the cutting room mirror

Call of Duty: Modern Warfare 2 (Windows, Xbox 360, PlayStation 3)

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Unused Features#

To do:
Check if the M1911 and W1200 support camouflage. Check if the Dragunov supports any camouflage other than Arctic and Woodland.

Getting a Tactical Nuke from a Care Package#

Imagine getting this during your first time playing the multiplayer.

It isn't possible to get the Tactical Nuke killstreak from a care package or emergency airdrop. With the use of console commands or modding, you can force the game to give you the killstreak in a care package/emergency airdrop. Due to the nature of the killstreak itself, the chances of getting it were made impossible most likely for balancing purposes.

The following string is left unused because of this.

Codename

String

MP_NUKE_PICKUP

"Press and hold [{+activate}] for a Nuclear Strike"

Camouflaged Secondary Weapons#

It usually isn't possible to apply a camouflage to a secondary weapon in the multiplayer game mode. However, with the use of console commands or modding, you can apply camouflages to secondary weapons.

Mw2-spas12-bluetigercamo.png Mw2-m1014-redtigercamo.png

The following weapons support this feature:

  • SPAS-12
  • AA-12
  • M1014
  • Striker

Create-A-Mode#

Judging from the strings that used this feature, it may have been possible to create your own game mode and potentially use it in the future. This feature was actually used in Black Ops 2.

The following are strings used by this gamemode.

Codename

String

MENU_CREATEAMODE

"Create-a-Mode"

MENU_CUSTOMMODE_KEYBOARD

"Name your custom game mode"

PLATFORM_SAVECUSTOMMODE

"� Save / Back"

GAME_CUSTOM_GAMEMODE

"Modern Warfare 2 Custom Game Mode"

Unused Music#

In the game's files, there is a music file for the "Tactical Nuke" killstreak, most likely intended for when someone uses it. The sound file is an excerpt from the music track when the player kills General Shepherd at the end of the game.

Unused Graphics#

Unused HUD Elements#

File Path: iw_05.iwd/images/test01.iwi
A graphic that has the number one in a circle.

File Path: iw_01.iwd/images/death_train.iwi
A graphic for the multiplayer game mode. It was most likely intended for if the player got killed by a train that no longer exists. What a shame.

File Path: iw_02.iwd/images/hud_server_pure.iwi
An icon for a dedicated server browser. It was meant to show if the listed server does not use mods. However, since the game relies on matchmaking rather than a dedicated server browser, this icon goes unused.

File Path: iw_02.iwd/images/hud_server_locked.iwi
An icon for a dedicated server browser. It was meant to show if the listed server requires a password to be entered. However, since the game relies on matchmaking rather than a dedicated server browser, this icon is unused.

File Path: iw_05.iwd/specialty_akimbo.iwi
An unused perk icon for a used attachment. It is possible that during development instead of having Akimbo as a weapon attachment, it would have been a perk.

File Path: iw_03.iwd/images/objectivea.iwi
An unused objective point icon. It is possible that this icon was used in very early versions of the game, as it isn't even shown in any early screenshots.

File Path: iw_03.iwd/images/objectiveb.iwi
An unused objective point icon. It is similar to objectivea.iwi, as it was probably used in very early versions of the game, as it isn't even shown in any early screenshots.

File Path: iw_03.iwd/images/objpoint_ammo.iwi
An unused ammo point icon. It was probably used in very early versions of the game, as it isn't even shown in any early screenshots.

File Path: iw_03.iwd/images/objpoint_bomb.iwi
An unused bomb point icon. It was probably used in very early versions of the game, as it isn't even shown in any early screenshots.

File Path: iw_03.iwd/images/objpoint_flag_russian.iwi
An unused flag icon for the Spetsnaz in Call of Duty 4. It was also unused in that game, as the Capture the Flag mode was cut late into development.

