav
trap_battery_00.wav
trap_chopper_00.wav
Dempsey has a "safe" version of swamp_guillotine_block_00.wav, which was (presumably) meant to be used instead of the normal version if the player had graphic content restricted in their game settings:

Unused voice lines in Der Riese

In the sound files for Der Riese, there are 78 unused voice lines from five different voice actors, portraying four different characters. A few of these voice lines are identical to ones found in the final version of Der Riese, although the voice actor is different.

Player0's folder contains voice files from two different voice actors. 38 of his 48 voice lines are from a young-sounding male with an American accent. This actor's lines relate to crawlers, dogs being stronger, the power being off at the start of the game, monkey bombs, the Pack-a-Punch machine, Carpenter, shooting limbs from zombies, feeling sick from teleporting, and obtaining the Bowie knife. The remaining 10 voice lines come from a deeper, more gravelly American voice, reminiscent of Dempsey. These voice lines relate to the teleporter countdown when linking them up, and asking for help with linking them up.

Player1 is very reminiscent of Nikolai; he has a slightly raspy Russian voice, and is potrayed as an unintelligent, lazy, alcoholic. He has 10 voice lines in total, all relating to the teleporter countdown when linking them up, and asking for help with linking them up, just like one of player0's voices. In one of his voice lines, he calls Richtofen by his name, asking him to link up the teleporter. This possibly indicates that these voice lines are from voice actors who were meant to play the four characters in the final game, rather than being used for a new set of characters. However, it doesn't seem to make sense how these files were included in the Der Riese sound files, considering that these characters were introduced in Shi No Numa.

Player2 is a male with a Japanese accent, like Takeo, except his voice is slightly deeper and raspier, and somewhat calmer. Like player1 and Nikolai, player2's mannerisms are similar to Takeo's, although he doesn't seem to be as stereotypically Japanese as final Takeo is; he doesn't have as many "deep" sayings, nor does he talk about things like honor. His 10 voice lines all relate to the teleporters, just like player1.

As you might expect, player3 is very similar to Richtofen. His 10 voice lines also relate to the teleporters.

Below are some examples of each voice actor's lines.

Character Voice file
Player0 (1) (Dempsey)
Player0 (2) (Dempsey)
Player1 (Nikolai)
Player2 (Takeo)
Player3 (Richtofen)

Compensator

A cut attachment. In real life a compensator reduces the recoil of the weapon its attached to, like the grip in the final game.

Select Fire

Another cut attachment. The select fire most likely worked the same way it did in the first Call of Duty and in United Offensive. It would have been for the SVT-40, was mentioned in the World at War strategy guide, and its select icon has the silencer on it along with "This is a Select Fire Switch" in green.


(Source: Call of Duty Wikia)

Cut Killstreak

Air Strike: A payload of bombs being dropped in a selected location. It was probably cut in favour of the artillery strike killstreak.

The battle vehicle deployed would depend on the activator's team: the Marine Raiders would get a B-17 Flying Fortress, the Imperial Japanese Army would get the Kamikaze, the Wehrmacht would get the Carpet Bomber, and the Red Army would get the Katyusha. The voice acting still exists as seen below.

Faction Subtitle Audio
Marine Raiders B-17 acquired.
Division's got a B-17 fueled and ready to go.
Kamikaze incoming! Get to cover!
B-17 armed and en-route!
Red Army Katyusha rockets acquired.
Our Katyushas are ready to rain death.
Take cover! German bombers above!
Our Katyushas will tear them to pieces.
Imperial Army Kamikaze acquired!
Your time to die for the emperor is now!
They have brought their flying fortress upon us.
Our brother finds glory in making the ultimate sacrifice.
Wehrmacht Carpet bomb acquired.
Bombs above, awaiting your command.
Get to cover! Russian rockets inbound!
Our bombs will destroy them as they hide!

Unused Multiplayer Ranks

Returning from Call of Duty 4: Modern Warfare are most of the unused rank icons. The first three rank icons seem to be early versions of the rank icons. The next five rank icons appear to be lower quality versions of the respective existing rank icons, and it seems that there was going to be gold versions of the eagle, star and double-bar rank icons. The two unused red & gold rank icons that were present in Call of Duty 4: Modern Warfare have been removed from the game files for unknown reasons, though the diagonal style of this unused rank icon from Call of Duty 4 was used as a template for the first three ranks in multiplayer.

