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Call of Duty 4: Modern Warfare (Windows)

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Title Screen

Call of Duty 4: Modern Warfare

Developer: Infinity Ward
Publisher: Activision
Platform: Windows
Released in US: November 7, 2007
Released in EU: November 9, 2007


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

The fourth (technically seventh) game in the series, Call of Duty 4: Modern Warfare replaces World War II combat stuff with modern (well, modern back in 2007) combat stuff. The intense depiction of modern combat, coupled with a slick framerate and polished multiplayer, made the game a massive hit for future Call of Dutys to come.

Of course, this also meant it was more susceptible to being pried open for unused stuff.

Sub-Pages

COD4-pilotcobra.png
Unused Mission Objectives and special controls
There's a lot in here...
SoundIcon.png
Unused Audio
Things that were said, but can't be heard in normal gameplay.

Longer F.N.G.

The original version of F.N.G. was considerably longer, going through the controls and all the game's features. Sadly, it was truncated late in development, but there's a mod that reinstates the original level.

Among the cut content was one part that would have had Sgt. Newcastle teach you how to use grenades, grenade launchers and C4 - and because F.N.G. was forcibly made shorter, he is complete and fully functional. A second part would have Mac teach you the basic moving controls in the obstacle course. All of the associated dialogue is still present.

Interestingly, 2016's Modern Warfare: Remastered brings all this back, for some reason.

COD4Hangar 2.png

In addition, Hangar 2, pictured above, contains an unused training course which can only be seen using noclip. This area is never used in the uncut version, and most of the course has no collision.


(Source: F.N.G. at the Call of Duty Wiki)

Unused Weapons/Items

Hmmm...
To do:
Upload sounds for certain weapons

Some weapons are inaccessible and unavailable without using console commands or the mod SDK.

25mm, 40mm, and 105mm

Weapons for the AC-130, which eventually got used in Modern Warfare 2. Sound effects and spots in the mp weapons folder remain.

AG36

Localization strings mention an AG36 grenade launcher for the G36C.

AT4

This weapon is only accessible using console commands. Surprisingly, it has most of its animations available, except its reload animation and its firing animation. It also has an unused perk icon and a HUD icon in the files. On the back end of the model, a noticeable separation between the rocket-loading area and the body of the launcher itself can be spotted, which seems to be why it lacks a reloading animation (as the player would be able to see that separated area). The weapon made its first official appearance in Call of Duty: Modern Warfare 2 as a secondary weapon.

AW-50

An anti-material sniper rifle which uses the Dragonov's model as a placeholder and is similar to the Barret .50 Cal. Code and sounds remain in the SDK.

Brick Blaster

The Brick Blaster, otherwise named the C4 Detonator in-game, is a USP pistol that fires cinder blocks as well as bullets. Its pickup icon is that of a squished M1911 pickup icon. The Brick Blaster has a 150 round clip, and uses a rifle butt melee animation instead of the usual knife animation for knifing, consistent with the melee attack used in earlier builds of the game.

Browning M2

If the player goes out of bounds in the Charlie Don't Surf level, they can find this weapon lying around out of bounds. It's fully functional and works mostly like in the older titles, but slightly clips through the main character's model when used.

Non functional versions are also present elsewhere in the game.

[1]

Camera

While remnants of this "weapon" remain in the game, the models for it are missing from the final game. It was to be used in the cut mission Descent.

Default Weapon

The Default Weapon, as seen in other Call of Duty games, is the game's default weapon. The hands as seen in first-person use an awkward looking pose, with a small blue box sitting on the left wrist. The Default Weapon can kill an enemy in two shots on Veteran, and has a ten-round magazine, though only five rounds are put in on reloads. Its pickup icon is a squished AK-47.

M72 LAW

This cut weapon is mentioned in a string of the cut mission That's No Sandstorm.

MAC-10

While it doesn't feature in the game, a string for the MAC-10 can be found using mod tools. However, it does appear in the DS version.

MG42

A leftover from Call of Duty 2. A texture sheet with heavy usage of the alpha channel is present, while its HUD icon is used in-game as the pickup icon for some out-of-reach machine guns in Campaign.

CoD4MW-MG42HUDIcon.png CoD4MW-MG42TextureSheet.png COD4mg42HUD.png

The MG42's pickup icon and texture sheet. The third image here shows its pickup icon being used for this normally out-of-bounds M249 SAW.

Parabolic microphone

This "weapon" is mentioned in strings of the cut mission Parabolic. It is known that the sprint key would target and amplify conversations. Interestingly, the Eavesdrop perk is coded as "specialty_parabolic".

