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Counter-Strike: Condition Zero Deleted Scenes

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Title Screen

Counter-Strike: Condition Zero Deleted Scenes

Developers: Valve, Gearbox Software, Ritual Entertainment, Turtle Rock Studios
Publisher: Valve
Platform: Windows
Released in US: March 23, 2004


AnimationsIcon.png This game has unused animations.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
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.


The sequel to the first Counter-Strike, Deleted Scenes is what was left over from Ritual Entertainment's dropped share of development.

Sub-Pages

SoundIcon.png
Sounds
Loads of unused dialog and other sounds, appropriate for a game with the suffix Deleted Scenes.
CSDS-Training map region02.png
Textures
Unused textures of all sorts, including product placement for other games that Ritual Entertainment worked on previously.
CSDS-tracking device 1.PNG
Models
Lots of unused models.

Unused Weapons/Equipment

Hmmm...
To do:
GIFs for the machete's animations.
  • Gas grenade/CS grenade: A gas grenade. Worldmodel, viewmodel and HUD icons are in the game's files.
  • Machete: Used but has viewmodel animations and a worldmodel so perhaps it could be used by the player at one time replacing the Knife.
  • Medkit: Is used but has an unused placeholder viewmodel that shows purple C4 from Condition Zero.
The Medkit viewmodel.
  • Syringe gun: May have been either a gun that poisons you or a scrapped healing item. A view model, world model, HUD icons, zone icon, and console error messages still exist.
  • Zipline: Name says it all. It can be spawned by typing give weapon_zipline or give trigger_zipline in the console (enabling cheats is required). However, the equipment is buggy. Would have been used in "Rise Hard" according to unused dialogue.

Unreachable Items

Downed Pilot 1
A FAMAS floating in mid-air is hidden beneath the helicopter. It can be seen by enabling third person mode.


Hankagai 1
With the use of noclip, a kevlar vest can be found in the alley where you fight the terrorists in Hankagai 2.

CSDS Hankagai1Armor1.png



Hankagai 2
The secret area in Hankagai 4 is present here. It can be reached by adjusting the gravity or using noclip. The area is blacked out and contains a single medkit.


Secret War 5
Facing the tunnel and noclipping northwest reveals a huge hidden area with assets left behind from the previous map. Touching the ground in this area teleports the player back to the truck.


Turn of the Crank 2
An armor pickup lies just on the edge of the map. It can never be reached during normal gameplay.

Developer Messages

Alamo 2
If the player noclips into the empty area to left of the stairs in the end, the following message pops up.

CSDS AlamoDevMes.png.png


Secret War 3
The top of the missile is decorated with a smiley. It cannot be seen during normal gameplay.


Turn of the Crank 1
Three big box copies of SiN, one of Ritual Entertainment’s previous efforts, is present in the room to the right of the entrance.



Motorcade Assault
In cz_motor1.seq, the attack and subsequent fire exchange have names that suggest the developer had other things on mind while working on it.

i_like_french_toast (first phase, getting in position at the bridge)
with_syrup_and_krispy_bacon (second phase, after blowing up the jeep)
i_live_in_a_bucket (third phase)
pancakes_are_good_too (fourth and last phase)
did_i_mention_the_krispy_bacon (VIP escapes the scene)
yer_such_a_n00b (mission failure, did not complete mission objectives)

Thin Ice 2
The sequence file for the second part of the mission, cz_thinice2.seq, contains a string with nonsense text.

%Squigy_cat
{
	// #text="My CaTS Are FuZZY!!!!!"
}

Training
The texture scroll_text02.bmp, an unused texture found in cz_training.wad, contains a message from ”Rich” (most likely Rich Fleider, co-founder of Rogue Entertainment). Line breaks are added for readability.

