This page details one or more prototype versions of Call of Duty: Modern Warfare 2 (Windows, Xbox 360, PlayStation 3).
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This prototype is documented on Hidden Palace. |
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This page is rather stubbly and could use some expansion. |
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To do:
Multiplayer:
Singleplayer:
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Build 482 was compiled on July 13, 2009, a month after the E3 presentation and nearly 4 months before the game was officially released. This build appears to have been from the middle of the game's development. Unlike the final version of the game, this build contains multiple different executables with different configurations and capabilities:
General#
Debug Menu#
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This needs some investigation. |

1-iw4sp.exe is a version of the Singleplayer portion of the game with a debug menu. This debug menu can be accessed by pressing the Back button.
- Main
Development-related Text#
File Paths#
Buried within the PDBs included in this prototype are a multitude of file paths to various bits and pieces of source code. A lot of these file paths appear to be internal network shares.
3-iw4sp_fast_server.pdb
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To do: |
C:\Program Files (x86)\Microsoft Xbox 360 SDK\include\xbox
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_1.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_2.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_3.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_4.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_5.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_6.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_7.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\CodeOutput\iw4sp\FastServer - Xenon\vc80_ib_8.pdb
c:\trees\iw4build1-iw\iw4\code_source\src\snd_utils.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\snd.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\groupvoice\record_dsound.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\groupvoice\record.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\groupvoice\play_dsound.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\groupvoice\play.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\groupvoice\encode.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\groupvoice\decode.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\iwnet\lsp.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\fxents\FXEntity_server.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\fxents\FXEntity_client.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\turret\turret_placement.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\turret\turret_client_ent.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\tracers\tracer_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\tracers\tracer.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\lightedit\lightedit_host.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\lightedit\lightedit_common.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\sessions\sessions.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\player\PlayerJet_save.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\player\PlayerJet_client.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\player\PlayerJet.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\leaderboard\leaderboard_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\leaderboard\leaderboard.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_track.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_spawner.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_script.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_physics.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_path.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_hud.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_helicopter.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_client.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_camera.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle_audio.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\vehicle\vehicle.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\edge\edgezlib_inflate_queue.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\edge\edgezlib.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_world.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_snapshot.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_main.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_init.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_game.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_demo.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_client_coop.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_client.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\server\sv_ccmds.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_weapons_view.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_weapons_util.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_weapons_setup.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_weapons_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_weapons_ammo.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_weapons.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_slidemove.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_pmove.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_misc.cp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_mantle.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_jump.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_animation_mp.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\bgame\bg_actor_prone.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_tasks.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_stream.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_storage.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_shared.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_remote.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_presence.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_net.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_memorycard.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_main.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_live.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_leaderboard.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_input.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_gamepad.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\xenon_friends.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\snd_eq.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\snd_driver_xa2.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\snd_driver_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\snd_driver.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xenon\AtgAudio.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xmodel_utils.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xmodel_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xmodel.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xanim_readwrite.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xanim_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xanim_calc.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\xanim.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\dobj_utils.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\dobj_skel.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\xanim\dobj.cpp
c:\trees\iw4build1-iw\iw4\code_source\common\brush_edges.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_wndproc.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_syscon.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_splash.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_shared.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_remote.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_net.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_main.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_localize.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_input.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_gamepad.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_dinput.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\win_configure.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\snd_driver_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\win32\snd_driver.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\xenon_common.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\win_common.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\timing.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\textureatlas.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\surfaceflags.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\streamfile.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\reliablemsg.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\redblacktree.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\redblackcache.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\q_shared.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\q_parse.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\ps3_common.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\profile_mem.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\profile_display.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\profile.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\pool_allocator.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\physicalmemory.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\memfile.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\fft.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\eval.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\dvar.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\dlc.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_vector4_const.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_stringtable_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_stringtable.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_sndalias_load_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_sndalias.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_shared.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_rle_compress.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_presence.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_packet_cache.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_pack.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_net.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_memory.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_math_anglevectors.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_math.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_files.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\com_convexhull.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\bounds.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\assertive.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\universal\aabbtree.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_utils.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_transitions.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_shared_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_shared.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_mem_track.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_main.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_localvars.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_expressions_obj.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_expressions_logicfunctions.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_expressions.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_component.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\ui_atoms.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\ui\mission.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\stringed\stringed_interface.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\stringed\stringed_ingame.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\stringed\stringed_hooks.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\script\scr_yacc.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\script\scr_vm.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\script\scr_variable.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\script\scr_tempmemory.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\script\scr_stringlist.cpp
c:\trees\iw4build1-iw\iw4\code_source\src\script\scr_readwrite.cpp
build_num.txt#
This file contains the build number.
