Call of Duty: Black Ops Cold War
Call of Duty: Black Ops Cold War |
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Developers: Treyarch,
Raven Software,
Beenox,
High Moon Studios,
Activision Shanghai Studio,
Sledgehammer Games This game has unused objects. This game has a prerelease article |
All crunch and no worktime makes for a very bad Call of Duty game, now, doesn't it?
Also: "I'm a goddamn onion, Mason"
To do:
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Contents
Sub-Pages
Prerelease Info |
Black Ops 4 Leftovers Get your Black Ops 4 out my Cold War! |
Unused Icons Unused icons left in the game |
Easter Egg
In Outbreak on the map Armada, swimming far below the map will cause the map area name to change to "Davey Jones Locker". It appears that the entire underwater area below a certain depth is referred to by this name. Due to continuous water damage, swimming this far will cause the player to die from the next instance of water damage. A video of this Easter Egg can be seen here (5:59 - 6:58).
Unseen Weapon Content
- Weapons in third person eject bullet casings, but this cannot be seen due to being such a small detail. This can be seen in this video from 2:16 - 2:21.
- During the empty reload animation of the AK-47, the right index finger is taken off the trigger and held at the side of the gun, but this cannot be seen due to the speed of the animation and the finger being barely visible.
- The AUG's normal magazine displays how many bullets are left in the magazine. While present in the game, it is impossible to see this without inspecting it, which is extremely unlikely to happen after firing it.
- The Binoculars used in the airfield segment of "Nowhere Left To Run" has an idle animation that is never seen because Mason is directed to look into the binoculars. This idle animation can be seen if the player does not look into the binoculars, and is fairly basic. This animation can be seen here (4:21).
Weapons
Black Ops Cold War had quite a few placeholder weapons during its early stages. Weapon names were also vastly different between each build. Most of the weapons in the game used their real life counterpart name during development, these were most likely changed to avoid paying for licensing to use the names in game. The weapons also had quite a few differences along with different names during stages of development which I will list here.
Pre Release | Final | Differences (if any) |
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Colt Commando | XM4 | Weapon was finished during Pre-Alpha stage. |
AK5 | Krig 6 | Weapon was finished during Pre-Alpha stage. |
AK-47 | AK-47 | Weapon was finished during Pre-Alpha stage. |
Type 15 | QBZ-83 | Weapon was finished during Pre-Alpha stage. |
MP5 | MP5 | Weapon was finished during Pre-Alpha stage. |
Socimi 821 | Milano 821 | Weapon was finished during Pre-Alpha stage. |
AK74u | AK74u | Weapon was finished during Pre-Alpha stage. |
M16A2 | M16 | Weapon was finished during Pre-Alpha stage. |
Type 63 | Type 63 | Weapon was finished during Pre-Alpha stage. |
RPD | RPD | Weapon was finished during Pre-Alpha stage. |
Stoner 63 | Stoner 63 | Weapon was finished during Pre-Alpha stage. |
M60 | M60 | Missing from the Create-A-Class screen during the Pre-Alpha, weapon was complete other than lacking damage values. |
M40 | Pellington 703 | Weapon was finished during Pre-Alpha stage. |
L96-A1 | LW3 Tundra | Weapon was finished during Pre-Alpha stage. |
Barrett M82 | M82 | Weapon was close to final during Pre-Alpha stage |
1911 | 1911 | Weapon was finished during Pre-Alpha stage. |
Beretta 93R | Diamatti | Weapon was finished during Pre-Alpha stage. |
Ithica 37 | Hauer 77 | Weapon was finished during Pre-Alpha stage. |
SPAS-12 | Gallo SA12 | Weapon was finished during Pre-Alpha stage. |
RedEye | Cigma 2 | Weapon was finished during Pre-Alpha stage. |
Combat Knife | Combat Knife | Weapon was finished during Pre-Alpha stage. |
{[RPG-7]} | RPG-7 | Used the model for the Helion Salvo during development. |
{[AI-LC10]} | LC10 | Used the model of the GKS during development. |
{[MAC10]} | MAC-10 | Used final model during Pre-Alpha stage. |
{[GROZA]} | Groza | Used final model during Pre-Alpha stage. |
NTW-20 | ZRG 20mm | Used the animations from the Paladin HB50 from Black Ops 4 in development. |
Sweeper | Streetsweeper | Used the model of the Rampage from Black Ops 4 in development. |
Ameli | MG 82 | Used the model for the Hades LMG from Black Ops 4 in development. |
{[UMP]} | KSP 45 | Model used is close to final, just lacked textures and proper animations. |
{[S&W 27]} | Magnum | Weapon was pretty much finished, just had no recoil during development. |
{[KAR-98]} | Swiss K31 | Is very broken in early builds, the viewmodel is just a magazine and a grey square. Used the same animations as the Paladin HB50 from Black Ops 4. |
{[FAMAS]} | FFAR 1 | Was almost final during Pre-Alpha development stage, just lacked textures. |
{[CALICO]} | Bullfrog | Used the model for the Cordite from Black Ops 4 during development. |
RP-84 | PPSH-41 | The weapon from Black Ops 4 was used as a placeholder for PPSH during the Pre-Alpha up until its proper addition during Season 3 of Cold War and Warzone. |
G11 | CARV .2 | Uses the Swordfish model from BO4, also has very sporadic recoil. |
Obscure Penetration Content
Some surfaces in the game can be penetrated despite not appearing to be penetrable.