File Path: iw_03.iwd/images/objpoint_flag_american.iwi
An unused flag icon for the Marines in Call of Duty 4. It was also unused in that game, as the Capture the Flag mode was cut late into development.

File Path: iw_03.iwd/images/objpoint_flag_british.iwi
An unused flag icon for the S.A.S. from Call of Duty 4. It was also unused in that game, as the Capture the Flag mode was cut late into development.

File Path: iw_03.iwd/images/objpoint_flag_opfor.iwi
An unused flag icon for OpFor from Call of Duty 4. It was also unused in that game, as the Capture the Flag mode was cut late into development.

File Path: iw_03.iwd/images/objpoint_flag_neutral.iwi
An unused flag icon for a neutral flag from Call of Duty 4. It was also unused in that game, as the Capture the Flag mode was cut late into development.

File Path: iw_07.iwd/images/xenon_controller_top.iwi
An Xbox 360 controller. While this is used in the Xbox 360 version of the game, the Windows version of the game does not support controllers, making this unused.

Cut Emblems#

To do:
Format these like the rest of the unused graphics.

None of these can normally be obtained without modding. The 10th Prestige emblem was to be unlocked via getting 1000 headshot kills with the AK-47.

CODMW2-Cardicon_circuit.png CODMW2-Cardicon_hazard.png CODMW2-Cardicon_sami.png CODMW2-Cardicon_skullnbones.png CODMW2-Cardicon_sniper.png Mw2_spinning10thskull.gif

Cut Title Cards#

CODMW2-Cardtitle_graff.png CODMW2-Cardtitle_graffiti_1.png CODMW2-Cardtitle_horsemen_death.png CODMW2-Cardtitle_horsemen_famine.png CODMW2-Cardtitle_horsemen_war.png CODMW2-Cardtitle_joint.png CODMW2-Cardtitle_pinkscar.png CODMW2-Cardtitle_swordmaster_1.png CODMW2-Cardtitle_swordmaster_2.png CODMW2-Cardtitle_swordmaster_3.png

Unused In-Game Elements#

File Path: iw_07.iwd/images/weapon_mg4_scope_col.iwi
A texture sheet used by an unused scope attachment for the MG4.

File Name: iw_07.iwd/images/weapon_power_drill_sm_col.iwi
A texture sheet for a Power Drill, which is for some reason considered a "weapon".

File Name: iw_06.iwd/images/weapon_870_mcs_col.iwi
A texture sheet for the Remington 870 MCS, a weapon scrapped during development.

File Name: iw_00.iwd/images/a_temp_ceiling.iwi
A temporary texture for ceilings. It was most likely intended as a placeholder for level designers to build and test levels whilst wait for environment artists to produce appropriate visual assets.

File Path: iw_00.iwd/images/a_temp_ground.iwi
A temporary texture for the ground. It was most likely intended for level designers, as mentioned above.

File Path: iw_00.iwd/images/a_temp_wall.iwi
A temporary texture for the walls. It was most likely intended for level designers, as mentioned above.

Unused Cinematic#

default.bik is a video file located in the videos directory which serves as a placeholder when attempting to load a Singleplayer or Special Ops map which lacks a loading cutscene. Otherwise, it is completely unused.

Watch on YouTube

Default Vehicle#

An untextured model that barely resembles an actual vehicle is present in the game's files. Likely meant for testing purposes.
Default_Vehicle_MW2.png

Unused Weapons#

Unused Weapon Attachments#

These are strings for each weapon that were cut for balancing purposes.

Weapon

Codename

Attachment

String

Model 1887

WEAPON_MODEL1887_XMAGS

Extended Mags

"Model 1887 Extended Mags"

SPAS-12

WEAPON_SPAS12_HEARTBEAT_SENSOR

Heartbeat Sensor

"SPAS-12 Heartbeat"

Winchester 1200

WEAPON_WINCHESTER1200_GRIP

Foregrip

"W1200 Foregrip"

Winchester 1200

WEAPON_WINCHESTER1200_REDDOT

Red Dot Sight

"W1200 Red Dot Sight"

Default Weapon#

Believe it or not, that cube is indeed a model.

