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Proto:Call of Duty 4: Modern Warfare (Windows)/Build 253

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This is a sub-page of Proto:Call of Duty 4: Modern Warfare (Windows).

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Add info about gamemodes Tag and Acquisition.
  • Add subtitles from various cut missions.
  • Add information about ac130 and ammo hardpoints.
  • Add video and screenshots for all maps in build.
  • Add more information about certain cut missions such as cobra_down_a and b.
  • Add information about search and destroy rally points.
  • Add information about mp_background
  • Add information about stock gamemodes.
SoundIcon.png
Unused Audio
Cut dialogue and sound effects

Contents

Narrative changes

  • Captain Price looks to have been used as a placeholder in the American campaign. He is seen in USMC gear in The Bog with a different voice actor. He was replaced with Lt. Vasquez in the final version of the mission.
  • In this build, training occurred with the USMC instead of the SAS, in a similar environment to Modern Warfare 2's SSDD. The training mission was only removed late in development, sometime between builds 290 and 328. This was probably after Carver's story arc was removed.
  • Crew Expendable was originally intended to be the final mission of the game. The mission would have involved a speedboat chase and a final fight on a beach. This eventually became MW2's final mission "Endgame". According to developers, this mission was very difficult to place, with the cutting of one particular mission (which was not named) permitting it to be moved to the beginning of the game.
  • Al-Asad originally had a larger role in the game, rather than being demoted to a secondary antagonist in favour of Zakhaev.
(Source: Call of Duty 4 Modern Warfare - Developer Walkthrough 'Crew Expendable')

Cut multiplayer maps

Originally, a few maps would have had night variants. They are virtually identical to their day counterparts, apart from lighting, and were cut from the final game.

Citystreets Night

The night variant of Citystreets, known in the final game as District, is featured in this build.

Dusk

Dusk was to be a remake of Dawnville, but was cut from the final game. It is featured in this build.

Hill

Hill was to be a map based on the campaign mission Heat, and features in this build. Unless the map was planned to be huge - it's likely the developers just imported the whole map from Heat and intended to cut it down at a later time.

Overgrown Night

The night variant of Overgrown is featured in this build.

Strike Night

The night variant of Strike is featured in this build.

Current state of multiplayer maps in final game

There are 8 (9 if including shipment in the _menus.gsc) maps in the final game included in the build (not including the night ones). Most of the radars seem to be taken from previous builds.

Backlot

CityStreets (District)

Convoy (Ambush)

Crash

Crossfire

Overgrown

PipeLine

Strike


Shipment

Despite not being playable in this build it is mentioned in maps/mp/menus.gsc ( no loading screen or radar available)

Cut gamemodes

(information about these is in discussion - remove when summary's are completed)

Tag

Objective: Score points by being "it"; kill the "it" player to become "it"
Map ends: When one player reaches the score limit, or time limit is reached
Respawning: No wait / Away from other players

Acquisition

Objective: Score points by holding onto the flag
Map ends: When one player reaches the score limit, or time limit is reached
Respawning: No wait / Away from other players

Level select

Game

This menu contains levels that were still planned to feature in the final product. (while other levels are accessible - they were cut and presumably being used for assets)

Mission name Reported build date Notes
Kleenex Training 2nd March 2007 Possibly a jab at the new recruit like FNG? (Fucking New Guy)
Cargoship 2nd March 2007
Coup 14th February 2007
Armada 9th March 2007 In the final game, Hunted takes place immediately after The Coup instead.
Bog_a 6th March 2007
Bog_b 9th March 2007 In the final game, this mission follows Death From Above (ac130).
Aftermath 18th December 2006 Occurs after Shock and Awe (airlift) in the final game, which does not feature in this build. Confirms that the build date seen in the final game is a typo.
Scout Sniper 6th March 2007 Occurs between Safehouse (village_assault) and Heat (village_defend) in the final game.
Sniper Escape 12th March 2007
Zipline 8th March 2007 Early version of Blackout occurring much later in the story.
Ambush 14th December 2006 Occurs between Heat and Ultimatum (ICBM) in the final game.
Hunted 5th March 2007 Occurs way earlier in the story in the final game.
AC130 7th March 2007
Village_assault 7th March 2007
Village_defend 8th March 2007
School 9th March 2007
ICBM 8th March 2007
Launch Facility A 11th March 2007
Launch Facility B 9th March 2007
Jeepride 23rd February 2007
Airplane 1st February 2007

Test

Mission name Reported build date Notes
vehicledamage 13th March 2007
Bog_a 6th March 2007
Firing Range: Non-assault rifles 20th March 2007

Dev

Mission name Reported build date Notes
Pilot Cobra Day 16th November 2006
Pilot Cobra Night 16th November 2006
Swat 4th December 2006
Firing Range: Assault Rifles 30th January 2007
Firing Range: Non-Assault Rifles 31st January 2007
Interior Concept 19th January 2007
Javelin Weapon Test 16th January 2007
Javelin Weapon Test Night 16th January 2007
MenuTest 30th August 2006
Dog AI 6th February 2007

MenuTest

MenuTest shows an earlier version of the campaign menu. Instead of a static image as in the final game. The background is instead fully animated (not pre-rendered from the looks of it), with the camera panning around a war-torn city that resembles the map Crossfire. The menu is dated August 30, 2006, so predates even build 114. The MenuTest contains an early level select that reports the completeness of each level at this point in development. Levels without a corresponding FastFile, such as Seaknight Assault and Designated Marksman, can be selected here but obviously cannot load.

Name Developer notes Comments
CQB Test 1st pass This is Embassy/Immediate Action.
Bunker 1st pass This is Descent
Aftermath 100% initial geo
Chechnya Escape 40% initial geo
Marksman 25% scripted
Seaknight Defend Prototype Level, 30% scripted
Wetwork 100% initial geo
Cargoship 10% scripted
Bog 35% scripted
Training 5% scripted
AC130 30%
Seaknight Assault Initial geo in progress
Pilot Cobra Initial geo in progress

Status of missions in the final game

Most of the missions present in the final game are present in this build. Though as there was still a fair amount of time before the game released, it can be expected that most of these levels are substantially incomplete, and this is the case.