Select a location

"Select a location" is a non-functioning AK-47 utilizing what is most likely Default Weapon's viewmodel. Like the Brick Blaster, this uses a rifle butt melee animation instead of the usual knife animation. This possibly became the Tactical Insertion perk in Call of Duty: Modern Warfare 2. Its pickup icon is a weird orange square.

Sticky Grenade

A grenade leftover from Call of Duty 2, but all that remains is a HUD icon.

CoD4MW-Sticky Bomb inventory icon.png

Thermite

Another Call of Duty 2 weapon, but all that remains is a HUD icon.

CoD4MW-Thermite inventory icon.png

Hidden Level Select

By going into the console and typing /set developer 1, you can access a hidden menu that allows you to select every level in the game regardless of how far you have progressed in the game. In this menu, it shows every level and the build dates for each level.

Select Mission Game Levels
COD4MW-HiddenLevelSelect-MissionSelect.png COD4MW-HiddenLevelSelect-Menu.png

Unused Perks

Expose Enemy

COD4exposeenemy.png

A scrapped perk where only its icon remains, code name "specialty_exposeenemy".

Unused Create-A-Class Icons

It would seem that the developers originally planned to have the Create-a-Class weapon icons change based on the attachment that the player equipped on it, as the game files contain a large number of unused Create-a-Class icons for every weapon, each showing the weapon with the attachment connected to it. Some icons have files, but upon opening them the image is blank, indicating that the developers never finished creating these individual icons.

Alternate Camo

In the mission The Bog, it is possible to acquire an M21 with a unique camouflage through console commands. Upon further inspection, it appears to be an early version of the Desert camo.

M21 with unique camouflage COD4 M14UnusedCamoHQ.png

Hidden Water Texture

In various missions, increasing the brightness through console commands reveals that the water texture consists of a texture with numbers in it.

Normal Brightened
COD4bogwaterTexture1.png COD4bogwaterTexture2.png

Unused Scopes

Due to a programming error, all Sniper Rifles use the M40A3's scope reticle, which leaves several unused scopes in the files.

Also present are all of the faction-specific rifle scope overlay textures from Call of Duty 2 (for the Lee-Enfield, Kar98k, Mosin-Nagant and Springfield rifles), as well as an unused overlay version of the ACOG scope.

Hmmm...
To do:
Find the scopes for the Dragunov, R700, and Barrett .50cal.

Unused Multiplayer Ranks

Present in the files are 10 unused rank icons for multiplayer.

Prototype rank icon #1 Prototype rank icon #2 Prototype rank icon #3

The first three seem to be early versions of the rank icons.

Prototype rank icon #4 Prototype rank icon #5 Prototype rank icon #6 Prototype rank icon #7 Prototype rank icon #8

The next five appear to be lower-quality versions of the respective existing rank icons. It seems that there were going to be gold versions of the Eagle, Star and Double Bar rank icons.

Prototype rank icon #9 Prototype rank icon #10

The last two are highly similar in style to the used rank icons.

Most of these are also present in Call of Duty: World at War, but aren't used there either.

Michael Carver

A name that appears in the unused mission strings for the cut levels "Descent", "Training", "Designated Training", and "Designated Marksman". It is possible that he was the US Marine protagonist before Paul Jackson, but he was scrapped along with said missions.

Cut Dialogue

Mile High Club

The bonus "Mile High Club" stage contains unused dialogue of Gaz referencing Soap. This is because Mile High Club was originally intended for earlier in the game but couldn't be fit into the story, hence why it was altered to use generic versions of the cast and became a post-credits bonus.

  • airplane_gaz_1_1_R: Gaz: "Remember, the objective is to capture Kriegler, I repeat, capture Kriegler, alive. He's no good to us dead."
  • airplane_gaz_7_2_R: Gaz: "Watch your fire up here, we need Kriegler alive."
  • airplane_gaz_9_1_R: Gaz: "Nice one, Soap."
  • airplane_gaz_9_5_R: Gaz: "We're going for a little free fall Kriegler! On your feet!"
(Source: Call of Duty Wikia)

Heat

Unused sound files inside the file Villagedef_SAS_ indicate that Mac was intended to be rescued in this mission.

  • Gaz: "We got a man down! He's still alive! And he just activated his transponder!"
  • Mac: "I owe you one mate. Thanks for coming back for me."

Removed Levels

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 files and SDK.

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

COD4-pilotcobra.png

Cobra Pilot is an 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.


(Source: Github - English-localized strings file - cobrapilot.str)

Descent

Descent is 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


(Source: Github - English-localized strings file - descent.str)

Designated Marksman

Designated Marksman is 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:

Compass map marksman.png
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.


