the cutting room mirror

2010 Multiplayer Beta

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This is a sub-page of Proto:Spec Ops: The Line.

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Specifically: Get more screenshots of the beta in action.

This prototype is documented on Hidden Palace.

Two known beta tests exist for Spec Ops: The Line, both of which occurred in 2010 for the Xbox 360. Beta 1.0 was released on June 18th, while Beta 1.1 was released on July 13th. They represent earlier concepts for the game's art style, gameplay, and multiplayer component. Outside of the many surface-level differences, they contain a treasure trove of cut content and leftovers from campaign/co-op modes.

June 18th, 2010 Beta 1.0#

Startup and Menus#

  • A greeting from Yager will appear before the main menu loads and after the initial logos play. It thanks the player for participating and asks that screenshots of the beta not be shared.
  • Arkane Studios is among the studios credited in the disclaimers. Arkane is also mentioned in various HUD icons and in the final Exodus mission's objectives, some of which return both used and unused in the final game.
  • The main menu background is a still image rather than the dynamic skyscraper setting of the final game. The build is listed as "Spec Ops: The Line - Private Multiplayer Demo".
  • The background music in all menus is an excerpt from "The Battle," which the final game only uses in gameplay and in lobbies.
  • If left idle for too long, the game will play the announcement trailer for Spec Ops: The Line.

Gameplay and Presentation#

  • Multiplayer has a radically different class system and few customization options. Players start with a basic class for the Damned and Exiles, then gain level 1 and level 2 versions of classes as they progress. Each class can pick two "talents" that act as perks.
  • The Exiles and Damned have 3 classes each. The Exiles have the Gunner, Breacher, and Watcher. The Damned have the Sleeper, Enforcer, and Harvester. In the final game, both sides have 4 shared classes (Officer, Gunner, Medic, and Sniper) and 1 exclusive class (Breacher for Exiles, Scavenger for Damned). The classes have different voice lines.
  • Both factions have different announcers, while the final game uses the Radioman as the announcer for both sides. The Damned's announcer sounds like Randolf Dossler (voiced by Richard Epcar), a minor antagonist in the final game's campaign. The Exiles' announcer sounds like Paul Eiding, who provided voice work for various 33rd Infantry soldiers in the final game.
  • Only 3 maps are available: Windgate, Drydock, and Sunken. In the final game, 6 maps are available: Windgate, Drydock, Extinction, Crow's Nest, Last Resort, and Consumed (an updated version of Sunken).
  • Only 2 modes are available: Mutiny and Dispatch. In the final game, 6 modes are available: Chaos, Mutiny, Attrition, Uplink, Rally Point, and Buried.
  • Some weapons are exclusive to specific factions, while the final game allows either faction to use any weapon.
  • The HUD has a numeric ammo counter and has a "digital" design, while the final game uses an image-based ammo counter and a plain white design. The HUD colors are orange for the Damned and blue for the Exiles. This makes the +1 feature for weapon reloads more noticeable in-game.
  • Periodically, helicopters will drop ammo, grenades, and heavy weapons for either side to use during matches. Announcers will alert players when this is going to happen.
  • The Damned's logo appears as a knife in a triangle, while it is a skull with a 33rd emblem in the final game. The Exiles' logo is mostly the same aside from the triangle frame.
  • The loading screen is an artwork of Delta Force climbing a dune in silhouette. The beta font for loading screen tips is also different.

Weapons#

  • Players can carry much more ammo in reserve.
  • Most weapons have distinctly different models and/or textures. The UMP-45, M32 MGL, and Vector have foregrips. The M4A1, TAR-21, and M32 MGL have non-functioning scopes. The FAMAS lacks its final scope.
  • The Damned have exclusive use of the UMP-45, AKS-74u, Micro 9mm, OTS-14, AK-47, FAMAS, Sawed-Off Shotgun, MSG-90, FNP-40, .44 Magnum, and Mine.
  • The Exiles have exclusive use of the P90, Vector, MP7, TAR-21, SCAR-H, 417, M590, M110, P220, Desert Eagle, and C4.
  • The AKS-74u is grouped among the SMGs instead of the Assault Rifles.
  • The FNP-45 is called the FNP-40.
  • The W1300 is called the Sawed-Off Shotgun.

