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Call of Duty 2

From The Cutting Room Floor
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Title Screen

Call of Duty 2

Developers: Infinity Ward, Aspyr Media (Mac)
Publishers: Activision, Konami (JP 360), Aspyr Media (Mac)
Platforms: Windows, Xbox 360, Mac OS X
Released in JP: March 24, 2006 (Windows), June 15, 2006 (360)
Released in US: October 25, 2005 (Windows), November 17, 2005 (360), 2006 (Mac)
Released in EU: October 25, 2005 (Windows), November 25, 2005 (360), June 1, 2006 (Mac)


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • Campaign missions (gullyassault, carchase, raildepot, decoy, rainvillers, burnville, ss_dusty, ss_podtest, tunisia, ambush, dreux, camp,harbor, rainbocage, tarawa, playbook_proto, greenbeach, redbeach1, and medicdriver).
  • Multiplayer maps (sandpit, trainyard, minsk_01, minsk_02, firestation, egypt, desertbunker_infantry, trainwreck, caen, dehaven, 3bridges, carrefour, rivercrossing, solange, desertbunker, carentan_splitscreen, and caen_n).
  • Add audio from gully sniper, gully assault, eldaba, and various others.

Before people were telling Ramirez what to do, there was a time where Call of Duty was unknown to most of the gaming world and Call of Duty 2 is that time.

Sub-Pages

Cod2 tarawa latrine.png
Unused Prefabs
Unused or old level building assets.
NotesIcon.png
Missing Audio
Audio that can be found referenced in the soundaliases but is missing from the files (apart from stuff found in the debugs).

Unused Map

A map named "EffectsEd box" can be played by typing "devmap" in the console commands. Upon spawning you will have no weapons but typing in "give all" in the console commands will give you four Stielhandgranate grenades and the Default Weapon.

Inside the minds of Treyarch: an empty wasteland with no intelligence at all.

Unused Weapons

Default Weapon

CoD2-Default weapon.png

A weapon found in most Call of Duty games. It can be spawned and used by modding.

FG42

CoD2-FG42 pickup Unused.png

A German LMG that was cut. HUD icon and textures still remain.

Panzerfaust

CoD2-Panzerfaust pickup Unused.png

A German rocket launcher. A HUD icon and texture sheet remains, and the coding string "panzerfaust_mp" implies that it was going to be used in multiplayer.

PTRS-41

Hud antitank.png

A Russian anti-tank rifle. HUD icon remains. Maybe a leftover from Call of Duty.

Unused Audio

Carchase

voiceovers\RU\carchase
File Name Audio File Name Audio
Carchase_gi1_sc46_01_t7.xma
Carchase_gi1_sc46_03_t4.xma
Carchase_gi2_sc47_01_t3.xma
Carchase_ltv_sc00_01_t6.xma
Carchase_ltv_sc01_01_t1.xma
Carchase_ltv_sc02_01_t3.xma
Carchase_ltv_sc03_01_t11.xma
Carchase_ltv_sc04_01_t5.xma
Carchase_ltv_sc05_02_t1.xma
Carchase_ltv_sc09_02_t2.xma
Carchase_ltv_sc12_03_t5.xma
Carchase_ltv_sc20_01_t3.xma
Carchase_ltv_sc21_01_t2.xma
Carchase_ltv_sc21_02_t3.xma
Carchase_ltv_sc21_03_t6.xma
Carchase_ltv_sc22_01_t8.xma
Carchase_ltv_sc22_02_t3.xma
Carchase_ltv_sc22_03_t3.xma
Carchase_ltv_sc22_04_t2.xma
Carchase_ltv_sc22_05_t3.xma
Carchase_ltv_sc22_06_t3.xma
Carchase_ltv_sc22_07_t3.xma
Carchase_ltv_sc22_08_t1.xma
Carchase_ppv_sc05_01_t1.xma
Carchase_ppv_sc18_01_t2.xma
Carchase_ppv_sc21_07_t3.xma
Carchase_ppv_sc21_08_t7.xma
Carchase_ppv_sc21_09_t3.xma
Carchase_ppv_sc23_01_t1.xma
Carchase_ppv_sc27_01_t4.xma
Carchase_ppv_sc27_07_t2.xma
Carchase_ppv_sc28_03_t4.xma
Carchase_ppv_sc29_01_t2.xma
Carchase_ppv_sc30_01_t2.xma
Carchase_ppv_sc31_01_t3.xma
Carchase_ppv_sc33_01_t2.xma
Carchase_ppv_sc34_02_t3.xma
Carchase_ppv_sc35_01_t2.xma
Carchase_ppv_sc36_01_t5.xma
Carchase_ppv_sc36_03_t6.xma
Carchase_ppv_sc36_05_t4.xma
Carchase_ppv_sc37_01_t2.xma
Carchase_ppv_sc38_02_t4.xma
Carchase_ppv_sc39_02_t1.xma
Carchase_ppv_sc40_01_t1.xma
Carchase_ppv_sc42_01_t2.xma
Carchase_ppv_sc46_02_t2.xma
Carchase_ppv_sc49_02_t2.xma
Carchase_ppv_sc50_02_t2.xma
Carchase_ppv_sc50_03_t3.xma
Carchase_ppv_sc50_04_t3.xma
Carchase_rs1_01_TMP.xma
Carchase_rs2_sc14_02_t1.xma
Carchase_rs2_sc36_01_t1.xma
Carchase_rs2_sc39_01_t1.xma
Carchase_rs2_sc40_01_t1.xma
StalinCarchase_RS1_008.xma
StalinCarchase_RS1_009_1.xma
StalinCarchase_RS1_009_2.xma
StalinCarchase_RS1_009_3.xma
StalinCarchase_RS1_009_4.xma
StalinCarchase_RS1_009_5.xma
StalinCarchase_RS1_010.xma
StalinCarchase_RS3_012.xma
StalinCarchase_RS3_013.xma
StalinCarchase_RS3_014.xma
StalinCarchase_RS3_015_1.xma
StalinCarchase_RS3_015_2.xma
StalinCarchase_RS3_015_3.xma
StalinCarchase_RS3_015_4.xma
StalinCarchase_RS3_015_5.xma
StalinCarchase_RS3_016.xma
StalinCarchase_RS3_017.xma