The most notable unused rank icon is the Treyarch logo icon. Had the icon been used, one can only assume that it was meant to be part of a specially coded system that would have had the Xbox Gamertags/PSN usernames of all Treyarch employees on record, which would subsequently allow the game to apply the special rank icon for the employees. Unfortunately, the Treyarch rank icon never made it into the game.

Prototype rank icon #1 Prototype rank icon #2 Prototype rank icon #3 Prototype rank icon #4 Prototype rank icon #5 Prototype rank icon #6 Prototype rank icon #7 Prototype rank icon #8 Unused Treyarch rank icon

Tank War

A cut gametype. Little is known about it, being the only thing that proves its existence is audio files of the announcers two unused APCs. According to the name, and the voices from the announcers the gametype was going to be based around armored warfare. Not only does the voice acting remain but three armored cars remain also one for the Marines, one for the Japanese, and one for the Germans.

File name Audio Notes
GE_1mc_survival_00.wav
GE_1mc_tank_capt_enemy_00.wav
GE_1mc_tank_dest_00.wav
GE_1mc_tank_dest_enemy_00.wav
GE_1mc_tank_rspwn_00.wav
GE_1mc_tankwar_00.wav
JP_1mc_survival_00.wav
JP_1mc_tank_capt_enemy_00.wav
JP_1mc_tank_dest_00.wav
JP_1mc_tank_dest_enemy_00.wav
JP_1mc_tank_rspwn_00.wav
JP_1mc_tankwar_00.wav
US_1mc_survival_00.wav
US_1mc_tank_capt_enemy_00.wav
US_1mc_tank_dest_00.wav
US_1mc_tank_dest_enemy_00.wav
US_1mc_tank_rspwn_00.wav
US_1mc_tankwar_00.wav
RU_1mc_survival_00.wav
RU_1mc_tank_capt_enemy_00.wav
RU_1mc_tank_dest_00.wav
RU_1mc_tank_dest_enemy_00.wav
RU_1mc_tank_rspwn_00.wav
RU_1mc_tankwar_00.wav

Payload

Payload is a cut zombies game mode. Players would have had to escort a payload under time pressure. Scripts and a .map file can be found in the mod tools. The presence of the .map file suggests that there would have been a specific map designed for this game mode.

Payload.str
REFERENCE LANG_ENGLISH Notes
OBJECTIVE Escort The Payload
TIMER Zombie Timer:
FAILED Mission failed. You did not kill enough Zombies.
MASTER You have become the MASTER OF UNLOCKING!

Unused Vehicles

Crusader

Hmmm...
To do:
Get actual string

Only referenced in the vehiclename.str file.

Default Vehicle

A six wheeled, untextured, and crudely made vehicle with two MG42s and two Panzershrecks made to test vehicle driving.

Goliath

Hmmm...
To do:
Where does this come from

A remote controlled German demolition vehicle. Some vehicle scripting, references to a deleted model [build_deathmodel( "vehicle_ger_tracked_goliath", "vehicle_ger_tracked_goliath" );], a file (_goliath.gsc) and a remains of a planned compass icon (build_compassicon();) still exist.

M4 Sherman

The M4 Sherman tank has three unused models. The first one has an M2 Browning machine gun on it which may have been for Tank War. The second one was equipped with deep wading gear. The third has winter camouflage that was definitely for the Holland level.

M8 Greyhound

An armored car intended for the Marines. Despite having a machine gun and a turret neither one of them has a weapon file. The file name of the model, "vehicle_usa_wheeled_m8_mp" shows that it would be in Tank War.

