If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Call of Duty: World at War (Windows)/Cut Maps

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Call of Duty: World at War (Windows).

There were several single and multiplayer levels that were made but later scrapped for various reasons. There are no unfinished playable levels, but there are leftovers and traces in the game's files and SDK.

Campaign

Training

A more traditional training mission, reminiscent of the original's, and Call of Duty 3's, training sequences. Level scripts and four screenshots are present in the mod tools, as well as some audio files, (though these are just ambient sounds) remnant in the final game. In the screenshots, we can see that at this point in development, character models from Call of Duty 3 were still being used.

Fly

Though it's tempting to assume this is an early version of pby_fly, it is in fact a completely different mission. Script files for the mission can be found in the mod tools, which are appreciably well annotated. The level is reasonably complex, as the player can change its course, depending on whether they prevent intelligence from reaching the enemy.

Event 1 – Scout the South

The player starts in a plane, with markers spread around the map for players to get a feel for the controls. The plane flies over the beach which the player sees their allies storming. Interestingly, the player would have seen a scout plane at this point. If they chose to destroy it, less reinforcements would be called later in the level.

Event 2 – Support the Ground Troops

The player is joined by their squad, with red smoke marking out targets. The player then flies over and destroys enemy instalments with their machine gun and rocket launcher. These instalments are guarded by AA guns, which the player must evade. While this is occurring, ground troops will be storming enemy positions.

Event 3 – Dogfighting

The player is alerted to the presence of Japanese planes, when the player is required to fight off a set number of planes. As mentioned in event 1, the number of enemies here is determined by whether the recon plane was allowed to escape.

Event 4 – Refuel and Restock

The player flies back to the airfield, where an in-game cutscene will take over. The plane is refuelled and restocked. The plane is then orientated so the player can resume control of the plane.

Event 5 – Clean out Bloody Nose Ridge

The player is attacked as they assault the ridge. If the player follows the road to the north of the ridge, they are able to stop a convoy, stopping a call for reinforcements. Once the player has killed all enemies and destroyed all guns on the ridge, when the player is instructed to drop the napalm loaded in the refuelling sequence. The Japanese soldiers surrender and the level ends.

The following comments allude to what was still to be done with the level:

// TODO List:
//-----------
// - Weapons
// - Objectives
// - Waypoints
// - Tutorial
// - Remove Temp Hud, wait for code to implement it correctly.

// Overall stuff to fix:
//----------------------
// - Camera Shake when firing MGs.
// - Plane Feel
// - (LUCAS) Config file for controls
// - (LUCAS) Notify for when the player switches weapon (only for the fly level, player_cmd bound)
// - (LUCAS) Bug about camera offset not staying with the plane during Rolls/Flips.
// - target_set() no longer works.
// - (LUCAS) Need a friendly_set() similar to target_set, just can't padlock to them. This can also be used on Coop Players.
// - (LUCAS) Tracers need to work on player vehicle weapons.
// - (LUCAS) Need to be able to "use" the plane via script, UseBy();
// - (LUCAS) Hud instruments

Holland

Three levels from the cancelled British campaign. Only level scripts, HD screenshots and some textures remain.

Rhineland

Three levels from the cancelled British campaign. Only level scripts and some textures remain.

"Reinforcements En Route" (Prologue)

An introduction to the game that replaced training before being itself cut. The level would have started with the player being awoken, alerted by an officer that Japanese forces were approaching and they were low on supplies. The player would have then fought off three waves of Japanese soldiers. The level would have either ended with the player running out of ammo or a timer running out. The level script, a file in the soundaliases folder, some animations, and a string file remain.

Prologue.str
REFERENCE LANG_ENGLISH Notes
INTROSCREEN_TITLE "Reinforcements En Route"
INTROSCREEN_DATE May 29, 1945
INTROSCREEN_PLACE Somewhere Dark and Far From Home
INTROSCREEN_INFO 1st Marine Division - Dog Company

see3

Mentioned in the progress tracker. Would have been the third mission based in Seelow, meanwhile there is only two in the final game. No mention of it is otherwise found in the mod tools or the final game.

oki1

Mentioned in the progress tracker, this would have been the first mission based in Okinawa. The first level in the final game that is based in Okinawa is Blowtorch & Corkscrew, and this has codename oki2. A very basic script file and some assets (such as the skybox) are found in the mod tools.