482
build_files.txt#
This text file consists of a rather large list of files included in the build.
mp_subbase.ff
mp_underpass_load.ff
simplecredits_load.bik
boneyard.ff
1-iw4sp.map
so_juggernauts_favela.ff
4-iw4sp_demo.map
invasion_load.bik
mp_firingrange.ff
sniperescape_load.bik
mp_brecourt_load.ff
arcadia.ff
launchfacility_b_fade.bik
iw4_credits.ff
so_ghillies.ff
2-iw4mp.exe
mp_estate.ff
ez_ui_mp.ff
armada_fade.bik
iw_logo.bik
asad_speech_180.bikbe
trainer.ff
default.map
killhouse_fade.bik
5-iw4mp_demo.exe
mp_invasion.ff
1-iw4sp.pdb
cliffhanger.ff
mp_nightshift_load.ff
so_takeover_oilrig.ff
killhouse_load.bik
so_killspree_favela_load.bik
ez_common_mp.ff
killhouse_monitor1.bikbe
favela.ff
1-iw4sp.exe
mp_rundown_load.ff
7-iw4sp_demo_replay.exe
default_mp.xdb
mp_underpass.ff
mp_highrise.ff
so_killspree_invasion_load.bik
4-iw4sp_demo.pdb
blackout_load.bik
dcburning_load.bik
$systemupdate
4-iw4sp_demo.exe
so_snowrace1_cliffhanger.ff
so_takeover_estate.ff
dcemp.ff
village_defend_load.bik
6-iw4mp_fast_server.exe
so_showers_gulag.ff
af_caves.ff
gulag_securitycam.bik
so_escape_airport.ff
village_assault_load.bik
so_snowrace2_cliffhanger.ff
launchfacility_b_load.bik
coup_load.bik
coup_fade.bik
village_assault_fade.bik
code_post_gfx.ff
so_defense_invasion.ff
boneyard_load.bik
5-iw4mp_demo.pdb
bog_a_load.bik
airport_load.bik
jeepride_fade.bik
mp_shipment.ff
gulag_load.bik
airport.ff
dog_vs_player_load.bik
mp_derail.ff
common_mp.ff
hunted_load.bik
so_chopper_invasion.ff
7-iw4sp_demo_replay.map
mp_shipment_load.ff
roadkill.ff
launchfacility_a_load.bik
common.ff
mp_derail_load.ff
mp_rundown.ff
ui.ff
dcemp_load.bik
estate.ff
so_ac130_co_hunted.ff
aftermath_fade.bik
credits_load.bik
icbm_load.bik
mp_checkpoint.ff
so_crossing_so_bridge.ff
oilrig.ff
contingency.ff
imagefile3.pak
bridge_monitor.bik
mp_boneyard.ff
ui_mp.ff
trainer_load.bik
blackout_fade.bik
atvi.bik
arcadia_load.bik
ambush_fade.bik
mp_boneyard_load.ff
so_forest_contingency_load.bik
imagefile1.pak
code_post_gfx_mp.ff
3-iw4sp_fast_server.exe
so_killspree_favela.ff
8-iw4mp_beta.exe
imagefile4.pak
mp_terminal.ff
title.bik
mp_rust.ff
mp_checkpoint_load.ff
5-iw4mp_demo.map
cod_intro.bik
cargoship_fade.bik
so_assault_oilrig.ff
scoutsniper_load.bik
6-iw4mp_fast_server.pdb
icbm_fade.bik
village_defend_fade.bik
so_killspree_invasion.ff
mp_rust_load.ff
char_museum.ff
af_chase.ff
so_showers_gulag_load.bik
mp_favela.ff
favela_load.bik
2-iw4mp.map
co_hunted.ff
bog_b_fade.bik
airplane_load.bik
favela_escape.ff
af_caves_load.bik
armada_load.bik
default.bik
mp_invasion_load.ff
$systemupdate\su2008d200_00000000
6-iw4mp_fast_server.map
zakhaev_escape.bik
2-iw4mp.pdb
hunted_fade.bik
contingency_load.bik
af_chase_load.bik
legal.bik
so_hidden_so_ghillies.ff
mp_brecourt.ff
ac130_load.bik
so_killspree_trainer.ff
dc_whitehouse.ff
roadkill_load.bik
common_ignore.ff
packfile1.pak
mp_favela_load.ff
so_forest_contingency.ff
mp_subbase_load.ff
aftermath_load.bik
launchfacility_a_fade.bik
so_rooftop_contingency.ff
default.xex
so_bridge.ff
mp_afghan_load.ff
8-iw4mp_beta.pdb
so_defuse_favela_escape.ff
ambush_load.bik
default_mp.xex
gulag.ff
default_mp.pdb
so_intel_boneyard.ff
so_demo_so_bridge.ff
bog_b_load.bik
invasion.ff
estate_load.bik
mp_estate_load.ff
mp_afghan.ff
3-iw4sp_fast_server.pdb
so_download_arcadia.ff
ac130_fade.bik
mp_quarry.ff
oilrig_load.bik
airlift_load.bik
default.xdb
mp_highrise_load.ff
so_sabotage_cliffhanger.ff
mp_nightshift.ff
mp_quarry_load.ff
default.pdb
default_mp.map
airlift_fade.bik
mp_terminal_load.ff
bog_a_fade.bik
cargoship_load.bik
dcburning.ff
3-iw4sp_fast_server.map
scoutsniper_fade.bik
8-iw4mp_beta.map
so_killspree_trainer_load.bik
black.bik
jeepride_load.bik
7-iw4sp_demo_replay.pdb
cliffhanger_load.bik
imagefile2.pak
favela_escape_load.bik
Singleplayer#
Main Menu#
|
Build 482 |
Final |
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The overall structure of the menu is pretty much the same as the final version, bar a few minor differences:
- The game's logo is slightly smaller.