Nashorn

Hmmm...
To do:
tidy

A German tank destroyer. Coding shows that it was to appear in the cut Rhineland 2 while a Tiger tank was used as a placeholder (maps\_tiger::main( "vehicle_tiger_woodland" ); // TODO replace with Nashorn!) and would have to be destroyed due to it being an objective (level.obj7_string = &"RHI2_OBJ_7"; // disable nashorn). The Nashorn would be found in a church and the player would have to burn the crew and then the level would end.

event_church_nashornMolotovs()
{level endon( "church_found_position" );
trigger_wait( "trig_church_nashornMolotovs", "targetname" );
iprintlnbold( "Molotovs found; Nashorn crew flamed." );
level notify( "church_found_position" ); }

Sd. Kfz. 222

The German's armored car. Four models remain for it, a "default" model, a variant for MP, one with camouflage (odd since the German Military never appear in heavily wooded areas), and a winterized version intended for the Holland mission. One is also seen in the loadscreen for the cut "Wetlands" map.

Panther

A winter version was intended for the Holland level.

Type 1 Ho-Ki

An APC for the Japanese that does not seem to have any weapons on it, as per the vehicle in real life. The name of the model "vehicle_jap_tracked_type1ho-ki_mp" confirms it would be featured in Tank War.

Type 97

A version with a MG42 was planed for MP.

Wasp

A flamethrower-equipped variant of the Universal Carrier. A model file (vehicle_brt_tracked_wasp, _wasp.gsc) but no actual model remains.

Cut Enemies

Luftwaffe

The German air force. Its members are never seen directly but have two headless models and a unused helmet.

Volkssturm

Files referring to them can be found along with a headless model. According to Wikipedia, they were a German national militia formed during the last months of World War II and fought in the Battle of Berlin, so they would most likely be found in the missions Ring of Steel, Eviction , Heart of the Reich, and Downfall.

CoDWaW-VolkssturmUnused.png

Cut Maps

There were several single and multiplayer levels that were made but later scrapped for various reasons. There are no unfinished playable levels, but there are leftovers and traces in the game files and SDK.

Campaign

Training

A more traditional training mission, reminiscent of the original's, and Call of Duty 3's, training sequences. Level scripts and four screenshots are present in the mod tools, as well as some audio files, (though these are just ambient sounds) remnant in the final game. In the screenshots, we can see that at this point in development, character models from Call of Duty 3 were still being used.

Fly

Though it's tempting to assume this is an early version of pby_fly, it is in fact a completely different mission. Script files for the mission can be found in the mod tools, which are appreciably well annotated. The level is reasonably complex, as the player can change its course, depending on whether they prevent intelligence from reaching the enemy.

Event 1 – Scout the South

The player starts in a plane, with markers spread around the map for players to get a feel for the controls. The plane flies over the beach which the player sees their allies storming. Interestingly, the player would have seen a scout plane at this point. If they chose to destroy it, less reinforcements would be called later in the level.

Event 2 – Support the Ground Troops

The player is joined by their squad, with red smoke marking out targets. The player then flies over and destroys enemy instalments with their machine gun and rocket launcher. These instalments are guarded by AA guns, which the player must evade. While this is occurring, ground troops will be storming enemy positions.

Event 3 – Dogfighting

The player is alerted to the presence of Japanese planes, when the player is required to fight off a set number of planes. As mentioned in event 1, the number of enemies here is determined by whether the recon plane was allowed to escape.

Event 4 – Refuel and Restock

The player flies back to the airfield, where an in-game cutscene will take over. The plane is refuelled and restocked. The plane is then orientated so the player can resume control of the plane.

Event 5 – Clean out Bloody Nose Ridge

The player is attacked as they assault the ridge. If the player follows the road to the north of the ridge, they are able to stop a convoy, stopping a call for reinforcements. Once the player has killed all enemies and destroyed all guns on the ridge, when the player is instructed to drop the napalm loaded in the refuelling sequence. The Japanese soldiers surrender and the level ends.

The following comments allude to what was still to be done with the level:

// TODO List:
//-----------
// - Weapons
// - Objectives
// - Waypoints
// - Tutorial
// - Remove Temp Hud, wait for code to implement it correctly.

// Overall stuff to fix:
//----------------------
// - Camera Shake when firing MGs.
// - Plane Feel
// - (LUCAS) Config file for controls
// - (LUCAS) Notify for when the player switches weapon (only for the fly level, player_cmd bound)
// - (LUCAS) Bug about camera offset not staying with the plane during Rolls/Flips.
// - target_set() no longer works.
// - (LUCAS) Need a friendly_set() similar to target_set, just can't padlock to them. This can also be used on Coop Players.
// - (LUCAS) Tracers need to work on player vehicle weapons.
// - (LUCAS) Need to be able to "use" the plane via script, UseBy();
// - (LUCAS) Hud instruments

Holland

Three levels from the cancelled British campaign. Only level scripts, HD screenshots and some textures remain.