- On Miami, the white tents can be penetrated.
Unused Perks
There are quite a few perks that go unused in Black Ops Cold War. The majority of them are carried over from Black Ops 4, Treyarch's previous title. Most Call of Duty games contain content from past entries but Cold War contains more than most, as Treyarch had very limited time on the project, workflow was also decreased due to COVID-19 making it a lot harder to work on big projects, and as such things as leftover content was not cleaned up as well as the other games.
Black Ops 4 Leftovers
- Skulker
The perk behaves the same way it does in Black Ops 4, granting the player increased movement speed while crouched.
- Team Link
The Team Link perk from Black Ops 4 is in Cold War, and functions the same as it did in its respective game, minus the Fog of War radius, as Cold War lacks a Fog of War mechanic.
Cold War Perks
- Lightweight
The Lightweight perk got a new icon in Cold War, telling us that at one point it was going to ship with the game. This perk behaves the same as it did in Black Ops 4.
Unused Game Mode
- Slasher Deathmatch - Scream Deathmatch with all the Ghostface content removed.
Unused Multiplayer Mechanics
Ballistic Knife damage
The Ballistic Knife will not damage the player if the player hits himself with one, a feat which is impossible to normally encounter. A video detailing this can be seen here.
Death Under Map
If the player falls under a map, after falling a short distance the player will die. The killfeed uses a falling icon and the message "mistakes were made". A video of this can be seen here.
Unused counters
To do: What exactly does "Best enemy Care Packages stolen" measure? |
The game keeps track of the number of enemy Care Packages stolen and "Best enemy Care Packages" stolen despite not being used anywhere in the game. Leaderboards for these can be seen on CodTracker.
Unseen Content
- Missiles from the AC-130 have a model despite the fact they cannot be seen. The model can be seen in this video.
- The Chopper Gunner pilot has animations for looking around while piloting that cannot be seen as the player can never rotate to see behind them. These animations can be seen here.
- The Outbreak ammo helicopter has the Greek character "Ω" (omega) underneath it, but it cannot be seen.
- WMD:
- There is a vast mountainous landscape behind the mountains that encircle the stage that cannot be seen at all. This can be seen in this video starting at 2:39.
- There is a trail that leads into a part of the stage. While this trail can be seen by aerial killstreaks, what is not seen in that it stretches far out of the map. This trail can be seen in this video from 3:58 - 4:13.
Nuketown Room
Like in the original Nuketown, there is a room on top of the yellow house garage that is not connected to the second story and can essentially only be seen via aerial killstreaks. While it appears to just be a protrusion on the top of the house, it is actually modeled out and has windows on the front that can be broken and inside has wooden floors with a unique texture.
While not normally accessible, one can access it via a glitch that involves being forced through a wall of the yellow house bedroom via an RC-XD. A video of this can be seen here.
Unseen Skybox Content
To do: Rip images and upload them. |
The skyboxes for "Desperate Measures" and "Break on Through" were created from photographs of real-world areas. While the sky is normally only visible, the rest of the image is also on the skybox, although it can only be seen through glitches.
- The skybox for Desperate Measures is actually part of an image from a photoshoot in a grassy field taken on June 19th, 2019, although only the sky is seen in-game. The skybox and steps to see it can be seen in this video.
- The skybox for Break on Through can be seen via a glitch where in the tunnel segment the player can accidentally clip through the floor of the level. This can be seen in this video.
Inaudible Sounds
- On "The Pines", the Zombies Easter Egg song "Archangel" is played in the CD Store, but cannot normally be heard due to being played at a very low volume.
Unused Level Content
- Nowhere Left to Run:
- At the start of the level far underneath the level, a man can be found. He cannot be killed. This can be seen starting at 3:08 in this video.
- An inaccessible part of the level has an invisible platform placed between two buildings. This can be seen here at 4:08.
- The sniping part of the Airfield segment can be skipped by just sprinting into the airfield when Mason pulls up the LW3 Tundra. Doing this causes the game to treat it as if the player missed the shot.
- On "Fractured Jaw", the river at the end of the controllable helicopter segment actually ends at a specific point, but due to its placement it cannot normally be seen.
- On "Break on Through", there is an invisible floor underneath the level. This can be seen in this video.
Oddities
- Nowhere Left to Run:
- Falling out of the map and on to the invisible floor at the bottom will not kill the player. This can be seen here at 3:11.
- During the airfield segment, the car that the team has to reach only becomes active once Woods says the line "Get Arash!", even though Mason cannot reach the vehicle before he says this. This can be seen here at 5:23.
- If Mason were to reach the car before Woods does, which usually cannot happen, Woods' entry animation is delayed. This can be seen here at 5:25.
- The killfeed icon for getting a headshot with a Tomahawk is not the normal headshot icon, like all other weapons, but a diagonally-oriented Tomahawk. It is not apparent why it has a unique icon. Additionally, the icon appears to be of the Call of Duty: Black Ops 1 or 2's Tomahawk and not of the Black Ops Cold War version.
Regional Differences
- In the Japanese version of "Fracture Jaw", "Magic Carpet Ride" by Steppenwolf is not played in the level.
- In the Russian version of the beta, the AK-47 was called Агрессор Aggressor.
- The Hauer 77 is based off the Stakeout from Black Ops 1. While the name is rather different from the original in English, this is not the case for the Russian version, where the Stakeout was called Итака-37 Ithaca-37.
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