ALL WORK AND NO PLAY MAKES RICH A DULL BOY. 
STOP READING ALL OF THIS DUMMY TEXT NOW.
DON’T YOU HAVE SOME IMPORTANT COUNTER TERRORIST STUFF TO BE DOING?  
I THINK YOU HAVE BETTER THINGS TO DO THAN READ THIS NONSENSE.
LOOK AT ALL THE PRETTY FLASHING LIGHTS AND FANCY COLORS. 
IT TOOK A LOT OF TIME TO TYPE OUT ALL THIS TEXT. 
CONSTANT EFFORT AND NEGLIGIBLE RELAXATION MAKES RICH A DULL BOY
IT’S REALLY A SHAME THAT NOT MANY PEOPLE WILL TAKE THE TIME AND EFFORT TO STAND AROUND AND READ A BUNCH OF SCROLLING TEXT LIKE YOU DID. 
I REALLY APPRECIATE ALL YOUR EFFORTS.
THIS IS THE OBLIGATORY STREAM OF BINARY: (a bunch of 1’s and 0’s)

Fastline
The unused sequence file for the first part of Fastline, cz_fastline.seq, contains a list of credits. At one point, these were meant to play at the start of the mission before the bomb goes off. The list is edited for readability.

Bill Schofield
Charles Tinney
Chris 'kanaeda' Voss
David Demaret
Doug Service
Eric 'ArchV' Fowler
Jason Sallenbach
Jay Halderman
Jay Hawkins
Jay 'Fross' Hosfelt
Joe Waters
Ken Harward
Kevin Steele
Kevin Wright
Levelord
Luke 'weasl' Whiteside
Michael Porter
Michael Tarwater
Nick Pappas
Rich Fleider
Robert Atkins
Rungy Singhal
Russell 'Castle' Meakim
Spike T. Dog
Stephen Hornback
Steve Maines
Steve Nix
Steven Peeler
Thearrel 'Kiltron' McKinney
Todd Rose
Tom Mustaine
Travell McEnTyre
Wyeth Johnson
Zak Belica

Events Folder
Opening any files (ex: syringe.sc) inside the events folder with a text editor greets you with the following message:

// Hi :+)


Error Messages

A great number of error messages related to missing sounds are printed to the console. Unless noted, all sound files listed here does not exist in the sounds folder, including subfolders.

Map Error Message Notes
Every Map Warning: Unable to open sound/weapons/syringe_use.wav for transfer
Worldmap Warning: Unable to open sound/items/mapdown.wav for transfer