Rhineland

Three levels from the cancelled British campaign. Only level scripts and some textures remain.

"Reinforcements En Route" (Prologue)

An introduction to the game that replaced training before being itself cut. The level would have started with the player being awoken, alerted by an officer that Japanese forces were approaching and they were low on supplies. The player would have then fought off three waves of Japanese soldiers. The level would have either ended with the player running out of ammo or a timer running out. The level script, a file in the soundaliases folder, some animations, and a string file remain.

Prologue.str
REFERENCE LANG_ENGLISH Notes
INTROSCREEN_TITLE "Reinforcements En Route"
INTROSCREEN_DATE May 29, 1945
INTROSCREEN_PLACE Somewhere Dark and Far From Home
INTROSCREEN_INFO 1st Marine Division - Dog Company

see3

Mentioned in the progress tracker. Would have been the third mission based in Seelow, meanwhile there is only two in the final game. No mention of it is otherwise found in the mod tools or the final game.

oki1

Mentioned in the progress tracker. The first level based in Okinawa is Blowtorch & Corkscrew, and this has codename oki2. A very basic script file and some assets (such as the skybox) are found in the mod tools.

Multiplayer

Atoll

Marine Raiders vs. Imperial Army.

The following strings are found in mpui.str in the mod tools:

REFERENCE LANG_ENGLISH
ATOLL Atoll
DESC_MAP_ATOLL Small-medium pacific island. Great for Free-for-all, Team Deathmatch and War.

A loadscreen and minimap can additionally be found in the game's files:

Beachhead

Marine Raiders vs. Imperial Army.

The following strings are found in mpui.str in the mod tools:

REFERENCE LANG_ENGLISH
BEACHHEAD Beachhead
DESC_MAP_BEACHHEAD Fight through the bloodied sand. Good for large vehicle matches.

Possibly based off "Little Resistance". A loadscreen and a minimap remain.

Carrier

Marine Raiders vs. Imperial Army. It's...an aircraft carrier covered with Corsairs. Only WIP loadscreens and a minimap remain.

Cavern

Marine Raiders vs. Imperial Army. An unknown Japanese cavern. Only text strings, loadscreen and minimap remain.

Crossing

A remnant of this map can be found in mpui.str. (simply "Crossing" with reference CROSSING) We can also find mp_crossing.csv in zone_source. mp_crossing.gsc exists, but it is a copy of an early version of mp_downfall.gsc. (or only part of it was taken)

Docks

Marine Raiders vs. Imperial Army. Only text strings, loadscreen and minimap remain. Replaced with "Sub Pens" in the final game. Though a very similar map, called Shipyard, was due to appear in Black Ops, this was also later cut.

Dog Test

A test map made for testing dog pathfinding.

Encampment

Red Army vs. Wehrmacht. A remnant of this map can be found in mpui.str. (simply "Encampment" with reference ENCAMPMENT) While there is no corresponding csv in zone_source, we do in this case have mp_encampment.gsc, which is indeed unique, though simply setting up lighting and teams. Minimap setup is commented, stating that no minimap had been developed yet.

Subway

Marine Raiders vs. Imperial Army. Only loadscreen and minimap remain. Replaced with "Station".

Wetlands

Red Army vs. Wehrmacht. mp_wetlands.gsc can be found, as well as mp_wetlands.csv in zone_source.

The following strings are found in mpui.str:

REFERENCE LANG_ENGLISH
WETLANDS Wetlands
DESC_MAP_WETLANDS Large wet farmland. Good for large vehicle maps.

The loadscreen and minimap can also be found:

Broadside

Red Army vs. Wehrmacht. mp_broadside.gsc can be found, as well as mp_broadside.csv in zone_source.

The following strings are found in mpui.str:

REFERENCE LANG_ENGLISH
BROADSIDE Broadside
DESC_MAP_BROADSIDE The Broadside map

The last string is obviously a placeholder.