Accessible using console commands or modding. This weapon lacks textures, proper sights, as well as a reload animation. However it does have a model. This weapon is present in almost every Call of Duty game with an available developer console.

CODMW2-DefaultWeapon-SwapPrompt.png
Below is a table of strings (attachments included) used by this weapon.

Codename

Attachment

String

WEAPON_DEFAULTWEAPON

None

"Default Weapon"

Cloth M4A1#

An odd version of Call of Duty 4s M4A1. It has a suppressor and Red Dot Sight, but the weapon has a piece of cloth wrapped around the handguard and buttstock. It can be obtained in "The Only Easy Day... Was Yesterday" via the console commandgive m4_sd_cloth'.

Watch on YouTube

saw_airport, usp_airport and m4a1_airport#

Three weapons that can be obtained via console commands in "No Russian". These "weapons" were meant to be used as part of a cut "extended" intro sequence, where the player (Allen/"Borodin") inspects their starting loadout while inside the elevator. The M240 is a bit bugged, however.

Unused Weapon Stats#

To do:
The Ranger likely also has an unused ADS movement time.

  • All Sniper Rifles and LMGs have damage drop of ranges defined despite not having any damage drop off. "Max" is the maximum range before damage begins to drop off and "Min" is the range where the damage drop off stops.

Class

Max

Min

Notes

Sniper Rifles

4000

5000

These range values are about 2.5 times the length of the Assault Rifle range values (excluding FAMAS, FAL, and ACR).

LMGs

1500

2000

Same as the Assault Rifle range values (excluding FAMAS, FAL, and ACR).

  • Ranger:
    • The Ranger has an unused ADS time of 0.2 seconds, the same time as all other shotguns.
    • While the Ranger's hipspread normally does not change while moving, this appears to be a glitch as its weapon file lists hipspread values while moving. The Ranger's unused hipspreads are the same across standing, crouching, and moving. The single wield hipspread is roughly equivalent to the standing hipspread of the USP, M93 Raffica, and M9 all with Akimbo, which have a standing hipspread of 4 - 7.

Weapon

Normal

Unused

Single wield

5

5 - 7

Akimbo

7

7 - 9

  • The Riot Shield has an unused ADS time of 0.1 seconds, the same ADS time as the M93 Raffica and M9.
  • The multiplayer Throwing Knife has the following unused stats. In the final game, the only animation the Throwing Knife has is one for being thrown. Time is measured in seconds.

Stat

Parameter

Def.

Value

First raise

firstRase

Raise time for picking a weapon up off the ground.

1.2

Raise time

raiseTime

Time to draw a weapon.

1.2

Drop time

dropTime

Time to drop a weapon.

0.899

Quick raise

quickRaise

Time to draw a weapon after throwing a lethal/tactical grenade.

0.25

Quick drop

quickDrop

Time to drop a weapon when throwing a lethal/tactical grenade.

0.55

  • The C4 has unused quick drop and quick raise times of 0.25 and 0.55 seconds, respectively.
  • The clacker used for calling in killstreaks has unused quick drop and quick raise times of 0.4 and 0.5 seconds, respectively.

Unused Maps#

Multiplayer#

The game contains names and descriptions for several unused maps and the console versions contain preview images for some.

Map Name

Code Name

Description (if any)

Notes

"Arcadia"

MPUI_SUBURBIA

""

Might have been associated with the campaign missions "Wolverines!" and "Exodus", which are set in Arcadia.

"Crib - Basement"

MPUI_CRIB_BASEMENT

"Firing Range

MPUI_FIRINGRANGE

Most likely the firing range for testing weapons similar to that of CoD4. Present in Build 482.

"Fuel

MPUI_FUEL

Original version of Fuel, the DLC map is known as "fuel2".