Warning: Unable to open sound/items/mapup.wav for transfer

Recoil Intro S_LoadSound: Couldn't load /recoil/_period.wav
Recoil 1 Warning: Unable to open sound/ambience/mutter1.wav for transfer Wrong filename. File exists as ’’radio_mutter1’’.
Warning: Unable to open sound/ambience/mutter2.wav for transfer Wrong filename. File exists as ’’radio_mutter2’’.
S_LoadSound: Couldn't load /ambience/ag_fire1.wav Points to a remnant from Half-Life.
S_LoadSound: Couldn't load /t/t_arn_ar.wav
Recoil 2 Warning: Unable to open sound/recoil/bsold_gl.wav for transfer
Lost Cause 1 Warning: Unable to open sound/sound/ambience/lost_walla.wav for transfer Wrong folder, should be ’’sound/ambience/’’.
Secret War 1 Warning: Unable to open sound/ambience/silo_truckdrive.wav for transfer
Secret War 2 Warning: Unable to open sound/ambience/explosion_ceiling.wav for transfer
Building Recon 3 Warning: Unable to open sound/ambience/explode.wav for transfer
Warning: Unable to open sound/doors/brecon2.wav for transfer Wrong filename. File exists as ’’door_brecon2.’’
Building Recon 4 Warning: Unable to open sound/ambience/explode.wav for transfer
Warning: Unable to open sound/ambience/rain_undershelterlookingintorain_loop.wav for transfer
Druglab 3 S_LoadSound: Couldn't load /h/h_m_pain4_am.wav
Motorcade Assault 1 S_LoadSound: Couldn't load /mcade/shitvip.wav Wrong filename. File exists as ’’gsg9tl_shitvip’’.
S_LoadSound: Couldn't load /mcade/gsg9p_roger .wav Spelling error.
Motorcade Assault 2 S_LoadSound: Couldn't load /fastline/dog7.wav Wrong folder, should be ’’sound/ambience’’.
Motorcade Assault 3 S_LoadSound: Couldn't load /ct/cr_rog2_ge.wav
Thin Ice 3 Warning: Unable to open sound/ambience/Vessel_sonar_loop.wav for transfer
Downed Pilot 1 S_LoadSound: Couldn't load /ct/cr_rog2_ge.wav
Downed Pilot 2 Warning: Unable to open sound/ambience/damage_sp_debris.wav for transfer Curiously, ’’damage_sp_debris2’’ exists in the same folder.
Downed Pilot 4 S_LoadSound: Couldn't load /h/h_m_pain4_ge.wav
Turn of the Crank 1 S_LoadSound: Couldn't load /weapons/briefcase_draw.wav
Turn of the Crank 2 Warning: Unable to open sound/turncrank/eldinero.wav for transfer
Rise Hard 2 S_LoadSound: Couldn't load /ambience/bw_far5.wav
Training 1 Warning: Unable to open sound/sound/turret/tu_active2 for transfer Wrong folder, should be ’’sound/turret’’.
S_LoadSound: Couldn't load /h/h_m_death4_am.wav
Training 2 S_LoadSound: Couldn't load /ambience/training_conv2 .wav Spelling error.
Fastline 1 S_LoadSound: Couldn't load /fastline/fastline_girllaugh1.wav
Fastline 2 S_LoadSound: Couldn't load /ct/cr_rog2_ja.wav
Miami Heat 2 S_LoadSound: Couldn't load /miami/miamih9_injured.wav
Run 3 S_LoadSound: Couldn't load /ct/cr_rog2_ja.wav
Sandstorm 2 S_LoadSound: Couldn't load /ambience/hawk.wav Wrong filename. File exists as ’’hawk1’’.
S_LoadSound: Couldn't load /sandstorm/cnc_bloodyhe.wav Wrong filename. File exists as ’’sass_bloodyhell’’.
Truth in Chaos 3 S_LoadSound: Couldn't load /truth/cnc_makehostages.wav Wrong filename. File exists as’’cnc_makeshostages’’.

Oddities

Alamo 1
A water tower is hidden in the upper-left corner of the first courtyard. Only a small fraction of the top can bee seen without using noclip. This tower is used in several other maps.


The office terrorist is actually set to sleep. This animation is very rarley seen because he usually wakes up once the player enters the air duct to gain entry to the room.

CSDS AlamoSleepingGuard.png



Building Recon 4
The CT that ducks and hides in fear has a gasmask and a desert camo helmet, which is out of place considering the location. This is hard to see during normal gameplay since you can’t get close enough.


Hankagai 1
The alley in Hankagai 2 is present here. The door texture changes from one map to the other (cem_wall_w8 in H1, Mdoor018 in H2).

Hankagai 1 Hankagai 2
CSDS Hankagai1Door.png CSDS Hankagai2Door.png


Hankagai 3
A bike is added to the map just after the transition to Hankagai 4. It's leaning against some wooden planks in the downward slope toward the last area in Hankagai 3. The bike might be present in Hankagai 3, since you can stand on a invisible object in the same spot.

Hankagai 3 Hankagai 4
CSDS Hankagai3NoBike.png CSDS Hankagi4Bike.png


The secret area where you acquire the P90 holds a medkit and two 5.56 ammo pickups in Hankagai 3, instead of one ammo pickup as in Hankagai 4. The P90's position is also slightly adjusted so that you won't have to jump on top of the crate to pick it up.

Hankagai 5
The terrorist who falls on the rickshaw after you kill him has his head misplaced on his shoulder.

Motorcade Assault 1
The yellow house to the right of the bridge changes geometry later in the mission.