Living Battlefield

This map takes place on an island. This map was also what Zombies was originally going to be like. Instead of fighting zombies, you are fighting Japanese soldiers. The map itself is mostly polished but is unfinished. One of the buildings can actually be destroyed by shooting or meleeing or exploding the wood off. A log can be found on the map that looks like it was later brought into the zombies map, “Shi No Numa” and appears to be more detailed. Touching the log while it’s moving can kill you and other japanese soldiers. This would have also been a test map for some of Campaign’s stuff like all of the death cards being in one spot of the island to test out earning death cards. Various floating lanterns can be spotted all over the map and some boats with no driver roams in the water.

Firing Range

This map is a test map that is used to test all of the weapons in campaign mode. Various textures can be seen exclusively in the map itself. Some of the weapons in the map are not in Campaign sadly. If your crosshair is on some of the objects, the object will move up and down interestingly.

Multiplayer

Atoll

Marine Raiders vs. Imperial Army.

The following strings are found in mpui.str in the mod tools:

REFERENCE LANG_ENGLISH
ATOLL Atoll
DESC_MAP_ATOLL Small-medium pacific island. Great for Free-for-all, Team Deathmatch and War.

A loadscreen and minimap can additionally be found in the game's files:

Beachhead

Marine Raiders vs. Imperial Army.

The following strings are found in mpui.str in the mod tools:

REFERENCE LANG_ENGLISH
BEACHHEAD Beachhead
DESC_MAP_BEACHHEAD Fight through the bloodied sand. Good for large vehicle matches.

Possibly based off "Little Resistance". A loadscreen and a minimap remain.

Carrier

Marine Raiders vs. Imperial Army. It's...an aircraft carrier covered with Corsairs. Only WIP loadscreens and a minimap remain.

Cavern

Marine Raiders vs. Imperial Army. An unknown Japanese cavern. Only text strings, loadscreen and minimap remain.

Crossing

A remnant of this map can be found in mpui.str. (simply "Crossing" with reference CROSSING) We can also find mp_crossing.csv in zone_source. mp_crossing.gsc exists, but it is a copy of an early version of mp_downfall.gsc. (or only part of it was taken)

Docks

Marine Raiders vs. Imperial Army. Only text strings, loadscreen and minimap remain. Replaced with "Sub Pens" in the final game. Though a very similar map, called Shipyard, was due to appear in Black Ops, this was also later cut.

Dog Test

A test map made for testing dog pathfinding.

Encampment

Red Army vs. Wehrmacht. A remnant of this map can be found in mpui.str. (simply "Encampment" with reference ENCAMPMENT) While there is no corresponding csv in zone_source, we do in this case have mp_encampment.gsc, which is indeed unique, though simply setting up lighting and teams. Minimap setup is commented, stating that no minimap had been developed yet.

Subway

Marine Raiders vs. Imperial Army. Only loadscreen and minimap remain. Replaced with "Station".

Wetlands

Red Army vs. Wehrmacht. mp_wetlands.gsc can be found, as well as mp_wetlands.csv in zone_source.

The following strings are found in mpui.str:

REFERENCE LANG_ENGLISH
WETLANDS Wetlands
DESC_MAP_WETLANDS Large wet farmland. Good for large vehicle maps.

The loadscreen and minimap can also be found:

Broadside

Red Army vs. Wehrmacht. mp_broadside.gsc can be found, as well as mp_broadside.csv in zone_source.

The following strings are found in mpui.str:

REFERENCE LANG_ENGLISH
BROADSIDE Broadside
DESC_MAP_BROADSIDE The Broadside map

The last string is obviously a placeholder.