Gully Assault

Gully Sniper

Caen

voiceovers\uk\caen
File Name Audio File Name Audio
FranceCaen_BS2_015.xma
FranceCaen_BS3_016.xma
FranceCaen_Riggs_001.xma
FranceCaen_Riggs_002.xma
FranceCaen_Riggs_003.xma
FranceCaen_Riggs_004.xma
FranceCaen_Riggs_005.xma
FranceCean_Riggs_006b.xma
FranceCaen_Riggs_007.xma
FranceCaen_Riggs_008.xma
FranceCaen_Riggs_009.xma
FranceCaen_Riggs_010.xma

Eldaba

voiceovers\uk\Eldaba
File Name Audio File Name Audio
eldaba_bs1_sc09_01_t1.wav
eldaba_bs1_sc10_01_t2.wav
eldaba_bs1_sc10_02_t1.wav
eldaba_bs1_sc10_03_t1.wav
eldaba_bs3_sc01_02_t1.wav
eldaba_bs3_sc01_04_t1.wav
eldaba_bs3_sc02_03_t1.wav
eldaba_bs3_sc04_01_t2.wav
eldaba_bs3_sc06_05_t1.wav
eldaba_bs3_sc06_07_t1.wav
eldaba_bur_sc01_07_t2.wav
eldaba_bur_sc01_09_t4.wav
eldaba_bur_sc03_01_t2.wav
eldaba_mcg_sc01_01_t4.wav
eldaba_mcg_sc01_01b_t3.wav
eldaba_mcg_sc01_03_t2.wav
eldaba_mcg_sc01_05_t1.wav
eldaba_mcg_sc02_01_t4.wav
eldaba_mcg_sc02_02_t2.wav
eldaba_mcg_sc06_03_t2.wav
eldaba_mcg_sc06_09_t4.wav
eldaba_mcg_sc08_02_t3.wav