Unused Assets#

  • Multiple futuristic weapons have models and textures that go unused, including the final game's cut XM8. Their textures share a dark blue color scheme that differs from 2010 or 2012's art style. They are listed as the PKM A Machinegun, pn120 SMG, DRG, AKA ASSAULT RIFLE, and K2 Patriot Pistol.
  • The Flamethrower and its fire trail appear as untextured, unused models. It can be restored to the menu by modding the beta's files.
  • The AK-74 is unused and has a flat grey texture. Interestingly, the alternate cut texture from the final game appears in the beta, where it also goes unused.
  • A turret for the Mk 47 Stryker is in the beta's files. Despite Strykers appearing as level decorations in multiplayer, no opportunity is given to use their turrets.
  • A duplicate of the M1014 appears in the files as the "AA14 Shotgun."
  • Assets for the cut Horde and Exodus modes remain in the files. Voice lines for Riggs, Daniels, Fari, and Gould are left in the exodus co-op and versus .upk files. A model for Riggs also goes unused, appearing mostly the same as the final aside from some darker textures.
  • Some campaign characters remain in the files unused with different designs. Notably, the face texture for Lugo appears different than his design in the 2010 trailers and E3 presentations, and his hat is backwards and built into his model. Walker also has multiple leftover voice lines from campaign, including complex orders and callouts for throwing phosphorus grenades.

Unused Text#

Campaign Missions#

Left in the SRGame.int file are the 2010-era campaign levels and designations.

[SP_M01I YUIDataProvider_Mission]
m_Description=M01p1 - The evacuation
m_Name=The evacuation


[SP_M01II YUIDataProvider_Mission]

m_Description=M01p1 - The airplane
m_Name=The airplane


[SP_M01III YUIDataProvider_Mission]

m_Description=M01p2 - The dune
m_Name=The dune


[SP_M02I YUIDataProvider_Mission]

m_Description=M02p1 - Underneath
m_Name=Underneath


[SP_M02II YUIDataProvider_Mission]

m_Description=M02p2 - The refugees
m_Name=The refugees


[SP_M03I YUIDataProvider_Mission]

m_Description=M03p1 - The edge
m_Name=The edge


[SP_M03II YUIDataProvider_Mission]

m_Description=M03p2 - The pit
m_Name=The pit


[SP_M04I YUIDataProvider_Mission]

m_Description=M04p1 - The battle
m_Name=The battle


[SP_M04II YUIDataProvider_Mission]

m_Description=M04p2 - The gate
m_Name=The gate


[SP_M05 YUIDataProvider_Mission]

m_Description=M05 - The road
m_Name=The road


[SP_M06I YUIDataProvider_Mission]

m_Description=M06p1 - Riggs
m_Name=Riggs


[SP_M06II YUIDataProvider_Mission]

m_Description=M06p2 - Stealing water
m_Name=Stealing water


[SP_M07I YUIDataProvider_Mission]

m_Description=M08 - Alone
m_Name=Alone


[SP_M07II YUIDataProvider_Mission]

m_Description=M08 - The mall
m_Name=The mall


[SP_M08I YUIDataProvider_Mission]

m_Description=M09 - Up the dune
m_Name=Up the dune


[SP_M08II YUIDataProvider_Mission]

m_Description=M10 - The rooftops
m_Name=The rooftops


[SP_M09I YUIDataProvider_Mission]

m_Description=M11 - Adams
m_Name=Adams


[SP_M09II YUIDataProvider_Mission]

m_Description=M11 - Lugo
m_Name=Lugo


[SP_M10I YUIDataProvider_Mission]

m_Description=M13 - The bridge
m_Name=The bridge


[SP_M10II YUIDataProvider_Mission]

m_Description=M14 - Welcome
m_Name=Welcome


[SP_M11 YUIDataProvider_Mission]

m_Description=Epilog
m_Name=Epilog

Campaign Objectives#

The objectives and overall goal for the campaign missions are also left over in the beta's files.

[YOBJECTIVE_M1 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Move toward road", m_detailInfo="Move toward road")
m_objectives[1]=(m_objective="Investigate looters", m_detailInfo="Investigate looters")
m_objectives[2]=(m_objective="Question surrendering guy", m_detailInfo="Question surrendering guy")
m_objectives[3]=(m_objective="Find source of radio signal ", m_detailInfo="Find source of radio signal")
m_objectives[4]=(m_objective="Order Lugo to turn off signal", m_detailInfo="Order Lugo to turn off signal")
m_objectives[5]=(m_objective="Rescue unknown soldiers", m_detailInfo="Rescue unknown soldiers")
m_objectives[6]=(m_objective="Move to hotel", m_detailInfo="Move to hotel")
m_objectives[7]=(m_objective="Defend position until arrival of storm", m_detailInfo="Defend position until arrival of storm")
m_objectives[8]=(m_objective="Advance under cover of sand storm", m_detailInfo="Advance under cover of sand storm")
m_Title=Get into Dubai