Motorcade Assault 1 Motorcade Assault 3
CSDS Motor1Building.png CSDS Motor3Building.png

Motorcade Assault 3

Hmmm...
To do:
Add video.


If you noclip the wall and enter the room where the VIP is taking cover, he will throw a grenade at you and blow up the whole room, including himself.


Pipe Dream 1
A portion of Pipe Dream 3 is present in the map. The geometry changes significantly and reveals how the map looked in a earlier stage.

Pipe Dream 1 Pipe Dream 3
CSDS Pipedream1Yard.png CSDS Pipedream3Yard.png
Pipe Dream 1 Pipe Dream 3
CSDS Pipedream1Fence.png CSDS Pipedream3Fence.png


Pipe Dream 1 Pipe Dream 3
CSDS Pipedream1Graffiti.png CSDS Pipedream3Graffiti.png


Pipe Dream 2
The transition area between the first and second part of the map changes door textures.

Pipe Dream 1 Pipe Dream 2
CSDS Pipedream1EndDoor.png CSDS Pipedream2Door.png


Pipe Dream 3
The final door in the hostage building is closed off. Interestingly, another door texture is hidden behind it, here seen by noclipping the adjacent wall.

CSDS Pipedream3HiddenDoorTexture.png


Recoil 2
Beneath the first set of stairs is a small room with a tiny square floating in mid air. This square is connected to a lamp above ground at the top of the stairs. This means that it’s possible to shoot through the ground with a high caliber weapon (deagle for instance) and remove the light source completely.


Rise Hard 7
A sequence named T_leader_Die2 is almost completely commented out. It reveals that you were intended to kill the terrorist leader before you disarm the nuke.

%T_leader_Die2
{
	// #firetargets = "BLOOOM555", pause = 2

	// @Ter_Leader4	#sound = Arrrrrgggghhhhhhh, pause = 2
		//text = "Arrrrrgggghhhhhhh!"

	// @CNC_voice	#sound = open_and_disarm,	pause = 4,	channel = 4
		//text = "Ok, you're going to have to crack the warhead open and disarm 
		//		the nuke by hand!"

	// @CNC_voice	#sound = triggering_device,	pause = 12,	channel = 4
		//text = "He had the triggering device!  You can't disarm the nuke safely 
		//		without it, stand by..."
	#pause = 2
	#firetargets = "end_map"

}


Sandstorm 2
Just as you enter the garage, a firefight in the courtyard breaks out. Despite CNC telling you that they are down, both CT:s who engage in the fight have infinite health and will never die.


Sandstorm 4
A sequence that spawns a patrol chopper is commented out. Trying to spawn it causes the map to crash due to the sound not being precahed.


Secret War 1
The truck doors have a brighter texture that seems out of place. It can be seen by enabling third person mode.

CSDS Silo1DesertDoor.png


Secret War 2
Just near the end of Silo02, two blood splatter decals are present. These decals do not carry over to Silo03.

Secret War 2 Secret War 3
CSDS Silo2BloodDecals.png CSDS Silo3BloodDecalsGone.png


Secret War 5

Hmmm...
To do:
Add video.

The tunnel walls are in fact not solid. This means that you can fire through the ”wall” and hit the helicopter during the blast sequence, destroying it a lot quicker than intended.


Thin Ice 2
One of the dead NPC’s in the pantry has his head turned 180 degrees. This anomaly is corrected in Thin Ice 3.

CSDS Thinice2HHead1.png



Turn of the Crank 2
After the bust is initiated, Moses takes a run for it. Interestingly enough, he is not completely removed from the map and is standing out of bounds to the north-right. He can be reached by adjusting the gravity and is surrounded by a hurt trigger, causing instant death to anyone who gets close to him. Killing him here and returning to the map does not alter the course of the mission.



Turn of the Crank 3

Hmmm...
To do:
Add video.

Two CT:s can be spawned to aid you during the bossfight. They enter the room from the top by breaking the glass ceiling and rappel down while firing continuously. This sequence is fully functional but commented out.