Crew Expendable (cargoship)

  • The mission text at the beginning identifies this level as "Wet Work". The rest is assumedly placeholder text - as the playable character is identified as PFC Michael Carver and the squad as the 7th Rangers. This is probably because of the fact that the developers struggled to place this mission in the game.
  • The introduction sequence has complete motion capture and has no discernible differences from the final game.
  • There is no intel by the sleeping guards.
  • Once the player kills the sleeping guards, and goes outside, the AI is scripted to move across the deck. The scripted portion of the mission then ends right before the second breach.
  • If the player noclips, they will find that the interior is complete with no discernible differences from the final product.
  • Game objectives which difference from the release : (1) Capture Zaekhev alive. (2) Secure the bridge (3) Secure the forward deck for alpha squad. (4) Make your way across the deck.

Charlie Don't Surf (armada)

The Bog (bog_a)

Hunted (hunted)

This mission is identified as being in the American campaign in this build.

War Pig (bog_b)

Safehouse (village_assault)

All Ghillied Up (scoutsniper)

This mission is identified as being in the American campaign in this build.

One Shot, One Kill (sniperescape)

This mission is identified as being in the American campaign in this build.

Heat (village_defend)

This mission is identified as being in the American campaign in this build.

The Sins of the Father (ambush)

Ultimatum (icbm)

  • This mission is identified as being in the American campaign in this build.

All In (launchfacility_a)

This mission is identified as being in the American campaign in this build.

No Fighting in the War Room (launchfacility_b)

Game Over (jeepride)

This mission is identified as being in the American campaign in this build.

Mile High Club (airplane)

Cut missions

These levels were removed from the game prior to release, but have at least remnants in this build.

Chechnya Escape

This level follows Wetwork in the story. Despite being present in the MenuTest, there is almost no scripting to the level, and there are many missing textures. There is some, assumedly placeholder, AI logic straight from CoD 3 in the FastFile. Otherwise, the script chechnyaescape.gsc just gives the player their loadout - a Beretta pistol, MP5 and grenades. It is likely that this the single-player counterpart of Argun, based on the buildings used on both maps being the same or similar.

Cobra Down A

This level is probably an early version of Airlift and the counterpart to mp_invasion , The FastFile can be found in build 253. While it is playable with complete geometry, there is no scripting.

Cobra Down B

Cobra Pilot

This mission was worked on very early in development, evidenced by the build date of November 16, 2006. (around the time of build 114) The mission is even mentioned in some pre-release material for the game, meaning it probably only narrowly missed the final mission list. The level is in a reasonably complete state. A controller layout was designed specifically for this level, displayed albeit crudely before the player assumes control of the helicopter. The Cobra helicopter is complete with models and sound effects. The only objective seems to be to destroy targets, and cobrapilot.str doesn't reveal that there was intended to be much more.

Cobra Pilot Night

This mission features in this build and is fully playable. However, it is identical to the day variant of the mission, re-using all of the same assets. This suggests that perhaps there was intended to be two missions where the player commanded a helicopter, but the second level was never worked on. The build date is the same as that of the day variant.

Descent

While the FastFile for Descent is missing within its build, voice files remain as does the music. The intro music for the level is a 50 second extract from the track Antrozous from the Batman Begins soundtrack. The completeness of the audio files suggest that it was at least playable in an earlier build. (some virtually complete missions do not have complete audio tracks) The mission is particularly notable for the cut "weapon" associated with it, a camera that would have been used to take pictures of Al-Asad. This remains in the final game, but lacks model files.

The voice files for this level can be found here.

The following list of animations can be found starting line 82435 in autoreplay1.svg:

		descent
		{
			backdraft
			blow_through_wall
		}

descent.gsc

Fallujah Market

While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.

Fallujah Square

While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.

Designated Marksman (marksman)

The FastFile for this mission does not feature in this build. In the voiceovers/US directory, there are 3 voice clips attributed to this mission, but they are so short and generic it's hard to tell whether they are particular to this mission. In 'common.ff' file left subtitles which references to this mission.

REFERENCE LANG_ENGLISH Notes
SUBTITLE_MARKSMAN_GE1_ROOMCLEAR Room clear!
SUBTITLE_MARKSMAN_GE1_CLEAR Clear!
SUBTITLE_MARKSMAN_GE1_THISONESCLEAR This one's clear!
SUBTITLE_MARKSMAN_OO1_DROPPOINT Five-Victor, be advised ... the designated drop point is a wide street south of your current location. Clear the area of hostiles and hold for reinforcements before proceeding to the overpass.
SUBTITLE_MARKSMAN_OO1_HELICOPTERSINBOUND Roger Five-Victor, standby - helicopters inbound. E.T.A. 2 minutes.
SUBTITLE_MARKSMAN_OO1_AREATOOHOT Five-Victor, this area is too hot for helo drops at this time. You are to locate and destroy all enemy SAM units, as well as any supporting equipment you find. Out.
SUBTITLE_MARKSMAN_SMITH_MOVEOUT Roger Bravo Six. Squad, move out!
SUBTITLE_MARKSMAN_SMITH_MAKESURE Hold up! Make sure the area is secure for the drop!
SUBTITLE_MARKSMAN_SMITH_DROPZONESECURE Bravo Six, drop zone is secure, bring 'em in!
SUBTITLE_MARKSMAN_SMITH_CLEARCAFE Carver! Bradshaw! Clear that cafe, move!
SUBTITLE_MARKSMAN_SMITH_WEREONIT Roger Bravo-Six, we're on it!
SUBTITLE_MARKSMAN_SMITH_KNOWTHEDRILL Crash! You know the drill.
SUBTITLE_MARKSMAN_GM1_STEPBACK Carver! Bradshaw! Clear that cafe, move!
SUBTITLE_MARKSMAN_GM1_HEADBUTT We got two friendly 'copters coming in from the North!
SUBTITLE_MARKSMAN_GM3_HELICOPTERSCOMING Carver! Bradshaw! Clear that cafe, move!
SUBTITLE_MARKSMAN_GM3_MOVETAKECOVER Moove!!!! Take coverrr!!!
SUBTITLE_MARKSMAN_GM3_DOORWONTBUDGE Dammit! The door won't budge!
SUBTITLE_MARKSMAN_GP1_USESOMEBACKUP Five-Victor, this is Jester Two-Six. We heard you boys could use some backup!
SUBTITLE_MARKSMAN_GP1_FLARESAWAY Countermeasures countermeasures!!!
SUBTITLE_MARKSMAN_GP2_SAMINBOUND SAM inbound!! Flares! Flare-- *radio static*