[YOBJECTIVE_M10 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Help Adams", m_detailInfo="Help Adams")
m_objectives[1]=(m_objective="Find Lugo", m_detailInfo="Find Lugo")
m_objectives[2]=(m_objective="Neutralize attackers", m_detailInfo="Neutralize attackers")
m_objectives[3]=(m_objective="Reach Lugo", m_detailInfo="Reach Lugo")
m_objectives[4]=(m_objective="Get out of refugee camp", m_detailInfo="Get out of refugee camp")
m_Title=Move toward tower

[YOBJECTIVE_M11 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Neutralize bridge defense", m_detailInfo="Neutralize bridge defense")
m_objectives[1]=(m_objective="Survive counter strike", m_detailInfo="Survive counter strike")
m_Title=Get into tower

[YOBJECTIVE_M12 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Move up the tower", m_detailInfo="Move up the tower")
m_objectives[1]=(m_objective="Survive ambush", m_detailInfo="Survive ambush")
m_objectives[2]=(m_objective="Find Konrad", m_detailInfo="Find Konrad")
m_Title=Meet Konrad

[YOBJECTIVE_M2 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Defend against incoming bandits", m_detailInfo="Defend against incoming bandits")
m_objectives[1]=(m_objective="Proceed deeper into building", m_detailInfo="Proceed deeper into building")
m_objectives[2]=(m_objective="Investigate signs of civilians", m_detailInfo="Investigate signs of civilians")
m_objectives[3]=(m_objective="Find exit out of refugee camp", m_detailInfo="Find exit out of refugee camp")
m_objectives[4]=(m_objective="Fight down to ground floor of lobby", m_detailInfo="Fight down to ground floor of lobby")
m_objectives[5]=(m_objective="Capture Turret", m_detailInfo="Capture Turret")
m_objectives[6]=(m_objective="Destroy glass facade", m_detailInfo="Destroy glass facade")
m_Title=Investigate hotel complex

[YOBJECTIVE_M3 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Find way down into gorge", m_detailInfo="Find way down into gorge")
m_objectives[1]=(m_objective="Survive attack of looters", m_detailInfo="Survive attack of looters")
m_objectives[2]=(m_objective="Follow signal", m_detailInfo="Follow signal")
m_objectives[3]=(m_objective="Escape from Ambush", m_detailInfo="Escape from Ambush")
m_Title=Find the Source of Daniels’ Signal

[YOBJECTIVE_M4 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Get to the surface", m_detailInfo="Get to the surface")
m_objectives[1]=(m_objective="Find Lt. Gould", m_detailInfo="Find Lt. Gould")
m_objectives[2]=(m_objective="Make your way to the City Gate", m_detailInfo="Make your way to the City Gate")
m_Title=Proceed toward Konrad

[YOBJECTIVE_M5 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Get down on Main Street", m_detailInfo="Get down on Main Street")
m_objectives[1]=(m_objective="Survive Konrads assault", m_detailInfo="Survive Konrads assault")
m_objectives[2]=(m_objective="Seek Shelter", m_detailInfo="Seek Shelter")
m_objectives[3]=(m_objective="Help Riggs against Konrads forces", m_detailInfo="Help Riggs against Konrads forces")
m_objectives[4]=(m_objective="Help Riggs against Konrads forces", m_detailInfo="Help Riggs against Konrads forces")
m_Title=Proceed toward Konrad

[YOBJECTIVE_M6 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Follow Riggs toward water depot", m_detailInfo="Follow Riggs toward water depot")
m_objectives[1]=(m_objective="Open door from the other side", m_detailInfo="Open door from the other side")
m_objectives[2]=(m_objective="Get to water depot", m_detailInfo="Get to water depot")
m_objectives[3]=(m_objective="Secure the Water Transports", m_detailInfo="Secure the Water Transports")
m_objectives[4]=(m_objective="Defend water trucks", m_detailInfo="Defend water trucks")
m_objectives[5]=(m_objective="Survive ambush", m_detailInfo="Survive ambush")
m_objectives[6]=(m_objective="Take down chopper", m_detailInfo="Take down chopper")
m_Title=Help Riggs stealing water

[YOBJECTIVE_M7 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Find squad mates", m_detailInfo="Find squad mates")
m_objectives[1]=(m_objective="Help squad against attackers", m_detailInfo="Help squad against attackers")
m_objectives[2]=(m_objective="Defend squad through mall", m_detailInfo="Defend squad through mall")
m_Title=Reunite with squad

[YOBJECTIVE_M8 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Move up the large dune", m_detailInfo="Move up the large dune")
m_objectives[1]=(m_objective="Move to the Radio Station", m_detailInfo="Move to the Radio Station")
m_Title=Meet the Radio Man

[YOBJECTIVE_M9 YDataProvider_Objectives]
m_objectives[0]=(m_objective="Escape to the helicopter", m_detailInfo="Escape to the helicopter")
m_objectives[1]=(m_objective="Defend helicopter", m_detailInfo="Defend helicopter")
m_objectives[2]=(m_objective="Blow up tower", m_detailInfo="Blow up tower")
m_objectives[3]=(m_objective="Shake off pursuers", m_detailInfo="Shake off pursuers")
m_Title=Escape from Radio Station

Original Exiles Team Name#

In the SRGameUI.int file, there are cut references to the Exiles/"SpecOps" team that call them "Lost." This could be a remnant of an earlier name for the faction.