Cassino

Red Army vs. Wehrmacht. Probably a remake of "mp_cassino" from Call of Duty: United Offensive. Only the map scripts still exist.

Lagoon

Marine Raiders vs. Imperial Army. Only the map scripts still exist.

Struggle

Red Army vs. Wehrmacht. Only the map scripts still exist.

Trenches

Red Army vs. Wehrmacht. Only the map scripts still exist.

Nightfire

According to Community Manager Josh Olin the map Nightfire was intended to be in the retail game but was left unfinished due to time constraints. Among those remains is a early minimap.

Misc

Hmmm...
To do:
Check if any of these are leftovers from Call of Duty 3

These maps are not accompanied with scripts or strings and are hence deemed "minor". Some are leftovers from Call of Duty 4.

  • Argun - Leftover from Call of Duty 4.
  • Bautzen - Hill-top town in Germany. Only the csv file in zone_source remains.
  • Canal - Leftover from Call of Duty 4.
  • Cellblock - Leftover from Call of Duty 4.
  • Facility - Leftover from Call of Duty 4.
  • Forest - Leftover from Call of Duty 4.
  • Garden - Only the csv file in zone_source remains.
  • Grave - Leftover from Call of Duty 4.
  • Invasion - Only the csv file in zone_source remains, along with a blanked/placeholder loadscreen. This is distinct from the cut map from Call of Duty 4, as can be seen in earlier builds of the game.
  • Mansion - Leftover from Call of Duty 4.
  • Palace - Leftover from Call of Duty 4.
  • Rock - Only the csv file in zone_source remains.
  • Roofs - Only the csv file in zone_source remains. Not to be confused with mp_rooftops below.
  • Rooftops - Leftover from Call of Duty 4.
  • Shipment - Leftover from Call of Duty 4.
  • St. Joost - Only the csv file in zone_source remains.
  • Toujane - Leftover from Call of Duty 2.
  • Trenches - Only the csv file in zone_source remains.
  • Vacant - Leftover from Call of Duty 4.

Zombies

Map Pack 4

Originally, World at War was to have four map packs. The fourth was later cancelled. While this was first thought to be because it would fall too close to Modern Warfare 2's release, it was revealed by Jason Blundell that this map pack was cancelled due to the state that Black Ops' campaign was in early in development. (developers were therefore reallocated to work on Black Ops) It is only known, according to Blundell, that three zombies maps would be included. Any multiplayer maps that were to be included are currently unknown. Evidence and strings for these can be found by creating a memory dump of the game. The console codenames used for these levels are retained in their Black Ops counterparts.

Theater

This level has description "Hello, and welcome to another episode of Zombie Piece Theater". This level ended up becoming Kino der Toten in Black Ops.

Paris

This level does not have a description, but was carried over to Black Ops and was revised to become Moon.

Coast

This level has description "Feature Test Map (Dev Only)". It ended up becoming Call of the Dead in Black Ops.

Semper Fi Zombies

Through creating a memory dump of the Xbox Magazine demo of this game, (built September 2008) we can find reference to a zombies map set on the beaches of Makin. This is listed alongside Nacht der Untoten, Verrückt and Farm meaning that it was either intended for inclusion in the base game or the first map pack. A script file, nazi_zombie_makin.gsc, remains in the mod tools, but is only 100 bytes and contains very little of note. (nothing beyond what was probably auto-generated)

Nazi Zombie Farm

Script files (more substantive than those found for the above map) and prefabs for this map can found in the mod tools, as well as references that can be found through memory dumps. As above, it was probably intended to be included in either the base game or the first map pack. This map may have ended up becoming Farm in Black Ops II.

Farmhouse

A script file, nazi_zombie_farmhouse.gsc, can be found pertaining to this mission. It is possibly an early version of Farm above, but could be a different map entirely. There are references to the Opel Blitz and Type 94 Truck within, with most of the script file being dedicated to setting up fog for split-screen multiplayer.

Progress Tracker (_status.gsc)

This most likely represents the original intended order of missions. Some levels such as Burn 'em Out (pel1a), Relentless (pel1b), Downfall (ber3b) are not mentioned suggesting that those levels were not included until later in development.