Moscow

voiceovers\ru\Moscow
File Name Audio File Name Audio
moscow_ltv_sc01_01_t7.wav
moscow_ltv_sc02_01_t4.wav
moscow_ltv_sc03_01_t3.wav
moscow_ltv_sc03_02_t2.wav
moscow_ltv_sc04_01_t2.wav
moscow_ltv_sc05_01_t12.wav
moscow_ltv_sc05_02_t4.wav
moscow_ltv_sc05_03_t7.wav
moscow_ltv_sc06_01_t3.wav
moscow_ltv_sc07_01_t5.wav
moscow_ltv_sc08_01_t1.wav
moscow_ltv_sc09_01_t2.wav
moscow_ltv_sc10_01_t3.wav
moscow_ltv_sc10a_01_t1.wav
moscow_ltv_sc10a_02_t5.wav
moscow_ltv_sc10a_03_t5.wav
moscow_ltv_sc10a_04_t5.wav
moscow_ltv_sc10a_05_t4.wav
moscow_ltv_sc10a_06_t4.wav
moscow_ltv_sc10b_01_t6.wav
moscow_ltv_sc10b_02_t4.wav
moscow_ltv_sc10b_03_t4.wav
moscow_ltv_sc10b_04_t2.wav
moscow_ltv_sc11_01_t8.wav
moscow_ltv_sc11_02_t3.wav
moscow_ltv_sc11_03_t4.wav
moscow_ltv_sc12_01_t5.wav
moscow_ltv_sc12_02_t6.wav
moscow_ltv_sc12a_01_t3.wav
moscow_ltv_sc12a_02_t2.wav
moscow_ltv_sc14_01_t2.wav
moscow_ltv_sc14_02_t4.wav
moscow_ltv_sc14_04_t5.wav
moscow_ltv_sc14_06_t4.wav
moscow_ltv_sc15_01_t3.wav
moscow_ltv_sc15_02_t2.wav
moscow_ltv_sc15_03_t3.wav
moscow_ltv_sc15_04_t4.wav
moscow_ltv_sc15_05_t3.wav
moscow_ltv_sc15_06_t2.wav

Newvillers

voiceovers\uk\Newvillers
File Name Audio File Name Audio
newvillers_wel_sc06_01_t1.xma
newvillers_ripperjack_01.xma
newvillers_ripperjack_02.xma
newvillers_rgg_01.xma
newvillers_rgg_02.xma
newvillers_rgg_03.xma
newvillers_rgg_04.xma
newvillers_rgg_05.xma
newvillers_rgg_06.xma
newvillers_rgg_07.xma
newvillers_rgg_08.xma
newvillers_rgg_09.xma
newvillers_rgg_10.xma
newvillers_rgg_11.xma
newvillers_rgg_12.xma
newvillers_rgg_13.xma
newvillers_rgg_14.xma
newvillers_rgg_15.xma
newvillers_macgregor_01.xma
newvillers_macgregor_02.xma