Immediate Action (embassy)

The FastFile for this mission does feature in this build, but it is seemingly incomplete or partially removed and fails to load. Regardless, we can extract the script files from the FastFile, and we also have the voice files. As is the case with Descent, the completeness of the audio files suggests that the level was at least playable at the time it was cut. From the string file found in the mod tools, we can see that the name of the mission was "Immediate Action". As the mission has about 15 minutes of associated audio and considering the number of strings found - it can be assumed that the level was substantially complete at the time it was cut. The internal description of the mission in its FastFile is "SAS Hostage Rescue".

The voice files for this level can be found here.

There is a commented reference to Embassy at line 79984 in autoreplay1.svg. The section is entitled "helicopter logic". The list of animations for Embassy can be found starting line 82508:

		level_embassy
		{
			//hostage anims
			hostage_human_shield_ter_pain
			hostage_human_shield_host_death
			hostage_chair_dive
			hostage_chair_ground_idle
			hostage_chair_idle
			hostage_chair_twitch
			hostage_chair_twitch2
			hostage_facedown_idle
			hostage_facedown_roll
			hostage_facedown_twitch
			hostage_fetal_idle
			hostage_fetal_roll
			hostage_fetal2_idle
			hostage_knees_fall
			hostage_knees_idle
			hostage_stand_fall
			hostage_stand_idle
			hostage_stand_idle_2
			hostage_stand_react_behind
			hostage_stand_react_front
			hostage_stand_twitch
			hostage_knees_twitch
			//custom blackhawk anims
			//signal over shoulder
			signal_over_shoulder
			// tarzan rappel through window
			rappel
			// rappel from roof to balcony
			rappel_straightdown
			// rappel down skylight
			rappel_skylight_mount
			rappel_skylight_idle
			rappel_skylight_drop
			//elevator opening sequence
			//Death poses
			//planting explosives
			explosive_plant_knee
			//sniper blown through door
			blow_back_dead
			// human shield hostage prototype anims
			terrorist_human_shield_ter_pain
			terrorist_human_shield_ter_death
			terrorist_human_shield_host_death
			unarmed_cowerstand_idle
			unarmed_cowerstand_idle2point
			unarmed_cowerstand_point2idle
			unarmed_cowerstand_react
			unarmed_cowerstand_react_2_crouch
			unarmed_cowerstand_pointidle
		}

embassy.gsc

  • It's of interest that the flags for "obj_window_breach" and "obj_banquet_hall_regroup" as found in embassy.str are both commented out.

The functions are introduced in a roughly sequential order, so it is possible to "retrace" how the level would have played out, as is done below:

  • The player starts on a rooftop overlooking the Embassy, with civilians lining the streets. A hostage is seen being pushed out of the window, followed by screams and cries from the crowd. Clearance is subsequently given to assault the building. A character called Andy is designated as the first man into every room, being equipped with flashbangs. This is possibly the player character, and is oddly commented. The squad gains a visual of "X-Ray One", who in embassy.str is designated as the "final boss". Assumedly, he is the leader of the terrorist side.
  • The player enters a chopper, their weapons are temporarily removed, and they are temporarily unable to stand. The chopper makes its way to the embassy, where an autosave will trigger after Gaz confirms the chopper is in position. At this point, weapons are restored to the player. The squad is instructed to stay quiet while negotiations take place.
  • The negotiator attempts to negotiate with one of the terrorists, Salim. Salim hears the squad on the rooftop, and seems to be quite alarmed. Even though the negotiator attempts to calm Salim, the radio transmission from the negotiator cuts assumedly after Salim kills them. The player then jumps down to the roof. The player then has to walk over to the ropes to begin abseiling down. The player is reminded periodically by their squad until they begin abseiling.

Parabolic

Aside from the string file found in the mod tools, we can find an audio file, parabolic_knife_sequence.xma in this build. There is a corresponding folder in the voiceovers/US directory, but it was emptied and only contains a 0 second xma file.

parabolic_knife_sequence.xma

The following is found starting line 61877 in autoreplay1.svg:

	if ( level.script == "parabolic" )
	{
		game[ "gaveweapons" ] = 1;
		level.player giveWeapon("parabolic");
		level.player giveWeapon("m4m203_silencer");
		level.player giveWeapon("usp_silencer");
		level.player giveWeapon("flash_grenade");
		level.player giveWeapon("fraggrenade");
		level.player takeweapon("m4m203_silencer");
		level.player takeweapon("usp_silencer");
		level.player takeweapon("flash_grenade");
		level.player takeweapon("fraggrenade");
		level.player switchToWeapon("parabolic");
		level.campaign = "american";
		return;
	}		

Which tells the game to give the player an M4 with a grenade launcher, oddly with a silencer, a silenced USP, a set of grenades, then take them away and replace them with the parabolic microphone. The following pertain to animations and are found starting line 77889:

	level.scr_anim["smoker"]["idle"][0]							= %parabolic_leaning_guy_idle; 
	level.scr_anim["smoker"]["idle"][1]							= %parabolic_leaning_guy_twitch;  
	level.scr_anim["smoker"]["smoke"]							= %parabolic_leaning_guy_smoking_idle; 
	level.scr_anim["smoker"]["smoke2"]							= %parabolic_leaning_guy_smoking_twitch;							
	level.scr_anim["smoker"]["idle_to_smoke"]					= %parabolic_leaning_guy_trans2smoke;				
	level.scr_anim["smoker"]["smoke_to_idle"]					= %parabolic_leaning_guy_trans2idle;