"Gulag"

MPUI_GULAG

"Night time jail fight. Large scale Russian prison fighting."

As the title implies, it would have likely been based on the campaign map that bears a very similar name.

"Mall"

MPUI_MALL

"Oil Rig"

MPUI_OILRIG

Based on the campaign mission "The Only Easy Day... Was Yesterday".

"Plaza"

MPUI_DOWNTOWN_LA

"Riverwalk"

MPUI_RIVERWALK

"Trailer"

MPUI_TRAILER

Later included in the Resurgence Pack as Trailer Park.

"Verdict"

MPUI_VERDICT

"Vertigo"

MPUI_VERTIGO

The lobby image (present in the console releases but not on the Windows release) suggests that it would have been similar to the Highrise map.

"Whitehouse"

MPUI_WHITEHOUSE

Might have been associated with the campaign mission "Whiskey Hotel", which is set in the White House.

Singleplayer#

bigcity_destroyed#

if ( level.script == "bigcity_destroyed" )
    {
        level.player giveWeapon( "m4m203_silencer_reflex" );
        level.player givemaxammo( "m4m203_silencer_reflex" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player setViewmodel( "viewhands_sas_woodland" );
        level.player switchToWeapon( "m4m203_silencer_reflex" );
        if ( is_coop() )
        {
            precacheModel( "weapon_parabolic_knife" );
            level.player SetModelFunc( ::so_body_player_ranger );
            level.player2 SetModelFunc( ::so_body_player_ranger );

            
level.player2 giveWeapon( "m4m203_silencer_reflex" );
            level.player2 giveWeapon( "m14_scoped_silencer_woodland" );
            level.player2 giveWeapon( "fraggrenade" );
            level.player2 giveWeapon( "flash_grenade" );
            level.player2 setOffhandSecondaryClass( "flash" );
            level.player2 setViewmodel( "viewhands_sas_woodland" );
            level.player2 switchToWeapon( "m4m203_silencer_reflex" );
        }
        level.campaign = "american";
        return;
    }

bridge#

Would have been the only known mission where you play as Secret Service agent Sharp where you had to protect the president while waiting for the convoy to arrive. This level was eventually retooled for the Special Ops levels "Suspension" and "Wreckage".


       
    
if ( level.script == "bridge" )
    {
        level.player takeAllWeapons();
        level.player giveWeapon( "g36c_reflex" );
        level.player givemaxammo( "g36c_reflex" );
        level.player giveWeapon( "aa12" );
        level.player givemaxammo( "aa12" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player switchToWeapon( "g36c_reflex" );
        level.player setViewmodel( "viewhands_black_kit" );

        
level.campaign = "secretservice";
        return;
    }
 

cityscale#



    
if ( level.script == "cityscale" )
    {
        level.player giveWeapon( "p90" );
        level.player givemaxammo( "p90" );
        level.player giveWeapon( "usp_silencer" );
        level.player givemaxammo( "usp_silencer" );
        level.player giveWeapon( "fraggrenade" );
        level.player switchToWeapon( "p90" );
        level.player setViewmodel( "viewhands_sas_woodland" );

        
level.campaign = "american";
        return;
    }

drydock#


    
if ( level.script == "drydock" )
    {
        level.player giveWeapon( "deserteagle" );
        level.player giveWeapon( "g36c_reflex" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player setViewmodel( "viewhands_black_kit" );
        level.player switchToWeapon( "g36c_reflex" );
        if ( is_coop() )
        {
            precacheModel( "weapon_parabolic_knife" );
            level.player SetModelFunc( ::so_body_player_seal );
            level.player2 SetModelFunc( ::so_body_player_seal );
            level.player2 giveWeapon( "deserteagle" );
            level.player2 giveWeapon( "g36c_reflex" );
            level.player2 giveWeapon( "fraggrenade" );
            level.player2 giveWeapon( "flash_grenade" );
            level.player2 setOffhandSecondaryClass( "flash" );
            level.player2 setViewmodel( "viewhands_black_kit" );
            level.player2 switchToWeapon( "g36c_reflex" );
        }
        level.campaign = "american";
        return;