- The game refers to the campaign option as "Story".
- The order of options is different, with Special Ops and the Campaign switching places compared to the final release.
- The description text at the bottom is stretched horizontally.
Campaign#
In the campaign, a good majority of the voice lines are placeholders.
Mission 1 - S.S.D.D.#
In this build, S.S.D.D. is very similar to the final version, but it has some minor differences. For one, the location where Shepherd observes you is different.
Mission ? - Loose Ends#
- There are more landmines around Makarov's safehouse.
- General Shepherd is Lt. General Shepherd.
- The player is carried by Archer instead of Ghost. In the final game, Ghost carries the player and Archer is a sniper.
Endgame#
Originally, the game was going to end with the player getting into a knife fight with General Shepherd instead of the final game's cutscene and quick-time event. During the fight, he says some details about the game's story, like how he started the wars in Russia, supporting Zakhaev and mentions a briefcase to the Kremlin.
Shortly after General Shepherd is killed, an on-screen message will pop up saying "insert special player seeing knife in self sequence..". Watch on YouTube
Cinematic Differences#
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To do:
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legal.bik#
This build re-uses the copyright text from the original Modern Warfare.
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Build 482 |
Final |
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IW_logo.bik#
Even the Infinity Ward logo went through some changes during the game's development.
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Build 482 |
Final |
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cod_intro.bik#
The intro video in this build is the teaser trailer that was officially posted online.
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Build 482 |
Final |
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airport_load.bik#
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Build 482 |
Final |
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roadkill_load.bik#
Note that most loading screens in this build are a soundless 30-second timer, just like this one.
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Build 482 |
Final |
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favela_load.bik#
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Build 482 |
Final |
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Multiplayer#
Maps#
Sub Base#
While the overall layout of the map appears to be extremely close to the final version's (if not exactly the same), there are several cosmetic differences between the two versions.
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Build 482 |
Final |
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- This build refers to the map as "Subbase", whereas the final version refers to it as "Sub Base".
- The map's preview image in this build appears to be a similar angle taken from a completely different position.
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Build 482 |
Final |
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- The submarine in this build appears to be a completely different model from the final version of the game with much simpler geometry and much less detail.
- The ambient color in this build's version of the map is noticeably darker than in the final version.
- There is no fence by the section closest to the submarine in this build, allowing players to jump into the water and instantly die.
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Build 482 |
Final |
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Even a room as insignificant as the small one connecting the walkway has some differences, namely:
- The wall textures are completely different with vents dripping with rust in the final version. No such vents exist in this version.
- This version of the room lacks very minor room details like the fire alarm bell and the pipes which are present in the final version.
Create-a-Class#
Sniper Rifles#

The order in which the sniper rifles are listed are slightly different. In this build, the M21 EBR and Barrett .50cal are the second and fourth entries in the list (respectively). However, in the final version of the game they switched places.
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Build 482 |
Final |
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Shotguns#

The order in which the shotguns are unlocked is very different. For starters, the M1014 and Model 1887 have switched places. Also the M1014 has no color in its Create-a-Class icon.
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Build 482 |
Final |
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Assault Rifles#

The Assault Rifles unlocking order is similar to the final game. In this build, the FAL is called FN FAL. Just like Call of Duty 4, the M16A4 was the first assault rifle you unlocked.
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Build 482 |
Final |
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