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Call of Duty: Black Ops (Windows, Xbox 360, PlayStation 3, Wii)/Unused Campaign Content

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This is a sub-page of Call of Duty: Black Ops (Windows, Xbox 360, PlayStation 3, Wii).

The campaign for Black Ops contains a wide variety of cut content and unique content that cannot normally be seen in-game.

Unused AI characters

Hmmm...
To do:
Check whether the following are used:
  • Civilian_Creek_Male ("Creek" is the codename for "Victor Charlie")
  • CU_e_Police_RPK

The file "aitypes_characteraliases.gdt", found in the "aitype" folder when the Mod Tools are installed, contains data for the following unused AI characters.

  • A friendly Dog meant for the campaign.
  • Cuban soldier with an AK47 - Intended for Operation 40. In the final level, AK47s do not appear.
  • Spetsnaz with RPG - Does not occur in Numbers.
  • Jason Hudson in Victor Charlie - Hudson does not appear in this level. He is equipped with a Commando and M1911.

Unused Weapons

The previously mentioned aitypes_characteraliases.gdt lists weapons for each AI character, some of which are never used. Unused weapons are bolded. Interestingly, most AI NPCs that assist the player have a sidearm defined that is never used.

Character Primary weapon Sidearm Secondary weapon Notes
Operation 40
Civilian FN FAL ASP
Castro's Double ASP
Castro's mistress KS-23 ASP
Castro ASP ASP
Nikita Dragovich ASP
Lev Kravchenko ASP
Vorkuta
Reznov AK47 Makarov
Prisoner with AK47 AK47 Makarov
Prisoner with KS-23 KS-23 Makarov
Executive Order
Kravchenko AK47 Makarov
Bowman AK47 Makarov
Brooks AK47 Makarov
Numbers
Daniel Clarke Spectre with Reflex Sight CZ-75
Civilians Kiparis CZ-75
Project Nova
Nevski PPSH Tokarev TT-30
Victor Charlie
Reznov AK47 Makarov
Bowman without backpack Commando M1911
Crash Site
Bowman M16 M1911
  • Note: On U.S.D.D., almost all characters in the file are listed as having an AK47 and M1911, none of which are used.

Obscure Failsafes

In some levels of the campaign, if the player fails to complete a designated task sometimes an event will happen that will complete the task for them. While most of these "failsafes" can normally be encountered, some normally cannot be encountered at all, often times because they are tied to a task that is virtually impossible to fail.

  • On "The Defector", in the room in the first building where NVA soldiers kill a large amount of fleeing civilians, if the player does not kill all the soldiers and runs past them, the game will fail the player with a message saying they shot a civilian. Given how there appears to be no reason for this, and the incorrect message, it might be a glitch. A video of this can be seen here.
  • On "Victor Charlie", after meeting up with Whiskey Team a second time and being briefed to plant the charges, firing a bullet from any weapon will trigger a game over, as Mason has been told to only use a knife. While this is present in the game, it is virtually impossible to trigger due to it being extremely unlikely to ever happen.

Victor Charlie Helicopter Crash

During the sequence in the crashed helicopter where the player has to shoot the Viet Cong soldiers, the game is programmed to kill the player if they survive in the helicopter for a certain amount of time; however, this can never be encountered as the Viet Cong soldiers will kill the player before they reach the time limit. This unused event can be observed by using noclip and waiting for it to trigger.

Obscured Content

Player Model

Since you are not meant to see the full player model in normal gameplay, with the use of a free look camera and the use of texture dumping in Dolphin on the Wii Version. The player model is modeled without the head and there is a face texture inside the body textures suggesting there was going to be a head for the player model at one point.

In-Game Model Texture
CODBlackOpsPlayerModel.png CODBlackOpsPlayerModelTexture.png

Payback Hind

CoDBO-Hind Player model.png

Since you are in the cockpit of the Hind on Payback, you normally never get to see the exterior. However, if you manage to noclip out of the helicopter, the back of the model is extremely low poly since it is never normally seen.