gasstation#


    
if ( level.script == "gasstation" )
    {
        level.player giveWeapon( "m4m203_silencer_reflex" );
        level.player givemaxammo( "m4m203_silencer_reflex" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player setViewmodel( "viewhands_sas_woodland" );
        level.player switchToWeapon( "m4m203_silencer_reflex" );
        if ( is_coop() )
        {
            precacheModel( "weapon_parabolic_knife" );
            level.player SetModelFunc( ::so_body_player_ranger );
            level.player2 SetModelFunc( ::so_body_player_ranger );

            
level.player2 giveWeapon( "m4m203_silencer_reflex" );
            level.player2 giveWeapon( "m14_scoped_silencer_woodland" );
            level.player2 giveWeapon( "fraggrenade" );
            level.player2 giveWeapon( "flash_grenade" );
            level.player2 setOffhandSecondaryClass( "flash" );
            level.player2 setViewmodel( "viewhands_sas_woodland" );
            level.player2 switchToWeapon( "m4m203_silencer_reflex" );
        }
        level.campaign = "american";
        return;
    }

hacienda#



if ( level.script == "hacienda" )
    {
        level.player giveWeapon( "cheytac" );
        level.player giveWeapon( "usp_silencer" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player switchToWeapon( "cheytac" );
        level.player setViewmodel( "viewmodel_base_viewhands" );

        
level.campaign = "american";
        return;
    }

highrise#

This mission has no relation to the used multiplayer map with the same name.



if ( level.script == "highrise" )
    {
        level.player giveWeapon( "usp_silencer" );
        level.player giveWeapon( "uzi_sd" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player setViewmodel( "viewhands_black_kit" );
        level.player switchToWeapon( "uzi_sd" );
        if ( is_coop() )
        {
            precacheModel( "weapon_parabolic_knife" );
            level.player SetModelFunc( ::so_body_player_seal );
            level.player2 SetModelFunc( ::so_body_player_seal );
            level.player2 giveWeapon( "usp_silencer" );
            level.player2 giveWeapon( "uzi_sd" );
            level.player2 giveWeapon( "fraggrenade" );
            level.player2 giveWeapon( "flash_grenade" );
            level.player2 setOffhandSecondaryClass( "flash" );
            level.player2 setViewmodel( "viewhands_black_kit" );
            level.player2 switchToWeapon( "uzi_sd" );
        }
        level.campaign = "american";
        return;
    }

iss#

This interactive cutscene may have been planned to be its own map rather than being part of the mission "Second Sun".



if ( level.script == "iss" )
    {
        level.player giveWeapon( "m4m203_silencer_reflex" );
        level.player givemaxammo( "m4m203_silencer_reflex" );
        level.player giveWeapon( "fraggrenade" );
        level.player giveWeapon( "flash_grenade" );
        level.player setOffhandSecondaryClass( "flash" );
        level.player setViewmodel( "viewhands_sas_woodland" );
        level.player switchToWeapon( "m4m203_silencer_reflex" );
        if ( is_coop() )
        {
            precacheModel( "weapon_parabolic_knife" );
            level.player SetModelFunc( ::so_body_player_ranger );
            level.player2 SetModelFunc( ::so_body_player_ranger );

            
level.player2 giveWeapon( "m4m203_silencer_reflex" );
            level.player2 giveWeapon( "m14_scoped_silencer_woodland" );
            level.player2 giveWeapon( "fraggrenade" );
            level.player2 giveWeapon( "flash_grenade" );
            level.player2 setOffhandSecondaryClass( "flash" );
            level.player2 setViewmodel( "viewhands_sas_woodland" );
            level.player2 switchToWeapon( "m4m203_silencer_reflex" );
        }
        level.campaign = "american";
        return;
    }

iw4_credits#

The map iw4_credits is an alternate version of the credits sequence which lacks the character museum seen in the final game. Instead, a black background takes its place as an overlay, which hides the map geometry completely. By using the no_game starting point, you can disable the mission scripts that applies this overlay and take a look around. No weapons are loaded by the level and attempting to give yourself one causes the game to bomb out with an error as the map does not set a player viewmodel.