Cassino

Red Army vs. Wehrmacht. Probably a remake of "mp_cassino" from Call of Duty: United Offensive. Only the map scripts still exist.

Lagoon

Marine Raiders vs. Imperial Army. Only the map scripts still exist.

Struggle

Red Army vs. Wehrmacht. Only the map scripts still exist.

Trenches

Red Army vs. Wehrmacht. Only the map scripts still exist.

Nightfire

According to Community Manager Josh Olin the map Nightfire was intended to be in the retail game but was left unfinished due to time constraints. Among those remains is a early minimap.

Misc

Hmmm...
To do:
Check if any of these are leftovers from Call of Duty 3.

These maps are not accompanied with scripts or strings and are hence deemed "minor". Some are leftovers from Call of Duty 4.

  • Argun - Leftover from Call of Duty 4.
  • Bautzen - Hill-top town in Germany. Only the csv file in zone_source remains.
  • Canal - Leftover from Call of Duty 4.
  • Cellblock - Leftover from Call of Duty 4.
  • Facility - Leftover from Call of Duty 4.
  • Forest - Leftover from Call of Duty 4.
  • Garden - Only the csv file in zone_source remains , early castle.
  • Grave - Leftover from Call of Duty 4.
  • Invasion - Only the csv file in zone_source remains, along with a blanked/placeholder loadscreen. This is distinct from the cut map from Call of Duty 4, as can be seen in earlier builds of the game.
  • Mansion - Leftover from Call of Duty 4.
  • Palace - Leftover from Call of Duty 4.
  • Rock - Only the csv file in zone_source remains.
  • Roofs - Only the csv file in zone_source remains. Not to be confused with mp_rooftops below.
  • Rooftops - Leftover from Call of Duty 4.
  • Sandtrap Only the csv file in soundaliases remains.
  • Shipment - Leftover from Call of Duty 4.
  • St. Joost - Only the csv file in zone_source remains.
  • Toujane - Leftover from Call of Duty 2.
  • Trenches - Only the csv file in zone_source remains.
  • Vacant - Leftover from Call of Duty 4.

Zombies

Map Pack 4

Originally, World at War was to have four map packs. The fourth was later cancelled. While this was first thought to be because it would fall too close to Modern Warfare 2's release, it was revealed by Jason Blundell that this map pack was cancelled due to the state that Black Ops' campaign was in early in development. (developers were therefore reallocated to work on Black Ops) It is only known, according to Blundell, that three zombies maps would be included. Any multiplayer maps that were to be included are currently unknown. Evidence and strings for these can be found by creating a memory dump of the game. The console codenames used for these levels are retained in their Black Ops counterparts.

Theater

This level has the description "Hello, and welcome to another episode of Zombie Piece Theater". This level ended up becoming Kino der Toten in Black Ops.

Paris

This level does not have a description, but was carried over to Black Ops and was revised to become Moon.

Coast

This level has the description "Feature Test Map (Dev Only)". It ended up becoming Call of the Dead in Black Ops.

Semper Fi Zombies

Through creating a memory dump of the Xbox Magazine demo of this game, (built September 2008) we can find reference to a zombies map set on the beaches of Makin. This is listed alongside Nacht der Untoten, Verrückt and Farm meaning that it was either intended for inclusion in the base game or the first map pack. A script file, nazi_zombie_makin.gsc, remains in the mod tools, but is only 100 bytes and contains very little of note. (nothing beyond what was probably auto-generated)

Nazi Zombie Farm

Script files (more substantive than those found for the above map) and prefabs for this map can found in the mod tools, as well as references that can be found through memory dumps. As above, it was probably intended to be included in either the base game or the first map pack. This map may have ended up becoming Farm in Black Ops II.

Farmhouse

A script file, nazi_zombie_farmhouse.gsc, can be found pertaining to this mission. It is possibly an early version of Farm above, but could be a different map entirely. There are references to the Opel Blitz and Type 94 Truck within, with most of the script file being dedicated to setting up fog for split-screen multiplayer.