Unseen Campaign Content

Hmmm...
To do:
In the Launch Trailer at 0:39, in the scene where Shabs shoot out the window, at the edge of the screen Maestas appears to have an idle animation that normally cannot be seen.
  • Operation 40:
    • The bar at the start of the level has a room in the back that appears to be used to de-spawn the NPCs during the opening sequence in the level. This room cannot usually be seen at all as Mason is directed to exit the bar after the police officers are killed, but can be seen if Mason explores the room once the player gains control of him.
    • When the Milita Leader grabs Mason's arm during the opening scene in the bar, Carlos ducks behind the table, but this cannot be seen due to it being out of the player's view. A video of this can be seen here (0:33).
    • After Carlos throws Mason his M16 in the same scene, he runs past Mason, but his whole animation cannot be seen due to it occurring off-screen.
    • When Mason enters the car after escaping from the bar, the door closes automatically without Mason doing anything, which cannot normally be seen. This can be seen here at 4:12.
    • Some Cuban soldiers have smoke grenades on them that read "M18 SMOKE RED" and some numbers below, which cannot normally be read in-game.
  • Vorkuta:
    • During the segment where Mason helps Reznov secure the keys, Mason's arms and legs move around during instances where they cannot be seen. This can be seen here from 0:22 - 0:30.
    • The starting room contains a tunnel that leads to a door. While the door cannot be opened, it actually leads to a small room made up entirely of rocks.
    • After leaving the starting room of the level, Mason and Reznov navigate through a tunnel that passes by several other tunnels where prisoners are fighting with guards. While it cannot be noticed in-game, several of these tunnels actually lead back to the upper part of the starting room that is filled with prisoners at the start of the level. A video documenting this can be seen here (1:07 - 2:12).
  • U.S.D.D.:
    • During the limousine segment, the limo actually drives down a a ramp at one point and orients slightly downwards, which normally cannot be seen due to the field of view.
    • When the game pans out for the shot of the limousine going to the Pentagon, the road the car is on goes straight past the Pentagon parking lot, which cannot normally be seen.
  • Executive Order:
    • The helicopters that fly outside the first segment of the level whip up dust devils, but this cannot be seen as this is outside Mason's view.
    • While Mason's secondary weapon, the Python with Speed Reloader, can first be used at the communication building segment, he actually starts the level with this weapon.
  • The Defector:
    • The SPAS-12 Dragon Breath Woods tosses Mason at the start of the level has two less shells when the player gets control of Mason. This detail is for added consistency with Woods firing two shells upon crashing into the building. While deliberately done, for multiple reasons it is very hard to actually notice this.
    • The first civilian encountered in the first building has unique scripted behavior. Upon running past Mason, he will run all the way to where the player entered the building then be killed by a grenade that comes through the window. A video of this can be seen here.
  • Numbers:
    • During the level briefing, that file showing Weaver getting stabbed in the eye by Kravchenko has Weaver screaming, but due to the music and dialogue, it sounds like it is an audio effect that is part of the background music.
    • Hudson has a fullbody model, used during Clarke's interrogation and death scene, which is largely never seen.
    • When Hudson is ambushed in Clarke's lab at the start of the level, gunfire comes through the windows of Clarke's lab. While it appears this gunfire comes completely out of nowhere, it actually comes from Spetsnaz soldiers on top of the building that Hudson jumps to and which also contains Clarke's first armory. These soldiers cannot normally be seen and can only be seen by navigating to them with noclip. This can be seen in this video from 0:42 - 1:09.
    • Additionally, on this far-off building at the start of the level are bodies of dead civilians. It is not apparent why they are present. This can be seen in this video from 1:51 - 2:15.
    • During the sequence where Clarke dies, Hudson's third-person model has several body movements that occur off screen.
      • When landing on the rooftop, Hudson's third-person model is spawned in. This model has its legs initially set bent back.
      • When Clarke dies, Hudson pulls his arm up and rocks it a bit as Clarke falls to the ground.
  • Project Nova:
    • During the opening panning shot in the Arctic Circle, Reznov's body is present, crouched on the ground, but cannot be seen. When Nevski and Dimitri get up, the model also gets up, then disappears.
    • When Kravchenko and Dragovich talk to Reznov at the sled during the first segment of the level, his model is present but cannot be seen. It is configured to have Reznov's arms pressed to his side and not move at all, although his body still moves for the purpose of looking around.
  • WMD:
    • During the sequence where Kilo 1 have to hide in the first safe house, when the player's view switches to Hudson in the safe house, through the safe house window it can be seen that the Russians soldiers drive up to the house and get out of a truck, which cannot usually be seen.
    • During the safe house ambush at the start of the level, when Weaver attacks the Russian soldier that enters, after killing him he will pull out a silenced M1911 and shoot a Russian soldier at the far right window. This specific animation cannot usually be seen due to many other things going on during the ambush.

Inaudible Content

...
This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Add audio of the Russians.
Hmmm...
To do:
Upload a better video of the Zombie footstep audio.
  • On Numbers, during the segment when Weaver is asking Clarke questions while the team run across rooftops, both their dialogue has an echo effect that cannot normally be heard.
  • WMD:
    • Neitsch has an echo in his voice that cannot normally be heard.
    • In the safe house Neitsch leads Hudson's team in to, the Russians that enter speak but their dialogue is so low it cannot be heard.
  • When Zombies walk, their footsteps make an audible noise that it too low to normally hear. This can be heard in this video (0:23 - 0:46).