Multiplayer

voiceovers\MP

Demolition

voiceovers\ru\Demolition

DowntownSniper

voiceovers\ru\DowntownSniper

ElAlamein

voiceovers\uk\Alamein

Decoytrench

voiceovers\uk\Decoytrench

SiloDefense

voiceover\us\SiloDefense

Unused Strings

Multiplayer

REFERENCE LANG_ENGLISH
BOCAGE_OBJ_ATTACKER Capture the Beacon (Yellow Star) and take it to the country manor. (Blue Box)
BOCAGE_OBJ_DEFENDER Defend the Beacon (Yellow Star) from the Axis. Keep it from the country manor. (Blue Box)
BOCAGE_OBJ_SPECTATOR Axis: Capture the Beacon (Yellow Star) and take it to the country manor. (Blue Box)\nAllies: Defend the Beacon (Yellow Star) from the Axis. Keep it from the country manor. (Blue Box)
HIGHLIGHT_REEL Highlight Reel
RE_OBJ_NEUVILLE_OBJ_ATTACKER Capture the Artillery Map (Yellow Star) and take it back to the wooden farm gate. (Blue Box)
RE_OBJ_NEUVILLE_OBJ_DEFENDER Defend the Artillery Map (Yellow Star). Keep the Allies from taking it to the wooden farm gate. (Blue Box)
RE_OBJ_NEUVILLE_OBJ_SPECTATOR Allies: Capture the Artillery Map (Yellow Star) and take it to the wooden farm gate. (Blue Box)\nAxis: Defend the Artillery Map (Yellow Star) and keep the Allies from taking it to the wooden farm gate. (Blue Box)
RE_OBJ_NEUVILLE_SPAWN_ATTACKER Take the Artillery Map from the Germans.\nBring it back to the wooden farm gate.\nThe Artillery Map is the Yellow Star on your compass.\nThe wooden farm gate is the Blue Square on your compass.
RE_OBJ_NEUVILLE_SPAWN_DEFENDER Defend the Artillery Map from the Allies.\nDon't let the Allies take it to the wooden farm gate.\nThe Artillery Map is the Yellow Star on your compass.\nThe wooden farm gate is the Blue Square on your compass.
REFERENCE LANG_ENGLISH REFERENCE LANG_ENGLISH
YOU_ALLIED_PLATOON_LEADER You are the Allied platoon leader! YOU_AXIS_PLATOON_LEADER You are the Axis platoon leader!
IS_PLATOON_LEADER %s is your team's platoon leader. LEFT_PLAYS Left Plays
MIDDLE_PLAYS Middle Plays RIGHT_PLAYS Right Plays
ALL_PLAYS All Plays PREV_PLAY Previous Play
NEXT_PLAY Next Play THIS_PLAY Pick This Play
EDIT_PLAY Edit Play NEW_PLAY New Play
NEW_LEFT_PLAY New Left Play NEW_MIDDLE_PLAY New Middle Play
NEW_RIGHT_PLAY New Right Play CANCEL_NEW_PLAY Cancel New Play
NEXT_SQUAD Next Squad PREV_SQAUD Previous Squad
ADD_SQUAD Add Sqaud DELETE_SQUAD Delete Squad
DELETE_YES Confirm Delete DELETE_NO Cancel Delete
SAVE_PLAY Save Play PLACE_WAYPOINTS Place Waypoints
1_PLACE_WAYPOINT 1. Place Move Waypoint 2_PLACE_WAYPOINT_RALLY_POINT 2. Place Rally Waypoint
2_PLACE_WAYPOINT_DEFEND_POINT 2. Place Defend Waypoint 3_DELETE_LAST_WAYPOINT 3. Delete Last Waypoint
4_PREV_SQUAD 4. Previous Squad 5_NEXT_SQUAD 5. Next Squad
6_DISCARD_PLAY_CHANGES 6. Discard Play Changes 7_SAVE_PLAY_CHANGES 7. Save Play Changes
RETURN_EDITOR Back to Mission List PLAY_TYPE Choose Play Type
ATTACK_PLAY Attack Play DEFEND_PLAY Defend Play
TEAM_TYPE Choose Team Type UPTEAM Allies
DOWNTEAM Axis CHOOSE_OBJ Choose Objective
PREV_OBJ Previous Objective NEXT_OBJ Next Objective
THIS_OBJ This Objective NO_DEFEND_PLAYS_FOUND No defensive plays found
NO_ATTACK_PLAYS_FOUND No offensive plays found LEFT_SQUAD Left Flank
MIDDLE_SQUAD Frontal Attack RIGHT_SQUAD Right Flank
ONE_SQUAD One Squad TWO_SQUADS Two Squad
THREE_SQUADS Three Squad LEFT_MIDDLE Left Middle
PINCER Pincer RIGHT_MIDDLE Right Middle
RALLY_REACHED Rally Point Reached DEFEND_AREA Defend This Area
JOINED_AUTO %s Will Be Assigned A Squad At Mission Start YOU_WILL_JOIN_SQUAD_ONE_NEXT_ROUND You Will Join Squad One Next Round
YOU_WILL_JOIN_SQUAD_TWO_NEXT_ROUND You Will Join Squad Two Next Round YOU_WILL_BE_AUTOASSIGNED_NEXT_ROUND You Will Be Autoassigned A Squad Next Round
JOINED_ONE %s Joined Squad One JOINED_TWO %s Joined Squad Two
RANK_REQUIRED That Weapon Requires A Rank Of %s FIRSTSQUAD 1st Squad
SECONDSQUAD 2nd Squad HLR_CRUSH_KILL Crush
HLR_PISTOL_KILL Pistol Kill HLR_MELEE_KILL Hand-to-Hand Kill
HLR_LONG_RANGE_KILL Ranged Shot HLR_HEADSHOT Head Shot
HLR_FINAL_KILL Final Kill HLR_MULTI_KILL Multi Kill
PRIVATE Private CORPORAL Corporal
SERGEANT Sergeant LIEUTENANT lieutenant
CAPTAIN Captain MAJOR Major
COLONEL Colonel GENERAL General
UNKNOWN Unknown

Multiplayer UI

REFERENCE LANG_ENGLISH Notes
SQUADWARFARE Squad Warfare Cut game mode similar to Rush from Battlefield.

Hill 400 Defend

REFERENCE LANG_ENGLISH
HEAD_BACK_DOWN_THE_HILL Head back down the hill to report in at the HQ in Bergstein.