We see a list of animations later in the file starting at line 82457:

		parabolic
		{
			human_shield_death_1_H
			human_shield_death_1_T
			human_shield_idle_1_H
			human_shield_idle_1_T
			human_shield_flashbang_1_H
			human_shield_flashbang_1_T
			parabolic_knifekill_mark
			parabolic_knifekill_phoneguy
			parabolic_knifekill_altending_mark
			parabolic_phoneguy_idle
			parabolic_phoneguy_reaction
			
			parabolic_chessgame_surprise_a 
			parabolic_chessgame_surprise_b 
			parabolic_chessgame_idle_a 
			parabolic_chessgame_idle_b 
			parabolic_chessgame_death_a 
			parabolic_chessgame_death_b 
						
			parabolic_guard_sleeper_idle 
			parabolic_guard_sleeper_react 
						
			parabolic_leaning_guy_idle 
			parabolic_leaning_guy_twitch 
			parabolic_leaning_guy_trans2smoke 
			parabolic_leaning_guy_smoking_idle 
			parabolic_leaning_guy_smoking_twitch 
			parabolic_leaning_guy_trans2idle

Subtitles for the mission can be found within the games memory.

REFERENCE LANG_ENGLISH Notes
SUBTITLE_PARABOLIC_HQ_CONFIRM_PRISONER Bravo Six, the Russians are standing by to commence their diversionary attack. Confirm you have a fix on the prisoner, over.
SUBTITLE_PARABOLIC_PRICE_STANDBY_CONFIRMATION Copy, standby for confirmation.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01NAG_01 Carver! Use your parabolic mike. Get me audio from those guys on the bridge. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_01 Keep the mike on those guys on the bridge. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_02 Hey! Stay with the guys on the bridge.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_03 Come on you're drifting too much, keep the mike on the guys on the bridge. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02NAG_01 Check out the guy at the machine gun nest, 11 o'clock, he's on his cell phone.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_01 Hey! Keep the mike on the guy at the machine gun nest. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_02 Stay on the guy with the cell phone. He's by the machine gun nest.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_03 You're off target. Keep the mike on the guy by the machine gun. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03NAG_01 Focus on that officer. He's standing by the shack closest to the bridge.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_01 Keep the mike on that officer. He's talking to the sentry by the shack next to the bridge. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_02 I want to hear what that officer and sentry by the shack are talking about. Keep the mike focused on them.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_03 You're off target. Keep the mike on that officer by the shack. Mike is the spelling in the files.
SUBTITLE_PARABOLIC_CONVERSATION01_01 Her last album was ok, but the new one is just crap. I mean...she's just trying to cater to the masses.
SUBTITLE_PARABOLIC_CONVERSATION01_02 Uh-huh...yeah, I know what you mean.
SUBTITLE_PARABOLIC_CONVERSATION01_03 I really preferred her stuff when it was less mainstream. And then she went and married that idiot...what's his name...
SUBTITLE_PARABOLIC_CONVERSATION01_04 Yeah the guy who always wears the hat backwards? I dunno...I can't remember his name, but he's a real idiot.
SUBTITLE_PARABOLIC_CONVERSATION02_01 No sir, nothing to report. We've been moved to sentry detail at the riverbanks. The commander wants coverage on all access points and that includes all bridges and river entry points…
SUBTITLE_PARABOLIC_CONVERSATION02_02 He is in town, from what I understand. I think they are questioning him to see if they can squeeze out any information....I don't know that. They don't really tell me much.
SUBTITLE_PARABOLIC_CONVERSATION02_03 I'm not sure...some kind of intelligence officer. Fairly important. Not sure where they picked him up. Guy is scared shitless, that's all I can tell you.
SUBTITLE_PARABOLIC_CONVERSATION02_04 Yes, yes. We are going to continue rotating shifts until they can move him to the compound. Probably within 24 hours at the maximum. I understand they are bringing in someone important to question him further.
SUBTITLE_PARABOLIC_CONVERSATION03_01 We need you to stay alert, soldier. The enemy will try to get into town by the bridge or the river. The safehouse must not be captured.
SUBTITLE_PARABOLIC_CONVERSATION03_02 Yes sir, I understand. My men will cover the river and Gregor's will take the bridge. All access points have been covered.
SUBTITLE_PARABOLIC_CONVERSATION03_03 Do not disturb Verchenko's men at the house on the hilltop unless you radio ahead of time. They need time to interrogate the prisoner undisturbed.
SUBTITLE_PARABOLIC_CONVERSATION03_04 I understand. You can count on me, sir.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_01 I'm getting a good signal. Hold it right there.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_02 Perfect, keep it steady just like that.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_03 Good. I can hear them loud and clear.
