Counter-Strike: Condition Zero Deleted Scenes
Counter-Strike: Condition Zero Deleted Scenes |
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Developers: Valve,
Gearbox Software,
Ritual Entertainment,
Turtle Rock Studios
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The sequel to the first Counter-Strike, Deleted Scenes is what was left over from Ritual Entertainment's dropped share of development.
Contents
Sub-Pages
Sounds Loads of unused dialog and other sounds, appropriate for a game with the suffix Deleted Scenes. |
Textures Unused textures of all sorts, including product placement for other games that Ritual Entertainment worked on previously. |
Models Lots of unused models. |
Unused Weapons/Equipment
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.
- 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.
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.
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 |
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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.
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 |
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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 |
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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 |
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Motorcade Assault 3
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 |
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Pipe Dream 1 | Pipe Dream 3 |
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Pipe Dream 1 | Pipe Dream 3 |
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Pipe Dream 2
The transition area between the first and second part of the map changes door textures.
Pipe Dream 1 | Pipe Dream 2 |
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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.
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.
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 |
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Secret War 5
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.
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
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.
The Counter-Strike series
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Windows | Counter-Strike (Prototypes) • Condition Zero (Prototype) (Deleted Scenes) • Counter-Strike: Source (Prototype) • Global Offensive |
Xbox | Counter-Strike |
Mac OS X, Linux | Counter-Strike: Source • Global Offensive |
- Pages missing developer references
- Games developed by Valve
- Games developed by Gearbox Software
- Games developed by Ritual Entertainment
- Games developed by Turtle Rock Studios
- Pages missing publisher references
- Games published by Valve
- Windows games
- Pages missing date references
- Games released in 2004
- Games with unused animations
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused sounds
- To do
- Counter-Strike series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Gearbox Software
Games > Games by developer > Games developed by MumboJumbo > Games developed by Ritual Entertainment
Games > Games by developer > Games developed by Turtle Rock Studios
Games > Games by developer > Games developed by Valve
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Valve
Games > Games by release date > Games released in 2004
Games > Games by series > Counter-Strike series