Auto Save

REFERENCE LANG_ENGLISH Notes REFERENCE LANG_ENGLISH Notes
TRAINING Explosives Training Cod1 Leftover PATHFINDER Ready to go Cod1 Leftover
BURNVILLE In the House Cod1 Leftover BURNVILLE2 The Halftrack Cod1 Leftover
BURNVILLE3 Cutting through Houses Cod1 Leftover BURNVILLE4 Church Cod1 Leftover
BURNVILLE5 Flak Attack Cod1 Leftover BURNVILLE6 The Final Run Cod1 Leftover
TRUCKRIDE Truck Ride Cod1 Leftover TRUCKRIDE1 Bridge Cod1 Leftover
TRUCKRIDE2 Motorcycles Cod1 Leftover AIRFIELD Airfield Cod1 Leftover
AIRFIELD1 Distraction Cod1 Leftover CARRIDE Past the Road Block Cod1 Leftover
CARRIDE1 Entering the Town Cod1 Leftover CARRIDE2 Free Kubelwagen Cod1 Leftover
CARRDIDE3 Kubelwagen Escape to HQ Cod1 Leftover BRECOURT Flank Right Cod1 Leftover
BRECOURT1 In the Trenches Cod1 Leftover BRECOURT2 German Bunkers Cod1 Leftover
BRECOURT3 Got the Explosives Cod1 Leftover BRECOURT4 German Retreat Cod1 Leftover
CHATEAU Chateau Cod1 Leftover POWOUTSKIRTS Heading Out Cod1 Leftover
PNIGHT After the Landing Cod1 Leftover PNIGHT1 Bunker Captured Cod1 Leftover
PNIGHT2 New Orders Cod1 Leftover PDAY Defending the Bridge Cod1 Leftover
PDAY2 Bridge Skirmish Cod1 Leftover PDAY3 Stopping the Tanks Cod1 Leftover
PDAY4 Tank Destroyed Cod1 Leftover PDAY5 Tank Eliminated Cod1 Leftover
DAM On the Dam Cod1 Leftover DAM2 Entering the Dam Cod1 Leftover
DAM3 The Control Room Cod1 Leftover DAM4 Below the Turbines Cod1 Leftover
DAM5 At the Base of the Dam Cod1 Leftover DAM6 Starting the Return Cod1 Leftover
DAM7 End of the Long Tunnel Cod1 Leftover DAM8 Back up the Second Elevator Cod1 Leftover
DAM9 Return to the Control Room Cod1 Leftover DAM10 Back to the Top of the Dam Cod1 Leftover
SHIP Welcome Aboard Cod1 Leftover SHIP1 The Armory Cod1 Leftover
SHIP2 Leaving Lower Decks Cod1 Leftover SHIP3 Escape Cod1 Leftover
STALINGRAD On the Boat Cod1 Leftover REDS Suicide Run Cod1 Leftover
REDS1 Room to Room Cod1 Leftover RED2 Sniper Roost Cod1 Leftover
RED3 To the Train Station Cod1 Leftover RED4 Ruins of Stalingrad Cod1 Leftover
PAVLOV Sniper Baiting Cod1 Leftover PAVLOV1 At the Wall Cod1 Leftover
PAVLOV2 Storming Pavlov's House Cod1 Leftover PAVLOV3 Final Defense Cod1 Leftover
PAVLOV4 Staying Alive Cod1 Leftover FACTORY Entering the Factory Cod1 Leftover
FACTORY1 Above the Tanks Cod1 Leftover FACTORY2 Outside the Factory Cod1 Leftover
RAIL Near the Trains Cod1 Leftover RAIL1 Radio Room Cod1 Leftover