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_04 That's good. I'm getting a clean signal.
SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV01 (grunt) Nothing special, they're just talking about some pop singer.
SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV02 He's talking about our man. They're definitely holding him somewhere in this village. Let's keep scanning.
SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV03 Sounds like the prisoner's in that house on the hill to our left. Good work Carver.
SUBTITLE_PARABOLIC_HICKS_RIVERDONTCROSS_01 Carver get back here, you're gonna compromise the mission.
SUBTITLE_PARABOLIC_HICKS_RIVERDONTCROSS_02 Carver, where the hell are you going...wait until the Russians start their diversionary attack.
SUBTITLE_PARABOLIC_CHAVEZ_OFFICERAPPROACH Someone’s approaching the shack on the far bank. Looks like an officer.
SUBTITLE_PARABOLIC_CHAVEZ_INTELCONFIRMED Delta Two Charlie, we have a confirmed fix on the prisoner. Tell our Russian friends we're good to go, over.
SUBTITLE_PARABOLIC_RADIO_DIVERSIONSTART Copy Bravo Six, they're starting their diversionary attack now. Standby.
SUBTITLE_PARABOLIC_PRICE_WAITTOCROSSRIVER_01 Squad get ready. We'll move when the fireworks start.
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_01 The HQ is under attack! They're pounding it with artillery!
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_02 Yes, yes. But they've left. They went to reinforce the HQ!
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_03 Well you'd better find some more troops. I cannot secure the bridge by myself.
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_04 Yes. We have mobile artillery in town but it will take time!
SUBTITLE_PARABOLIC_PRICE_MOVEACROSSRIVER Ok, let's do this.
SUBTITLE_PARABOLIC_PRICE_RIVERCROSSQUIET Nice and easy people.
SUBTITLE_PARABOLIC_CHAVEZ_HOSTILEDOWN Tango Down
SUBTITLE_PARABOLIC_HICKS_HOSTILEDOWN Tango Down
SUBTITLE_PARABOLIC_CHAVEZ_GETTINGTOBREACH_01 Ready to breach.
SUBTITLE_PARABOLIC_HICKS_INPOSITION_01 In position.
SUBTITLE_PARABOLIC_HICKS_ALLRIVERENEMIESDEAD Clear. All enemies down.
SUBTITLE_PARABOLIC_PRICE_PROCEEDTOSAFEHOUSE Good. Let's hit the safehouse.
SUBTITLE_PARABOLIC_PRICE_COVERBLOWN_GETTOCOVER_01 Shit - we've been compromised!
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEGUNS_01 Mounted guns - top floor windows! Take 'em out!
SUBTITLE_PARABOLIC_PRICE_GETTOSAFEHOUSE_01 Get to the safehouse! Move! Move!
SUBTITLE_PARABOLIC_PRICE_GETTOSAFEHOUSE_02 Move up and assault the safehouse, go go go!
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACHNAG_01 Stack up. Carver, you're with me.
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACHNAG_02 Carver - over here. Get in position.
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACH_GETBACK Breaching breaching!
SUBTITLE_PARABOLIC_CHAVEZ_SAFEHOUSEBREACH_GETBACK Breaching breaching!
SUBTITLE_PARABOLIC_HICKS_SAFEHOUSEBREACH_GOGOGO Go go go!!!
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACH_GOGOGO Go go go!!!
SUBTITLE_PARABOLIC_CHAVEZ_LIVINGROOM_CLEAR Room Alpha one clear!
SUBTITLE_PARABOLIC_PRICE_KITCHEN_CLEAR Room Bravo one clear!
SUBTITLE_PARABOLIC_CHAVEZ_CLEAR_ALPHA_ONE
SUBTITLE_PARABOLIC_PRICE_CLEAR_BRAVO_ONE Bravo one room clear!
SUBTITLE_PARABOLIC_PRICE_CLEAR_CHARLIE_ONE Charlie one clear!
SUBTITLE_PARABOLIC_PRICE_TEAM_RED_UPSTAIRS Team Red moving upstairs
SUBTITLE_PARABOLIC_PRICE_CLEAR_DELTA_ONE Delta one is clear!
SUBTITLE_PARABOLIC_PRICE_CLEAR_ECHO_ONE Room Echo one clear!
SUBTITLE_PARABOLIC_CHAVEZ_CLEAR
SUBTITLE_PARABOLIC_PRICE_CLEAR
SUBTITLE_PARABOLIC_PRICE_UPSTAIRS_01 Hostage must be upstairs. Move! Move! Move!
SUBTITLE_PARABOLIC_PRICE_MOUNTED_MG Machine gun! Take cover!
SUBTITLE_PARABOLIC_CHAVEZ_HOSTAGEPRESENT Hostage! Hold your fire! Hold your fire!
SUBTITLE_PARABOLIC_CHAVEZ_HOSTAGESTANDSTILL Everyone stay where you are!!!
SUBTITLE_PARABOLIC_PRICE_HOSTAGE_NOFIRE Everyone stand down, stand down! Hold your fire!!
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_01 Drop your weapons!!! I said drop your weapons or I kill him right here, right now!
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_02 One step closer and I'll blow his fucking head off!!!
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_03 DROP YOUR WEAPONS!!!!
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_04 What part of ""drop your weapons"" do you not understand, you American piece of shit?!
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_05 Fuck you!!!! You drop your weapons first!!! You want me to kill him right now!? I'll give you three seconds and then I'm going to blow his brains out!!!!
SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_01 Okay, calm down, we just want him back. (English: Carver, line him up.) Leave him with us and you can get out of here alive.
SUBTITLE_PARABOLIC_ENEMY_SHUTUP_01 You just shut up!!!
SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_02 (English: You got the shot Carver?) Just let him go, and you walk out of here alive. (English: Carver…SHOOT HIM before he figures out what I'm saying!) Do you understand me? Just let him go!
SUBTITLE_PARABOLIC_ENEMY_SHUTUP_02 (to hostage) Shut up!!! Shut your fucking mouth!!!
SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_03 Look at me, look at me!!! (English: Carver, any day now…) You DON'T want to do this.
SUBTITLE_PARABOLIC_ENEMY_EXECUTES AAAAAA!!!!!
SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_01 Fuck this guy! Shoot him! What are you waiting for?
SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_02 What is it with you Americans? Stop negotiating and just shoot!
SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_03 You think I'm scared of this motherfucker? He's the one who's scared! He's already pissing in his pants!! Take him down!!
SUBTITLE_PARABOLIC_PRICE_CUFF_HIM Good shot Carver. Lopez, cuff him and get him to the LZ.
SUBTITLE_PARABOLIC_HOSTAGE_THANKYOU Wait, you know who I am, no?
SUBTITLE_PARABOLIC_CHAVEZ_RELAX Relax sir, we're getting you outta here.
SUBTITLE_PARABOLIC_PRICE_HOSTAGE_SECURED Delta Two Charlie, this is Bravo Six. Package secured, moving to LZ Alpha.
SUBTITLE_PARABOLIC_MARINE2_YOUSEETHAT Sir! Enemy rocket artillery in the village down there! You see that?
SUBTITLE_PARABOLIC_COMMAND_HELI_COMING Copy Bravo Six. Bird is en route.
SUBTITLE_PARABOLIC_RUSSIAN3_REQUESTHELP1 Bravo Six, this is Star Two-Six. We are taking heavy fire from rocket artillery in your vicinity. Counterbattery radar cannot calculate a firing solution. Can you assist, over?
SUBTITLE_PARABOLIC_HQRADIO_DISREGARD1 Bravo Six, disregard that last, secure the VIP and stick to the mission profile over.
SUBTITLE_PARABOLIC_RUSSIAN3_REQUESTHELP2 Bravo Six, this is Star Two-Six. Requesting assistance!! We are taking heavy losses, over!
SUBTITLE_PARABOLIC_HQRADIO_DISREGARD2 Bravo Six, your orders are to secure the VIP and exfiltrate. The Russians'll have to take care of their own problems. Get out of there. Now.
SUBTITLE_PARABOLIC_PRICE_RADIOMALFUNCTION Delta Two Charlie, did not receive your last transmissions, uh, possible radio malfunction, we'll get back to you on that, out!
SUBTITLE_PARABOLIC_CREWCHIEF_LOWONFUEL Sir!! We're getting low on fuel, we gotta go, NOW!!!!
SUBTITLE_PARABOLIC_PRICE_TAKE_THE_PRISONER Crew chief!! Get the VIP out of here!!! We’ll get back in touch for evac once we’ve taken out that artillery.
SUBTITLE_PARABOLIC_CREW_GOOD_LUCK Christ, you’re lucky you have a team as crazy as you are, Price!!! Good luck!!!
SUBTITLE_PARABOLIC_MARINE_WITH_YOU We're with ya sir!
SUBTITLE_PARABOLIC_PRICE_GOOD Good, we could use your help! Fall in, let's go!
SUBTITLE_PARABOLIC_PILOT_SPOTTED_ARTY Bravo Six this is Viper Two-Four. Uh, be advised, we spotted at least three, possibly uhhh, four…yeah, looks like mobile artillery.
SUBTITLE_PARABOLIC_PRICE_THANKS_HEADSUP Copy that Viper Two-Four, thanks for the heads up.
SUBTITLE_PARABOLIC_PRICE_SUPRESS_AND_FLANK Keep 'em suppressed while we outflank their position!
SUBTITLE_PARABOLIC_MARINE_YES_SIR You got it sir!
SUBTITLE_PARABOLIC_CHAVEZ_FARMHOUSE_MOVEMENT Movement by the farmhouse.
SUBTITLE_PARABOLIC_PRICE_C4_NAG_01 Carver, C4 on that mobile artillery, move!
SUBTITLE_PARABOLIC_PRICE_C4_NAG_02 Carver, scuttle that truck!
SUBTITLE_PARABOLIC_PRICE_C4_NAG_03 Get some C4 on that truck and take it out!
SUBTITLE_PARABOLIC_PRICE_C4_COMPLIMENT Good, let's hit the next one, come on.
SUBTITLE_PARABOLIC_MARINE_C4_COMPLIMENT It's history - let's go.
SUBTITLE_PARABOLIC_CHAVEZ_BMP_REACTION Shit...B-M-P to the north. Take cover take cover!!!
SUBTITLE_PARABOLIC_HICKS_BMP_REACTION Multiple hostiles closing in.
SUBTITLE_PARABOLIC_HICKS_DEFINITELY_KNOW They definitely know we're here now. We got a bunch of 'em comin' back to the village.
SUBTITLE_PARABOLIC_PRICE_FOCUS_ARTY Stay focused on the mobile artillery, I want 'em taken out.
SUBTITLE_PARABOLIC_PRICE_BMPIFYOUCAN Take out the BMP if you can but stay focused on the mobile artillery. That's our main objective.
SUBTITLE_PARABOLIC_PRICE_LASTARTY Good, that's the last one!
SUBTITLE_PARABOLIC_PRICE_MISSIONCOMPLETE Viper Two-Four, this is Bravo Six. Mission accomplished. Requesting evac at LZ Charlie.
SUBTITLE_PARABOLIC_PILOT_EVAC_ENROUTE Copy Bravo Six, we are en route to LZ Charlie. E.T.A. 3 minutes. Out.
SUBTITLE_PARABOLIC_MARINE_TONOFEM There's a ton of 'em sir! They're movin' in fast!
SUBTITLE_PARABOLIC_PRICE_GRAVEYARD_01 Fall back to the graveyard! Move!
SUBTITLE_PARABOLIC_PRICE_GRAVEYARD_02 Up to the graveyard, go go go!
SUBTITLE_PARABOLIC_PILOT_MINIGUN Bravo Six, Viper Two-Four. We gotcha covered. Comin' down.
SUBTITLE_PARABOLIC_MARINE_PLAYERHIT Man down!! Carver's been hit!
SUBTITLE_PARABOLIC_PRICE_GETPLAYER Get him on the chopper! Move it!.
SUBTITLE_PARABOLIC_CREW_NOMAJORWOUNDS No major wounds! He'll be all right! Looks like you guys are due for some serious Overtime. Original subtitle appeared to be broken , "overtime" moved to end of line instead of being part of the codename.
SUBTITLE_PARABOLIC_PRICE_FNA Heh, fuckin' A.