(Source: Github - English-localized strings file - marksman.str)

Designated Training

Designated Training is 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".


(Source: Github - English-localized strings file - rallypoint.str)

Helicopter Ride

COD4HelicopterRide.png

Helicopter Ride is 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 20th 2006, indicating that this level was worked on quite early in development.

Immediate Action

COD4CQB2.png

Immediate Action is 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 a minimap image and 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


(Source: Github - English-localized strings file - embassy.str)

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.


(Source: Github - English-localized strings file - parabolic.str)

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.


(Source: Github - English-localized strings file - rivertown.str)

School

COD4School.png

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 Notes
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.


(Source: Github - English-localized strings file - seaknight_defend.str)

Strike

Possibly a campaign version of Strike. Only a .vision file remains.

That's No Sandstorm

COD4Sandstorm.png

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 Notes
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


(Source: Github - English-localized strings file - sandstorm.str)

Training

COD4Training.png

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!


(Source: Github - English-localized strings file - training.str)

Wet Work

Wet Work is a cut mission with no relation to the "Wet Work" multiplayer map. Only a .vision file remains.

Zipline

Zipline is 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.


(Source: Github - English-localized strings file - zipline.str)

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

COD4Cellblock.png

A small map centered around a jail cellblock in the Middle East. Only text strings and the minimap image remain.

Dusk

COD4-DuskMinimap.png

A remake of the Call of Duty map Dawnville. Only a loadscreen image and an untextured and flat shaded minimap image remain.

Facility

COD4Facility.png

An industrial facility of some sort. Only text strings and the minimap image remain.

Favela

COD4-FavelaMinimap.png

Originally intended to be included in the Variety Map Pack, where its minimap was found. Recycled for Modern Warfare 2.

Forest

COD4Forest.png

A forest with varied terrain and a river with pink water due to a missing texture. Only the minimap image remains.

Hill

COD4Hill.png

A multiplayer port of Heat. Only the loadscreen image and a script file remain.

Invasion

COD4InvasionLoadScreen-new.png

Planned for the Variety map pack but was recycled for Modern Warfare 2. Only a loadscreen image and minimap image remain.

Mansion

COD4Mansion.png

A small map centered around a single building. Likely cut because it sucked. Only text strings and the minimap image remain.

Palace

COD4Palace.png

Possibly based on Al-Asad's palace from the campaign level "Shock and Awe". Only text strings and the minimap image remain.

Rooftops

COD4Rooftops.png

A road dividing two streets with lots of buildings for a snipefest. Very small! Only text strings and the minimap image remain.

Suburbs

COD4Suburbs.png

A town with oddly-shaped buildings. Only the minimap image remains.

(Source: Call of Duty Wiki)

Broadcast Changes

Early Load Screen Final Load Screen
COD4-BroadcastLoadScreen-Early.png COD4-BroadcastLoadScreen-Final.png

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.

Early Broadcast minimap

Unused Cutscene

An unused soundless video called dog_vs_player_load, showing a USMC player being killed by a dog at an unknown (possibly unused) location. In the final game, the USMC never encounter dogs in the campaign.

The video also shows an unused USMC first-person model that is completely gone from the game. The blood and gore effects are also very low-quality, likely putting this at an early point in development.

Regional Differences

Hmmm...
To do:
Hi-res screenshots.

For some reason, the German version not only removed the dramatic gore effect upon shooting Zakhaev's hand off in the "One Shot, One Kill" mission, but Arcade Mode is disabled and cannot be unlocked.

(Source: Schnittberichte)

Call of Duty: Modern Warfare Reflex Edition

Call of Duty: Modern Warfare Reflex Edition was released for the Wii on November 10, 2009 alongside Modern Warfare 2 and Call of Duty: Modern Warfare: Mobilized.

Cheat Differences

  • The ragtime warfare cheat was replaced with a paintball cheat.
  • When using the "A Bad Year" cheat, you must get headshots for enemy corpses to turn into tires.

Misc. Differences

  • There is no voice chat, and hence no Eavesdrop perk.
  • Exclusive Squadmate mode for Campaign.
  • Some weapons have different reload sounds.
  • Variety Map Pack isn't available.
  • The game was adapted to the Wii's motion controls, giving the player more control layout options. It also includes the addition of gestures.

Layout Differences

Title Screen

Wii Windows
COD4MW-ForComparison-TitleScreen-Wii.png COD4MW-ForComparison-TitleScreen-Windows.png
  • The font scale is much higher in the Wii version.
  • The Wii version displays which profile is signed in at the top left corner.
  1. https://www.youtube.com/watch?v=hI3Lp1D3b28