TCOUNTRY T34 Assault Cod1 Leftover TCOUNTRY1 T34 Assault Cod1 Leftover
TCOUNTRY2 Tanks Destroyed Cod1 Leftover TTOWN Entering the Town Cod1 Leftover
TTOWN1 Entering the Town Cod1 Leftover TTOWN2 At the Overpass Cod1 Leftover
ROCKET First AA Gun Destroyed Cod1 Leftover ROCKET1 Second AA Gun Destroyed Cod1 Leftover
ROCKET2 Convoy Destroyed Cod1 Leftover ROCKET3 V-2 Rockets Found Cod1 Leftover
ROCKET4 V-2 Rockets Fueled Cod1 Leftover BERLIN First Flak88 Destroyed Cod1 Leftover
BERLIN1 Hold the Line Cod1 Leftover BERLIN2 Storm The Reichstag Cod1 Leftover
BERLIN3 To the Roof Cod1 Leftover GAME Begin Game Autosave Cod1 Leftover
NOGAME No Name Specified Cod1 Leftover BRECOURT5 3 Flaks Detroyed Cod1 Leftover
BRECOURT6 Approaching the Manor Cod1 Leftover TRAININGWEAP Weapons Training Cod1 Leftover
BRECOURT7 Second Documents Captured Cod1 Leftover BRECOURT8 The Last Gun Cod1 Leftover
BURNVILLE1 Sweeping the MG42s Cod1 Leftover DAWNVILLE Finding a Safe Haven Cod1 Leftover
DAWNVILLE1 Following Foley Cod1 Leftover DAWNVILLE2 Acquiring Panzerfaust Cod1 Leftover
DAWNVILLE3 Defending the Church Cod1 Leftover DAWNVILLE4 On to the Northern Approach Cod1 Leftover
DAWNVILLE5 Defending the Northern Approach Cod1 Leftover DAWVILLE6 Pushing them Back Cod1 Leftover
DAWNVILLE7 On to the Mortar Teams Cod1 Leftover DAWNVILLE8 In the Trenches Cod1 Leftover
POWCAMP Entering Camp Cod1 Leftover POWCAMP1 Approaching Tower Cod1 Leftover
POWCAMP2 Entering Common Area Cod1 Leftover POWCAMP3 Entering Kitchen Cod1 Leftover
POWCAMP4 Escorting Ingram Cod1 Leftover POWCAMP5 Exiting Kitchen Cod1 Leftover
POWCAMP6 Returning to Tower Cod1 Leftover POWCAMP7 Returning to Truck Cod1 Leftover
SEWER Entering Hall Cod1 Leftover SEWER1 Past Snipers Cod1 Leftover
SEWER2 Entering Lower Level Cod1 Leftover SEWER3 Approaching Hardpoint Cod1 Leftover
SEWER4 After Bombed Section Cod1 Leftover SEWER5 End Battle Cod1 Leftover
TRAINSTATION Approaching Catwalks Cod1 Leftover TRAINSTATION1 Stairwell Cod1 Leftover
TRAINSTATION2 Entering Building Cod1 Leftover TRAINSTATION3 Exitting Trenches Cod1 Leftover
HURTGEN Regroup With Allies Cod1 Leftover HURTGEN1 Retrieving Documents Cod1 Leftover
HURTGEN2 Documents Acquired Cod1 Leftover STALINGRAD1 Stalingrad Docks Cod1 Leftover
STALINGRAD2 Into Battle Cod1 Leftover STALINGRAD3 The Sniper Leads Cod1 Leftover
PATHFINDER1 Calling in the Cavalry Cod1 Leftover PATHFINDER2 Cutting Through the Opposition Cod1 Leftover