[HUD]
KilledBy=Killed by:
KonradAlive=The Damned still alive:
SpecopsAlive=Lost remaining:

Test Weapon References#

The SRAsset.int file lists 4 dummy weapons presumably made for testing purposes.

[YWeapon_DummyWeapon1]
m_ammoName=Dummy Ammo
m_weaponName=Dummy Weapon 1


[YWeapon_DummyWeapon2]

m_ammoName=Dummy Ammo
m_weaponName=Dummy Weapon 2


[YWeapon_DummyWeapon3]

m_ammoName=Dummy Ammo
m_weaponName=Dummy Weapon 3


[YWeapon_Programming]

m_ammoName=TestGun Ammo
m_weaponName=TestGun

Campaign Loading Screen Tips#

Some loading screen quotes describing complex squad orders never appear outside of the Subtitles.int file.

LoadingScreenTips_13=The Suppressive Fire squad command will keep enemies pinned in cover. Use this to flank entrenched enemies and take them out!
LoadingScreenTips_14=Use the Situation Report squad command to highlight nearby enemies - even those behind walls!
LoadingScreenTips_15=If enemies aren't yet aware of you, you can use the Open Fire squad command to order your squad to immediately begin shooting.

Cut Weapon References#

Among the used weapon classes and data, the SRGame.xxx file lists weapon concepts that got cut from the beta and the final release. Sadly, no models or textures are present. Of note is that the SPAS-15 is a real weapon, though it is a shotgun and not an assault rifle.

Weapon Name

Weapon Type

YWeapon_AT4

YWeapon_Launcher

YWeapon_Flamethrower_Base

YWeapon

YWeapon_FlamethrowerAI_Base

YWeapon

YWeapon_HuntingRifle

YWeapon_AssaultRifle

YWeapon_SPAS15

YWeapon_AssaultRifle

YWeapon_Surrender

YWeapon

YWeapon_VeryHeavyWeapon

YWeapon

YWeapon_VeryHeavyScnd

YWeapon

YWeapon_XM43

YWeapon_AssaultRifle

YWeapon_XM43_Scnd

YWeapon_Shotgun

Cut Secondary Fire Modes#

Some weapons without alternate fire options in the final game have references to them in the beta's SRGame.xxx file! Not all of them are given detailed descriptions. Due to how multiplayer disables secondary fire modes, they are not usable in the beta by default.

YWeapon_AKS74u_Scnd
YWeapon_FNP45_LaserSight
YWeapon_Glock18_SemiAuto
YWeapon_HnKUMP45_Scnd
YWeapon_MP7_Scnd
YWeapon_OTs14Groza_Scnd
YWeapon_SIGP220_Scnd
YWeapon_TAR21_Scnd
YWeapon_TDIVector_Scnd

July 13th, 2010 Beta 1.1#

This prototype is documented on Hidden Palace.

This updated version of the beta added new features, changed some existing content, and removed some unused assets.

Known Changes#

  • The build is listed as "Spec Ops: The Line - Private Multiplayer Demo 1.1".
  • Options are added to access the Headquarters customization without starting a match. An option to create an Xbox Live party was also added to the main menu.
  • 5 maps are available: Foreclosure, Crow's Nest, Windgate, Drydock, and Last Resort. Foreclosure, a map set around a ruined bank, was notably cut from the final game. Crow's Nest also appears in daylight, while it is a nighttime map in the final game.
  • Rally Point was added as a mode alongside Dispatch and Mutiny.
  • The multiplayer announcers now have radio filters for their voice lines. Their unused Exodus voice lines are unmodified.
  • Some weapon exclusivity options were exchanged for factions. The Exiles were given the AK-47 and P220, while the Damned were given the SCAR-H and FNP-40.
  • Stun Grenades were added for both sides.
  • The unused Flamethrower and its flame trail were removed from the game's files.
  • The Elite enemy was given a new model with a single texture and no sunglasses. Interestingly, the texture fits perfectly over the final game's regular Zulu Squad enemy.
  • The P220 was given a grey slide and wooden grips. In Beta 1.0, it was a polymer black with sand-worn parts. In the final game, it is a faded black color.