Pursuit

That's No Sandstorm

The only remnant of this mission in the build files is an empty folder in the voiceovers/US directory containing a 0 second xma file.

Subtitles for the mission can be found within the games memory though.

REFERENCE LANG_ENGLISH Notes
SUBTITLE_SANDSTORM_RAMIREZ_ANOTHERPATROL Another day, Another mindless patrol.
SUBTITLE_SANDSTORM_SHEPARD_SANDANDSUN All this sand and sun wouldn’t be so bad if there was a little bit of surf to break it up
SUBTITLE_SANDSTORM_GORDON_REASSIGNED That’s it, Shepard. Just get assigned to the SoCal/Mexico border next time. I’m sure they have plenty of openings.
SUBTITLE_SANDSTORM_RAMIREZ_SANDSTORM Looks like we have a sandstorm moving in from the south.
SUBTITLE_SANDSTORM_GORDON_HOLDCONVOY Bachelor One, this is Bachelor Five, stop the convoy. Let’s hold up it up, Shepard.
SUBTITLE_SANDSTORM_FRND_ROGERTHAT Roger that, Bachelor Five.
SUBTITLE_SANDSTORM_GORDON_NOSANDSTORM That’s no sandstorm. My God...
SUBTITLE_SANDSTORM_RAMIREZ_MOVECONVOY Uh, Sarge, I think we better move the convoy...
SUBTITLE_SANDSTORM_GORDON_RADIOHQ Move! Let’s move! Ramirez, get on the line to HQ...
SUBTITLE_SANDSTORM_RAMIREZ_DOYOUCOPY1 Base this is Bachelor Five, do you copy?
SUBTITLE_SANDSTORM_RAMIREZ_RADIODEAD Base this is Bachelor Five. Damn it! Radio’s dead.
SUBTITLE_SANDSTORM_SHEPARD_TAKINGFIRE We’re taking fire!
SUBTITLE_SANDSTORM_GORDON_GETONFIFTYCAL Carver! Get on the 50cal. We’ve got to get the rest of these vehicles back to HQ.
SUBTITLE_SANDSTORM_SHEPARD_LOSTHUMVEE We’ve lost Bachelor One!
SUBTITLE_SANDSTORM_GORDON_RETURNFIRE Carver! Carver! You with me? Grab your rifle and take position on those sand barriers and return fire.
SUBTITLE_SANDSTORM_GORDON_FURTHERORDERS I am going to rally up with our commander to get further orders.
SUBTITLE_SANDSTORM_FRND_HOSTILESWEST1 Multiple hostiles moving in west of the checkpoint!
SUBTITLE_SANDSTORM_FRND_APCWEST1 Carver! We need to put some fire on that BMP! Get a LAW from the ammo dump, now!
SUBTITLE_SANDSTORM_FRND_APCEAST1 More BMP’s east of the checkpoint! Get some more LAW rockets and get your ass over there, Carver!
SUBTITLE_SANDSTORM_GORDON_BASEISALOSS We’re completely outnumbered. We need to scuttle the base.
SUBTITLE_SANDSTORM_GORDON_C4BASE1 Carver, get to weapon storage. Find some C4 explosives and place them inside HQ. We’re getting the hell out of here.
SUBTITLE_SANDSTORM_FRND_HOSTILESINBASE1 There’s too many of them! Hold them back!
SUBTITLE_SANDSTORM_FRND_HOSTILESINBASE2 Hostiles are in the base! Repeat, enemy troops have overrun the...
SUBTITLE_SANDSTORM_FRND_C4BASENOW Get that C4 wired! I’ll try to hold them off!
SUBTITLE_SANDSTORM_GORDON_FINDTRANSPORT We need to get the hell out of here. Ramirez, Carver, find us some transportation.
SUBTITLE_SANDSTORM_RAMIREZ_TOVEHICLEDEPOT Let’s get over to the vehicle depot!
SUBTITLE_SANDSTORM_GORDON_HUMVEESWASTED These aren’t going anywhere.
SUBTITLE_SANDSTORM_GORDON_INTOHANGER Come on. Into the repair hanger.
SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE1 Into the Humvee, let’s move! Let’s move!
SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE2 Carver! Get in!
SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE3 Carver! Over here! Get in the vehicle now or we’re leaving without you!
SUBTITLE_SANDSTORM_RAMIREZ_DOORBLOCKED Sir! The door is blocked on the other side!
SUBTITLE_SANDSTORM_GORDON_BUSTDOOR We’ll we’re just going to have to bust through.
SUBTITLE_SANDSTORM_GORDON_HITTHEGAS Hit it!
SUBTITLE_SANDSTORM_GORDON_LOOKOUT Look out!
SUBTITLE_SANDSTORM_RAMIREZ_THATSATANK Holy! That’s a T-72...
SUBTITLE_SANDSTORM_GORDON_IKNOW I know what it is, private. Get this vehicle started now!
SUBTITLE_SANDSTORM_RAMIREZ_IMTRYING I’m trying!
SUBTITLE_SANDSTORM_GORDON_HURRYUPPRIVATE Private! We’ve got company!
SUBTITLE_SANDSTORM_RAMIREZ_GOTCARSTARTED There! Got it!
SUBTITLE_SANDSTORM_GORDON_DRIVENOW Drive! Drive! Drive!
SUBTITLE_SANDSTORM_GORDON_BLOWC4 Bring up that detonator, Carver. Blow it! Blow it!
SUBTITLE_SANDSTORM_RAMIREZ_THATWASCLOSE Heh. You can’t get much closer to a T-72 then that!
SUBTITLE_SANDSTORM_GORDON_THATWASCLOSE That’s closer than I ever care to get, private.

School

This mission is identified as being part of the American campaign, despite featuring soldiers that are in the SAS in the final game, including Captain Price. The mission occurs in a similar setting to the multiplayer map Overgrown, and it is probable this is the campaign mission it was based off.

Seaknight Defend

The state of the mission is virtually the same to Descent. It is expected that the level was virtually complete at the time of being cut, and should be found should any earlier builds be uncovered. The FastFile for the mission was removed prior to this build, but the voice files are intact in the voiceovers directory. We also have the string file, and some assets, for the mission from the mod tools.