Subtitle

REFERENCE LANG_ENGLISH Notes
DECOYTRENCH_BS4_PLANTEXP3 "Davis! Disable that 88 with your explosives!" Objective Cut
DECOYTRENCH_BS4_PLANTEXP "Davis! Plant your explosives on that flak gun!" Objective Cut
DECOYTRENCH_BS4_PLANTEXP2 "Take out that flak gun! Use your explosives!" Objective Cut

Script

REFERENCE LANG_ENGLISH Notes
OBJ_FOLEYDEBRIEF Debrief with Captain Foley at the crossroads. Cod1 Leftover
HINT_CANT_OPEN_DOORS This door cannot be opened. You never need to try to open closed doors. Cod1 Leftover

Unused/Unfinished Textures

These textures can be seen in the Mod Tools provided by Infinity Ward , they appear as a developer case texture in various colours.

  • dawnville2_brick_wall01
  • dawnville2_carpet_floor01
  • dawnville2_chimney_pipe01
  • dawnville2_clay_rooftiles01
  • dawnville2_concrete01
  • dawnville2_concrete_trim01
  • dawnville2_concrete_trim02
  • dawnville2_concrete_trim03
  • dawnville2_concrete_trim04
  • dawnville2_concrete_trim05
  • dawnville2_concrete_trim06
  • dawnville2_plaster_wall01
  • dawnville2_plaster_wall02
  • dawnville2_plaster_wall03
  • dawnville2_plaster_wall04
  • dawnville2_plaster_wall05
  • dawnville2_plaster_wall06
  • dawnville2_plaster_wall07
  • dawnville2_plaster_wall08
  • dawnville2_plaster_wall09
  • dawnville2_plaster_wall10
  • dawnville2_plaster_wall11
  • dawnville2_railroad_ties01
  • dawnville2_roof_trim01
  • dawnville2_rubble01
  • dawnville2_rubble01_blend
  • dawnville2_sidewalk01_face
  • dawnville2_sidewalk01_top
  • dawnville2_stone_wall01
  • dawnville2_tile_floor01
  • dawnville2_wall_paper02
  • dawnville2_wall_paper03
  • dawnville2_wartorn_brick01
  • dawnville2_wartorn_brick02
  • dawnville2_wartorn_brick03
  • dawnville2_wartorn_brick04
  • dawnville2_wartorn_brick05
  • dawnville2_wartorn_brick06
  • dawnville2_wartorn_brick08
  • dawnville2_wood_door01
  • dawnville2_wood_door02
  • dawnville2_wood_door03
  • dawnville2_wood_shingles01
  • dawnville2_wood_shingles02
  • dawnville2_wood_shingles03
  • dawnville2_wood_shutter01
  • dawnville2_wood_shutters01
  • dawnville2_wood_shutters02
  • dawnville2_wood_trim01
  • dawnville2_wood_trim02
  • dawnville2_wood_trim03
  • dawnville2_wood_trim04
  • dawnville2_wood_trim05
  • duhoc_brick_stepface1
  • duhoc_brick_steptop1
  • duhoc_bunker_beam1
  • duhoc_bunker_beamside1
  • duhoc_bunker_floortrim01
  • duhoc_farm_extwall1
  • duhoc_farm_extwall2
  • duhoc_farm_extwall3
  • duhoc_farm_intwall1
  • duhoc_farm_intwall2
  • duhoc_farm_intwall3
  • duhoc_wood_beam1
  • duhoc_wood_beam2
  • duhoc_wood_floor1
  • duhoc_wood_roof1
  • duhoc_wood_roof2
  • duhoc_wood_roof3
  • duhoc_wood_roofunderside1
  • duhoc_wood_shudder1
  • duhoc_wood_stepface1
  • duhoc_wood_steptop1
  • egypt_mosque_floor1
  • egypt_mosque_flr_cling_trim1
  • egypt_mosque_interiorwall2trim
  • egypt_mosque_pillar
  • egypt_mosque_stairside
  • egypt_mosque_stairtop
  • egypt_plaster_arch1trim
  • egypt_plaster_interiorwall1
  • egypt_plaster_interiorwall3
  • egypt_roughdirt_road
  • egypt_sandstone_towerwall
  • egypt_wood_tallarchdoor
  • egypt_wood_tallarchdoor2
  • hill400_bunker_beam01_side
  • hill400_bunker_ceiling01
  • hill400_bunker_door01
  • hill400_bunker_extfloor01
  • hill400_bunker_exttrim01
  • hill400_bunker_extwall02
  • hill400_bunker_floor01
  • hill400_bunker_floortrim01
  • hill400_bunker_intwall01
  • hill400_bunker_roof01
  • hill400_bunker_step01_side
  • mtl_hill400_door_02
  • mtl_hill400_roof_03
  • mtl_hill400_trim_ext_03
  • mtl_hill400_wall_ext_08
  • mtl_hill400_wall_ext_09
  • mtl_hill400_window_decal_01
  • mtl_hill400_window_decal_02
  • mtl_hill400_window_decal_03
  • stalingradwinter_door_metal01
  • stalingradwinter_door_metal02
  • stalingradwinter_door_wood01
  • stalingradwinter_door_wood02
  • stalingrad_brick_trim01
  • stalingrad_concrete03
  • stalingrad_concrete_base
  • stalingrad_dk_gravel
  • stalingrad_dk_wood
  • stalingrad_floor_core
  • stalingrad_floor_wood01
  • stalingrad_ground_dirt
  • stalingrad_ground_dirt_a
  • stalingrad_ground_mud
  • stalingrad_ground_rubble
  • stalingrad_ground_rubble_a
  • stalingrad_interiorwall01
  • stalingrad_mt_door
  • stalingrad_mt_pipe01
  • stalingrad_mt_pipetrim01
  • stalingrad_mt_pipetrim02
  • stalingrad_mt_pipetrim03
  • stalingrad_mt_pipe_interior
  • stalingrad_mt_roof01
  • stalingrad_mt_trim01
  • stalingrad_plank_core
  • stalingrad_plank_side
  • stalingrad_platform_trim
  • stalingrad_roof_inner
  • stalingrad_wd_door
  • stalingrad_wd_platform
  • stalingrad_wd_roof01
  • stalingrad_wood_core
  • tunisia_dirt_road

Cut Maps

Unlike other games in the series, a vast number (possibly all) of the cut maps are privately available and playable. This is due to the map_source for the game being leaked and circulated privately at some point. Mapping was partially outsourced to Pi Studios, who developed some maps for the game, which are included within this leak. Included in these are about 200 test maps.