CODMW2-UnusedMap-IW4Credits.png

Special Ops#

so_ghillies#

While this map is technically used for the Special Ops mission "Hidden", the entirety of the map "All Ghillied Up" from the original Modern Warfare is still present. You spawn wielding no weapon but you can obtain the M1014 by attempting to switch weapons. The map lacks a proper compass map and the radiation that should kill you doesn't exist. The map can be accessed using console commands or modding.

The map does contain some interesting unused areas, which go unseen in "Hidden", as the player spawns at the junkyard. Some of the apartments have been given proper interiors, unlike the original "All Ghillied Up" map.

co_hunted#

The grey screen that sometimes displays upon completing the mission.

co_hunted, a map from the original Modern Warfare is still in the final release build, as it is technically used for the mission "Overwatch". It's possible to load a half finished mission that uses it. Your objective is to run from the helicopter crash site to the bridge as quickly as possible. Upon reaching the bridge, your controls either freeze, or a grey window appears that asks you to "Return to Special Ops". If you run out of time, it blows up and you fail the mission.

Difficulty

Time Limit

Recruit

4 Minutes

Regular

3 Minutes

Hardened

2 Minutes

Veteran

1½ Minutes

All allied forces use models from the original Modern Warfare. However, the enemy forces, as well as your own character, use models from this game.

The mission would later be refined in the final game as the Special Ops mission Overwatch with significant differences, such as no allied forces at the beginning and the mission ending at the barn rather than the gas station. This version requires two players to play, one player would protect the other by attacking enemy forces with an AC-130.

Below is a video which demonstrates the unused mission.

Watch on YouTube

Unused Map Content#

Campaign#

Cut Contingency Ending#

The singleplayer level "Contingency" was supposed to end with both the player and Price going into the submarine instead of watching the EMP go off. Note that the gasmask sequence is taken directly from Call of Duty 4's "Crew Expandable" level, complete with the MP5. The submarine's geometry is semi-complete, but with some placeholder text instead of dialogue. Below there is a video demonstrating it:

Watch on YouTube

Note that the submarine's geometry was partially re-used for "Hunter Killer" and the Spec Ops mission "Over Reactor" in Call of Duty: Modern Warfare 3, in a much more finished form, obviously.

Multiplayer#

Highrise#

Unused sections and geometry (such as elevator entrances) can be found in the Highrise map.

Unused Campaign Content#

To do:
On "No Russian", around the elevator out of bounds is a female character model with no head. Is this used in the level?

Unused Level Weapons#

To do:
Several levels also have different attachment combinations for used weapons. Check if they are all used.

The following weapons can be obtained in certain levels but only through console commands.

  • Team Player:
    • M14 EBR
    • M1911 - Normally only appears in the Museum level.
  • The Hornet's Nest:
    • M1014
    • W1200 - Normally only appears in the Museum level.

Wolverines!#

To do:

  • Is it worth mentioning the grassy area behind the houses along the starting road? It cannot be seen in-game.
  • The extended road area mentioned below leads out to an area that contains buildings you probably cannot see in-game (seen starting at 2:26 in this video).
  • BTR at the start has an interior (3:46 here). Is it ever seen in this level or another one?
Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

  • The level starts with Ramirez in a Humvee, which travels down a road to a barrier with an enemy tank and at which Ramirez dismounts from the Humvee. The road the Humvee travels on actually extends behind where the Humvee starts and is fully modeled. This stretch of road contains a barrier, a house to one side of the road, and goes by an area with a fence on one side and stone blocks on the other. This area can be seen in this video from 1:30 - 2:30.

