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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.


PrereleaseIcon.png This game has a prerelease article

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

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
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.
CSDS Crank2Moses1.png
Oddities
These deleted scenes aren't safe from oddities.

Unused Weapons and Equipment

Hmmm...
To do:
GIFs for many animations.
  • Gas grenade/CS grenade: A gas grenade. The gas grenade was one of many planned features for Gearbox Software's version of Condition Zero. Worldmodel, viewmodel and HUD icons are in the game's files.
  • Machete: Used by NPCs but has a viewmodel 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. This portable medkit could presumably be used to heal allied NPCs. Trying to spawn this weapon in-game via console (give weapon_medkit) sends the player back to the main menu.
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.
  • C4: The classic C4 explosive. While this is used in the training course, it was also to be used by the player. Possibly cut due to being replaced with the Radio-controlled Bomb.
  • Holster: A "weapon" which is supposed to act as if the player has holstered his current weapon. Viewmodel and HUD icon exist.

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’’.

Unused Sequences

Hmmm...
To do:
Do these still work in-game?

Pipe Dream 3

Originally, in Pipe Dream the main objective was supposed to be defusing some C4 instead of rescuing hostages, as proved by some unused sound files and this entire thread of sequences.

//thread not used as of 06.27.03
%cleanuplooseendSequence
{
	#killtargets="bomby"
	#killtargets="radiozone"   
	#pause = 1
	#firetargets="locked_gshack"
}

%terrorists_activate_bomb
{
	#firetargets = "alert_bombsetupdude"
	@Terrorist_D		#text = "", //Bomb is armed!  30 seconds!"
				sound = Terrorist_D02_talk,
				pause = 3  
	#pause = 1
		@ObjectiveStyle          
	#text = "#OBJ5_PDREAM_NEW"		
	#firetargets = "OBJ5"
	#firetargets = "bomb_plantedmusic"
}                                    


%player_won
{	
	#firetargets = "bomb_disarmed_sound"	
	@CNC_Voice			#text = "", //"Good job!  The facility is clear.  Clean-up teams are moving in.",
					sound = CNC_Voice04_talk,
					pause = 4.0      
	#pause = 1					
	#firetargets = "OBJ4"
	#pause = 1
	#firetargets = "OBJ5"					
	//#firetargets = "nextmissionfade" //just the fade
	#firetargets = "nextmission" //fade and level load
	#firetargets = "hud_off"
	#firetargets = "success_music"
	#pause = 2.0
	
	//used as a success msg instead
	@FailureStyle
	#text = "#GENERIC_SUCCESS"
}

%player_failed
{
	#firetargets = "kill_player"
	#killtargets = "defuse_zone"
   	#killtargets = "beep1"
   	#firetargets = "c4_explosion_snd"
   	#firetargets = "pipedebris"
   	#firetargets = "pipexplosion"   	
   	#firetargets = "bigbangbombbaby"
   	#firetargets = "explo_manager"
	#killtargets = "bomb"   	
   	#firetargets = "pipe_busts_open" //makes pipe goto death animation
   	#killtargets = "bomb_on"
   	#killtargets = "bomb_off"
   	#pause = 3.0
   	@CNC_Voice	#text = "", //"Comrade, are you there!?  Comrade!!!",
			sound = CNC_Voice05_talk,
			pause = 2.0	
	#firetargets = "bomb_fadeout"
	#firetargets = "hud_off"
	#firetargets = "failure_music"	
	#pause = 2.0
	
	@FailureStyle
	#text = "#PIPEDREAM_FAILURE"

	#pause = 3.0
	#firetargets = "autoload"
}