The following list of animations can be found starting line 82406 in autoreplay1.svg:

		seaknight_defend
		{
			neckbreak_enemy
			neckbreak_enemy_deathidle
			neckbreak_sarge
			saw_side_drop
			saw_side_idleA
			saw_side_idleB
			saw_side_pickup
			saw_side_trans_A_2_B
			saw_side_pull_off
			saw_side_twitchB
			saw_side_pull_idle
			saw_side_trans_B_2_pull

			stretcher_F_rescue_sequence
			stretcher_R_rescue_sequence
			stretcher_F_rescue_sequence_idle
			stretcher_R_rescue_sequence_idle
		}

The voice files for this level can be found here.

Statue

Virtually nothing is known about this mission, if it is indeed a mission. The only remnant of this mission is found starting line 61719 in autoreplay1.svg:

	if ( level.script == "statue" )
	{
		game[ "gaveweapons" ] = 1;
		level.player giveWeapon("Beretta");
		level.player giveWeapon("m16_grenadier");
		level.player switchToWeapon("m16_grenadier");
		level.player giveWeapon("fraggrenade");
		level.player giveWeapon("flash_grenade");
		level.player setOffhandSecondaryClass( "flash" );
		level.player giveWeapon("claymore");
		level.player SetActionSlot( 3, "weapon" , "claymore" );
		level.player giveWeapon("c4");
		level.player SetActionSlot( 4, "weapon" , "c4" );
		level.player setViewmodel( "viewmodel_base_viewhands" );
		level.campaign = "american";
		return;
	}

Streetbox

While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.

Training

This mission is present in this build and is fully playable in a virtually complete state, though less polished than what one would expect in the final product. The level ends abruptly after the objective associated with the string "OBJ_HIT_LAUNCHER_TARGETS_DONE" triggers. Judging from the subsequent strings within this file, it was originally intended that players would pick up C4 explosives and destroy a car. This is absent in this build, and the mission immediately ends after grenade launcher training, though a car can be seen. It is expected that after this, there would be a segway into the next mission. Judging from the date, this would be probably be "That's No Sandstorm". The level has a complete set of voice files for what was scripted. Bizarrely, the internal name for this mission is "Kleenex Training".

The level has a build date of March 2, 2007, only a few weeks before this build, so the level was still being worked on at this point.

The voices for this level can be found here.

Wetwork

The FastFile for this mission does feature in this build and the level is fully playable, though very incomplete. There are some friendly NPCs spawned using the default model, but they are not scripted to do anything, and have no collision detection. In fact, there is no scripting in this level at all, the files present are merely placeholders. The level is set in a jungle, and the player would have pushed through a village and a graveyard. The level abruptly cuts off at the end, and it's difficult to see where exactly this would place in the story.

Zipline

Though playable at this point in development, the FastFile for this mission is oddly not present in build 253. (though does feature in build 270) Remnants can still be found, the following is found starting line 61796 in autoreplay1.svg:

	if ( level.script == "zipline" )
	{
		game[ "gaveweapons" ] = 1;
		level.player giveWeapon("m14_scoped");
		level.player giveWeapon("m4m203_silencer");
		level.player giveWeapon("fraggrenade");
		level.player giveWeapon("flash_grenade");
		level.player setOffhandSecondaryClass( "flash" );
		level.player giveWeapon("c4");
		level.player SetActionSlot( 4, "weapon" , "c4" );
		level.player giveWeapon("claymore");
		level.player SetActionSlot( 3, "weapon" , "claymore" );
		level.player switchToWeapon( "m4m203_silencer" );
		level.player setViewmodel( "viewmodel_base_viewhands" );
		level.campaign = "american";
		return;

Developer levels

These levels were never intended to appear in the final product, and are merely used for testing purposes, to test the game's various features and mechanics.

Swat

Firing Range

Interior Concept

This level was most likely intended to test indoor lighting effects.

Javelin Weapon Test

This level was used to test Javelin pathfinding.

Javelin Weapon Test Night

This level is simply a night variant of the above.

Dog Survival

This level was used to test dog pathfinding.

Bad Guys

Vehicle Damage

This level was used to test destructible vehicles.

Level Videos

Cut Campaign Levels

Cut Multiplayer Levels

Early Campaign Levels

Early Multiplayer Levels

Remnants from previous Call of Duty games

  • In this build, intro.bik is still the introduction copied straight from Call of Duty 2.
  • There is a reference to Burnville, a mission from the first Call of Duty game, starting line 82591 in autoreplay1.svg.
  • There are many references to Dawnville, a mission from the first Call of Duty game in autoreplay1.svg.
  • There are many references to Red Army Training (moscow), the first mission in Call of Duty 2 in autoreplay1.svg.
  • A fix for a bug in Stalingrad Sewers, a mission from the first Call of Duty, is found starting line 43713 in autoreplay1.svg.
  • There is a reference to gully_assault, a cut mission from Call of Duty 2, starting line 82585 in autoreplay1.svg.
  • The executables are labelled CoD 3. (eg. CoD3SP.exe) Screenshots from earlier builds indicate an internal name of CoD 3.

Cut weapons and vehicles

The following weapons and vehicles feature in this build, or have remnants, but were cut from the final game.

Bizon

Reference to this weapon can be found in aitype/enemy_terrorist_smg_bizon.gsc and aitype/enemy_merc_smg_bizon.gsc in embassy.ff.

FAMAS

Reference to this weapon can be found in aitype/enemy_merc_ar_famas.gsc in embassy.ff.

MAC11

Reference to this weapon can be found in aitype/enemy_terrorist_smg_mac11.gsc in embassy.ff.

Five-Seven (fn57)

Reference to this weapon can be found in aitype/ally_sas_black_shtgn_winchester.gsc in embassy.ff.

Videos

  • If the player stays idle on the campaign menu, a short clip from Black Hawk Down will play. In the game's files, this video is called attract.bik.
  • An unused load screen can be seen in dog_vs_player_load.bik, featuring a marine being killed by an attack dog with very basic blood effects. This was the presumably used as a load screen for one of the dog AI testing levels at some point.