Obscure Campaign Mechanics

Hmmm...
To do:
  • In this video at 0:05, the box against the windows has Chinese characters on them. This box was apparently intended for Numbers, but does it appear there? If not, mention below its apparent original use.
  • According to this video at 1:20, if the motorbike on Vorkuta is modded into the game outside of its usual segment, it has an unused "Press F to use." behavior. Verify and add.

The campaign contains some gameplay mechanics that are so rare they essentially cannot be encountered.

Operation 40 Breach Scene

The first breach scene on Operation 40 where Mason and Woods shoot Cuban soldiers in Castro's villa has obscure functionality where killing all the soldiers prior to the end of the breach scene, which cannot normally be done, will end the slow motion movement of the breach scene. While this can be done in-game by using the M16's Grenade Launcher and firing at the wall, this setup is not intuitive for this sequence and thus is rarely ever used.

(Source: Speedrun.com)

Executive Order Woods Prerequisite

Normally when Mason approaches the top of the communications building on Executive Order, Woods will appear behind him and hand him a Crossbow. While this appears to trigger whenever Mason approaches this spot, this trigger has an unusual prerequisite where it will only trigger if Woods passes the top of the last staircase, which normally happens. Give that there appears to be no functional reason for this prerequisite, it isn't apparent why it exists.

(Source: Youtube video description)

Numbers Weaver Dialogue

On "Numbers" when Hudson puts an enemy into Last Stand, under rare circumstances Weaver will direct Hudson to finish the enemy off by yelling "Do it!". While present in the game, it appears that it is so rare most players will never encounter it. This has been known to occur in the courtyard section of the level. A video of this occurring can be seen here (2:16:21). (note: the audio in the video is off by a couple seconds.)

Unused Interrogation Sequences

...
This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Upload audio files for the Numbers interrogation sequence.

The game contains remnants of several cut interrogation cutscenes. The following sequences are known to exist based off file name discrepancies in /main/video/ in the PC version.

  • Operation 40: There would have been a second mid-level interrogation sequence.
  • Vorkuta: There would have been a mid-level interrogation sequence before the tear gas segment.
  • The Defector: There would have been a mid-level interrogation sequence before the one where Mason mentions Reznov being back.
  • Rebirth: The game would have had an interrogation cutscene prior to the one that occurs during the level.

The following interrogation sequence would have occurred on "Numbers" in an uncertain area after Clarke was freed and has unused subtitles.

Audio Transcript
Interrogator: One minute Clarke was being tortured by Hudson, the next Clarke was helping him. Why?
Mason: Why? The CIA just wanted Clarke's intel. Dragovich wanted his head.

Early Subtitles

Some of the subtitles in the campaign differ from the lines spoken in-game, which seem to indicate these subtitles are early versions of these lines.

Level Context Audio Subtitle Notes
Project Nova Finding Steiner. Reznov: As I looked into the German's eyes, I saw ... the Fascist Reich still burning strong. As I looked into the German's eyes, I saw all the evil of the Fascist Reich still burning strong. Where the missing dialogue is, Reznov is silent for dramatic effect.
WMD Opening briefing. Mason: That's where Hudson was contacted by Friedrich Steiner—the Nazi scientist that developed the initial strain of Nova-6 for Dragovich. Same, but the period replaced with an em dash (—). The em dash is used to indicate someone being cut off, which does not happen
WMD Before opening the door to breach the comstat. Neitsch: Your team is in position at the window. Your team is in position at the window?

Early Content

S.O.G Radio Differences

An early radio sound can be found in the files of S.O.G and the Interrogation room. The early version has a different person voicing and instead of ‘Fortunate Son’ by Clearwater Creedence Revival playing, it’s ‘Undone’ by Kevin Sherwood which later gets used in the Rezurrection Map Pack for Nacht Der Untoten.

Redemption Early Ending Theme

The early ending theme for this map is found in the map’s files. This would still be used because of the computer easter egg in the main menu.

Unseen Animations

  • Cuban soldiers on Operation 40 have an unused idle animation that can be triggered in-game via a glitch, as shown in this video.
  • On WMD during the rappelling sequence, Weaver has an animation for rappelling down to the ground after the last time Hudson descends that cannot be seen but can be seen via a glitch. A video of this can be seen here (0:15 - 0:18).

Unused Vehicles

Hmmm...
To do:
Upload the following textures:
  • t5_veh_truck_maz543_cab_n
  • t5_veh_truck_maz543_missile_n
  • t5_veh_truck_maz543_stuff_n
  • t5_veh_truck_gaz63_body_512_n
  • t5_veh_truck_gaz63_body_n
  • t5_veh_truck_gaz63_tires_128_n
  • t5_veh_truck_gaz63_tires_n

Textures for the following vehicles exist:

  • MAZ-543
  • GAZ-63