Test Maps

  • ai
  • ai2
  • aienemy
  • aifight
  • aitrigger
  • allvehicles - A map containing all the vehicles in a row.
  • allypanz
  • allypanz
  • allystand
  • angles
  • anim
  • anim_pop
  • arm
  • armoredcar
  • artillery - A map for testing the artillery you can call in using binoculars.
  • badpathspam
  • badplace
  • balcony
  • bctest
  • bctest_geo
  • blank
  • blankroomtest
  • bmodel
  • boltgen
  • breakable
  • breakout_hq
  • breakout_test
  • breakout_test_nograss
  • bunker
  • cal30
  • camera
  • carchase_prefabs
  • carchase_test
  • cold
  • concealment_test
  • corner
  • cornerlook
  • cornermove
  • cornerrun
  • cover
  • covercrouch
  • crouch
  • crouchfight
  • deathtrigger
  • delta
  • demo
  • drone_deathtest
  • drones
  • duhoc_art
  • ed_portal_bugtest
  • effectsEd_box
  • elalameindrones
  • eldaba_portals
  • eldaba_test
  • empty
  • escape
  • expose
  • exposedchallenge
  • face
  • faceoff
  • facialanims
  • ff
  • flak88
  • flakveirling
  • flank
  • flanker
  • floodchallenge
  • fog
  • frank
  • fx
  • gameskill
  • garand
  • geoff_test
  • gmtest
  • goalvolume
  • grenade
  • grenadebehavior
  • grenadebounce
  • groupwalk
  • gunfireloopfx
  • halftrack_test
  • heading
  • health
  • idtest
  • idtest2
  • idtest3
  • inventory
  • jumptocart
  • kubelwagon
  • light
  • lockon
  • look
  • looker
  • mantle
  • mantletrench
  • materialtestroom
  • maymove
  • maze
  • maze
  • melee
  • men
  • merge
  • mg42
  • mg42ally
  • mg42angle
  • mg42angleanim
  • mg42box
  • mg42coat
  • mg42die
  • mg42hands
  • mg42priority
  • mg42setup
  • mg42suppress
  • model_gallery - A map to display all models.
  • modeltestroom
  • module_unicarrier
  • mortar
  • mortarteam
  • mover
  • mp_frank
  • mp_mantle
  • mp_test
  • newcorner
  • newcover
  • newvillers_layout - A blockout of the level newvillers (for some reason the only one)
  • node
  • nodeoverlap
  • normalcornertest1
  • normalcornertest2
  • nowall
  • nvtest
  • officer
  • origin
  • origins
  • pain
  • panz
  • panzer
  • piano
  • pistol
  • pistoltoss
  • priority
  • priortiy2
  • priority3
  • prone
  • pronehill
  • prototype
  • quad
  • quadprefab
  • rainbocage2
  • rainvillerstest
  • range_test
  • ropeclimb
  • runner
  • script_mg42
  • select
  • selectfoliage
  • shermanride
  • shutter
  • sightfight
  • siloanimtest
  • slowrestart
  • smoke
  • smokethrow
  • smokethrow2
  • spawner
  • speedball
  • speedball_spawner
  • stalingrad_buildings
  • standfight
  • standwall
  • stuck
  • stumble
  • swat
  • tankfire
  • testattack
  • testbox2
  • testburn
  • testcrouch
  • testflank
  • testgren
  • testlight
  • testsnow
  • tewsnd
  • tincan
  • tomsmap
  • toujane_art
  • toujane_tweek
  • traverse
  • traverse2
  • trenchframebreak
  • trenchtest
  • trigger
  • turret
  • unlink
  • vehicledrive
  • vehicleflee
  • vehicles
  • water
  • weapondamage
  • weaponroom
  • weapons
  • weaponsplayer
  • wrongcover
  • wrongdelta

Campaign Missions

  • gullyassault
  • carchase
  • raildepot
  • decoy - Early DecoyTrenches
  • rainvillers
  • burnville - Cod1 Leftover
  • ss_dusty
  • ss_podtest
  • tunisia
  • ambush
  • dreux
  • camp
  • harbor
  • rainbocage
  • tarawa
  • playbook_proto
  • greenbeach
  • redbeach1
  • medicdriver
  • corevillers

Multiplayer Maps

  • 3bridges
  • carentan_splitscreen
  • caen
  • caen_01
  • caen_02
  • caen_03
  • caen_04
  • caen_n
  • caen_c
  • caen_se
  • old_mp_caen2-14-05
  • carrefour
  • dehaven
  • dehaven_01
  • dehaven_02
  • dehaven_03
  • desertbunker
  • desertbunker_infantry
  • egypt
  • firestation
  • minsk_01
  • minsk_02
  • rivercrossing
  • sandpit
  • solange
  • trainyard
  • trainwreck

Crusader Player Model

By using "noclip" in the mission Crusader Charge, you can see that the Crusader Tank you are in is a low-poly and low-detailed model.

Crusader Tank by Ms. Jill's kindergarten class.

Regional Differences

Hmmm...
To do:
Hi-res screenshots of the alterations in the German version.

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.

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

(Source: Schnittberichte)