Of Their Own Accord#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

  • The bunker at the start of the level has a number of unused empty rooms, most of which are behind non-interactive doors. These rooms can be seen in this video from 2:24 - 3:04.
    • One room is behind a door with boxes in front of it.
    • The main large room has two empty rooms behind the left wall.
    • A large room is behind a door located in the small room behind the main large room.

Whiskey Hotel#

To do:

  • Is the graffiti mentioned on this page in the second trivia point placed in such a way that most players cannot notice it at all?
  • During the backyard segment of the level, if noclip is used to go to the White House one can see that the Russians are using M249 SAWs. Six of these machine guns are present:
    • One on the roof.
    • One unmanned one nearby that has a searchlight on the front. The use icon is of an MG42.
    • One on top of the West Wing being used by a Russian soldier. This SAW fires automatically and faster than normal and can be used while the Russian soldier is using it. The SAW will disappear once the soldier is killed.
    • Three more in another room, two being used by Russian soldiers and one unmanned one that has a searchlight on the front.
  • The flare that Ramirez drops has unused programming to display the text "Tactical Insertion". This does unintentionally appear in game very briefly, although it goes by so fast it is difficult to notice.

(Source: Call of Duty Wiki, Call of Duty Wiki)

Hidden Level Select#

To access this menu, type /developer 1 into the developer console. At the singleplayer menu, if you go to the Mission Select screen, you should get a new option named "Game Levels". Upon selecting it you can access a screen that bears a striking resemblance to the original Modern Warfare's UI. It allows you to select any level in the singleplayer campaign. Next to the name of each mission are the names of the developers that were assumedly assigned to work on the mission.

Mission Select

Game Levels Screen

Hidden Developer Signatures#

Designer/Scripter Alexander Roycewicz hid his name in a couple of maps he worked on. These can be hard to find as these are flat brown letters floating in the air and are in locations where the player normally can't go.

Regional Differences#

To do:

  • Which Spanish version is the Hammerdown reference in?
  • For the PC version, Steam contains a "Low violence" version of the Stimulus DLC. Document what was censored.
  • The Japanese version adds an extra bush in the Spec Ops level "Homeland Security", possibly only in the Xbox 360 version. Document. The speedrunning community probably has some documentation as this change is advantegeous for speedrunning.
  • In the Spanish version of Whiskey Hotel, the "Hammerdown is in effect" transmission in the Oval Office is instead translated as "Destruyan la zona" (destroy the zone). As a result of this, the Hammerdown Protocol is not mentioned in this version.
  • In the French version, the Red Dot Sight is called "Viseur laser" (Laser Sight).
  • The Fall Camouflage was mistranslated in some language versions.
    • In the German version, it was called "Fall" (fall (verb)).
    • In the Polish version, it was called "Upadek" (to fall).
    • In the French version, it was called "Printemps" (spring (season)).
  • The name of the Copycat deathstreak was not translated in the Italian version.
  • In the French and Spanish versions, the announcer line in multiplayer for picking up a bomb in bomb objective modes was not translated.
  • The icon used for an unlocked item differs between the English and the non-English versions of the game. It is likely that to save the trouble of translating the word "new" to different languages, the developers just changed the picture to a picture of an unlocked lock.
  • English

    Non-English

    CODMW2-Regional-NewIcon-English.png CODMW2-Regional-NewIcon-English-Background.png

    (Source: Call of Duty Wiki, Call of Duty Wiki, Call of Duty Wiki)

    "No Russian" Mission#

    The mission, "No Russian" was subject to changes in a few regions. If you kill a civilian in the Japanese and German releases, you fail the mission. To add to this, the Russian release of the game doesn't even have the mission at all.