Map name Start date Milestone date
trn (Training?) June 25, 2007 July 20, 2007
mak (Semper Fi) May 28, 2007 June 22, 2007
pel1 (Little Resistance) April 30, 2007 May 25, 2007
pel2 (Hard Landing) April 30, 2007 May 25, 2007
fly April 30, 2007 May 25, 2007
hol1 May 28, 2007 June 22, 2007
hol2 May 28, 2007 June 22, 2007
hol3 June 25, 2007 July 20, 2007
see1 (Their Land, Their Blood) April 30, 2007 May 25, 2007
see2 (Blood and Iron) May 28, 2007 June 22, 2007
see3 June 25, 2007 July 20, 2007
rhi1 May 28, 2007 June 22, 2007
rhi2 June 25, 2007 July 20, 2007
rhi3 June 25, 2007 July 20, 2007
oki1 June 25, 2007 July 20, 2007
oki2 (Blowtorch & Corkscrew) April 30, 2007 May 25, 2007
oki3 (Breaking Point) June 25, 2007 July 20, 2007
ber1 (Ring of Steel) April 30, 2007 May 25, 2007
ber2 (Eviction) April 30, 2007 May 25, 2007
ber3 (Heart of the Reich) May 28, 2007 June 22, 2007

hol1

Event  % Objectives Gameplay IGC Camera Animation FX Comments
1 100% 100% 100% 100% 100% 50%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "got assets. Some don't work right"
  • FX: "need artillery explosions at beginning"
2 100% 100% 100% N/A 100% 100%
  • Objectives, Gameplay: "done"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"
2_2 100% 100% 100% 100% 100% 100%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

hol2

Event  % Objectives Gameplay IGC Camera Animation FX
1 - Road Ambush 100% 100% 100% 100% 100% 100%
2 - Forest Trail 100% 100% 100% N/A 100% 100%
3 - Camp Clear 100% 100% 100% N/A 100% 100%
4 - Ambush Convoy 10% 0% 90% N/A 75% 80%
5 100% 0% 0% N/A 0% 0%

hol3

Event  % Objectives Gameplay IGC Camera Animation FX
1 0% 100% 100% 100% 100% 100%
2 0% 100% 100% N/A 100% 100%
3 0% 100% 85% 100% 100% 100%
4 0% 100% 65% N/A 100% 100%

rhi2

Event  % Objectives Gameplay IGC Animation FX Comments
sweep1 0% 100% 100% 100% 0% 100%
  • Animation: "radioman anims delivered, not yet implemented"
barricade1 0% 100% 100% N/A 100% 25%
  • Animation: "N/A"
  • FX: "waiting on real flame fx"
sweep2 0% 100% 100% N/A 0% 100%
  • Animation: "radioman anims delivered, not yet implemented"
convoywalk 0% 100% 100% 100% 0% 0%
  • Animation, FX: "N/A"
bridge 0% 100% 100% N/A 0% 100%
  • Animation: "mg nest flap anims delivered, not yet implemented"
  • FX: "N/A"
church 0% 100% 100% 100% 100% 100%
  • Animation, FX: "N/A"

rhi3

An exact copy of hol1's status file.

Event  % Objectives Gameplay IGC Camera Animation FX Comments
1 100% 100% 100% 100% 100% 50%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "got assets. Some don't work right"
  • FX: "need artillery explosions at beginning"
2 100% 100% 100% N/A 100% 100%
  • Objectives, Gameplay: "done"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"
2_2 100% 100% 100% 100% 100% 100%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

Note: The status files for rhi1, fly and oki1 are present but are essentially blank with all scripter tasks being reported as 0% complete, so are not included here.

Region Differences

Hmmm...
To do:
Hi-resolution screenshots of the neutered version of the game

According to the German Strafgesetzbuch §86a, the usage of unconstitutional symbols (Nazi symbolism, basically) is forbidden outside of certain contexts such as research and teaching. As a result, the swastikas and other explicit references to the Nazi regime were removed from the German version of the game.

In addition, the blood and gore was severely toned down, and both the final FMV sequence and the Nazi Zombies mode were deleted entirely.

You can see a direct comparison of both versions of the game at this German-language website.


(Source: Schnittberichte)