    The Japanese version of the mission was by far the most affected. The poor translation accuracy ended up having an effect on Makarov's infamous line. As a result, there was a lot of backlash towards the Japanese publisher Square Enix.

    English

    Japanese (Translated)

    "Remember... no Russian."

    "Kill them, they are Russians."

    Russian Version#

    To do:
    Russian COD Wiki says here the Thumper is called Парные M79. Verify.

    • In Modern Warfare the Desert Eagle's name was the English name written in the Latin alphabet (Desert Eagle). This was changed in Modern Warfare 2 where it was written in Cyrillic instead (Дезерт Игл).
    • The Dragunov is called СВД SVD.
    • The Stinger is called ЗРК Стингер SAM Stinger.
    • Equipping FMJ on the AK-47 will change its name to АК-74у с ЦМ патронами AK-74u FMJ.
    • The ACOG in ACOG Scope is misspelled "AGOG" in the Create-a-Class menu.
    • Likely due to an oversight, in Spec Ops the name of the Heartbeat Sensor on the AA-12 uses the English word "sensor" rendered in Cyrillic instead of the Russian word.
    • The Pro version of Hardline has a completely different name from the base version of the perk, being called Жёсткая игра-про Hard Game Pro while the base version is called Бескомпромиссность Implacability.
    • The Stealth Bomber is called "Stealth" (Стелс), which is the English word "Stealth" written in Cyrillic.
    • The voice actor for Joseph Allen, who also voiced Colonel Marshall, is the announcer for Task Force 141 in multiplayer and not Ghost.
    • The following announcer lines were accidentally left untranslated.
      • OpFor: Lines for calling in a friendly Predator Missile and friendly EMP.
      • Militia: "Emergency Airdrop on the way!"
      • Navy SEALS: "Friendly EMP inbound!"

    (Source: Russian Call of Duty Wiki: FMJ, Call of Duty Wiki (translation))

    Version Differences#

    To do:
    Include information about any updates not noted below.

    Update 1.06#

    The update was released on December 11, 2009. This update did several things, including:

    • Fixed a glitch that allowed the player to have three guns.
    • Fixed several XP hacks.
    • Fixed the so-called "Javelin Glitch", shown here.
    • Adjusted how players behaved when holding a Care Package marker. Initially, after earning any killstreak delivered by Care Package (including the Sentry Gun and Emergency Airdrop killstreaks), players would receive a large boost in movement speed while equipping the marker. It's debatable whether this was intended in the first place or not, but it was regardless changed in this update so that movement speed is no longer increased.

    Update 1.07#

    The update was released on December 18, 2009. Before this update, the Model 1887's Akimbo attachment had an excessively long range. The update significantly reduced the range of the Akimbo attachment and also patched a hack that gave a very high level to players. The video below demonstrates the range before and after this update.

    Watch on YouTube

    Update 1.08#

    The update was released on January 29, 2010. Before this update, the Model 1887's Akimbo and Bling attachment combination had the same excessively long range that the pre-1.07 Akimbo attachment had. The update significantly reduced the range of the attachment combination and fixed several glitches.

    Map Pulled#

    On October 8, 2012, Activision temporarily pulled the Favela map after getting several complaints from offended Muslim players because on the Favela map, there is a room in one of the buildings with 2 paintings. The picture's frames contained foreign text that read "Allah is beautiful and He loves beauty". The problem with this was that the painting was placed in a bathroom and as a result many found this location choice to be very disrespectful.

    After solving the problem, the map returned on October 23, 2012 without the offensive content.

    (Source: http://www.shacknews.com/article/76098/call-of-duty-modern-warfare-2-map-favela-pulled-following)

    64-Bit Update#

    This update was released for the Steam version of Modern Warfare 2 on September 3, 2026. The game was updated from 32-bit to 64-bit, some .iwd files were merged with each other, and the Miles Sound System audio encoder was replaced with Bink2.

    (Source: SteamDB)