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Call of Duty: World at War (Windows, Xbox 360, PlayStation 3, Wii)

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Unused Multiplayer Content#

Tank War Gamemode#

A cut gametype. Little is known about it, being the only thing that proves its existence is audio files of the announcers two unused APCs. According to the name, and the voices from the announcers the gametype was going to be based around armored warfare. Not only does the voice acting remain but three armored cars remain also one for the Marines, one for the Japanese, and one for the Germans.

File name

Audio

File name

Audio

GE_1mc_survival_00.wav

GE_1mc_tank_capt_enemy_00.wav

GE_1mc_tank_dest_00.wav

GE_1mc_tank_dest_enemy_00.wav

GE_1mc_tank_rspwn_00.wav

GE_1mc_tankwar_00.wav

JP_1mc_survival_00.wav

JP_1mc_tank_capt_enemy_00.wav

JP_1mc_tank_dest_00.wav

JP_1mc_tank_dest_enemy_00.wav

JP_1mc_tank_rspwn_00.wav

JP_1mc_tankwar_00.wav

US_1mc_survival_00.wav

US_1mc_tank_capt_enemy_00.wav

US_1mc_tank_dest_00.wav

US_1mc_tank_dest_enemy_00.wav

US_1mc_tank_rspwn_00.wav

US_1mc_tankwar_00.wav

RU_1mc_survival_00.wav

RU_1mc_tank_capt_enemy_00.wav

RU_1mc_tank_dest_00.wav

RU_1mc_tank_dest_enemy_00.wav

RU_1mc_tank_rspwn_00.wav

RU_1mc_tankwar_00.wav

Perks#

PMD-6 x2#

A tier 1 perk that would have given the player two PMD-6 "Shoebox" landmines. The icon still exists, and is made in the Call of Duty 4 perk icon style.

Magic Wrench#

A vehicle perk. Functionality most likely repaired tanks. The icon still exists.

Commanding Squad Leader#

Allowed the player to give orders to their squad. In the final version all squad leaders can do this. The icon still exists.

Attachments#

Compensator#

A cut attachment. In real life a compensator reduces the recoil of the weapon its attached to, like the grip in the final game. Certain weapons have compensators modeled on them, however.

Select Fire#

Another cut attachment. The select fire most likely worked the same way it did in the first Call of Duty and in United Offensive. It would have been for the SVT-40, was mentioned in the World at War strategy guide, and its select icon has the silencer on it along with "This is a Select Fire Switch" in green.

(Source: Call of Duty Wikia)

Cut Killstreaks#

Air Strike#

A payload of bombs being dropped in a selected location. It was probably cut in favour of the artillery strike killstreak.

Fourth Killstreak#

A cut 4th killstreak, obtained via getting an unknown amount of kills in a row. The battle vehicle deployed would depend on the activator's team: the Marine Raiders would get a B-17 Flying Fortress, the Imperial Japanese Army would get the Kamikaze, the Wehrmacht would get the Carpet Bomber, and the Red Army would get the Katyusha. The voice acting still exists as seen below.

Faction

Subtitle

Audio

Marine Raiders

B-17 acquired.

Division's got a B-17 fueled and ready to go.

Kamikaze incoming! Get to cover!

B-17 armed and en-route!

Red Army

Katyusha rockets acquired.

Our Katyushas are ready to rain death.

Take cover! German bombers above!

Our Katyushas will tear them to pieces.

Imperial Army

Kamikaze acquired!

Your time to die for the emperor is now!

They have brought their flying fortress upon us.

Our brother finds glory in making the ultimate sacrifice.

Wehrmacht

Carpet bomber acquired.

Bombers above, awaiting your command.

Get to cover! Russian rockets inbound!

Our bombs will destroy them where they hide!

Unused Multiplayer Ranks#

Returning from Call of Duty 4: Modern Warfare are most of the unused rank icons. The first three rank icons seem to be early versions of the rank icons. The next five rank icons appear to be lower quality versions of the respective existing rank icons, and it seems that there was going to be gold versions of the eagle, star and double-bar rank icons. The two unused red & gold rank icons that were present in Call of Duty 4: Modern Warfare have been removed from the game files for unknown reasons, though the diagonal style of this unused rank icon from Call of Duty 4 was used as a template for the first three ranks in multiplayer.

The most notable unused rank icon is the Treyarch logo icon. Meant for Treyarch employees? Unfortunately, it never made it into the game.

Prototype rank icon #1 Prototype rank icon #2 Prototype rank icon #3 Prototype rank icon #4 Prototype rank icon #5 Prototype rank icon #6 Prototype rank icon #7 Prototype rank icon #8 Unused Treyarch rank icon

Unused Zombie Content#

Unused Game Mechanics#

Payload Game Mode#

Payload is a cut zombies game mode. Players would have had to escort a payload under time pressure. Scripts and a .map file can be found in the mod tools. The presence of the .map file suggests that there would have been a specific map designed for this game mode.

Payload.str

REFERENCE

LANG_ENGLISH

Notes

OBJECTIVE

Escort The Payload

TIMER

Zombie Timer:

FAILED

Mission failed. You did not kill enough Zombies.

MASTER

You have become the MASTER OF UNLOCKING!

Crawler Rounds#

_zombiemode.gsc makes mention of "crawler rounds" which seemed to have been intended to behave like dog rounds (every 4-6 rounds).

Player-Controlled Zombies#

In _zombiemode.gsc, there is a lot of script related to "zombifying" the player, a feature not seen in the final game. It would give the player the "brains" weapon, set their movement speed to 30%, cause all zombies to ignore them, etc. When the player is killed as a zombie, they are downed (and presumably could be revived by other player zombies).

Zombie Dog Behavior#

In the script for zombie animations (wall_hop_zombie.gsc), there is a section of code relating to how dogs should hop walls. This functionality is not present in the final game.

Auto-Turrets in Zombies#

There exists a script file (_zombiemode_auto_turret) defining the logic for how auto turrets would work in Nazi Zombies, although this is never used in the final game. There is a variable called level.max_auto_turrets_active (which is set to 2), suggesting there were intended to be multiple. It would have cost 1500 points, and would have had a "timeout" of 30 seconds (it is unclear whether this is the duration or the cooldown). There would have been a unique line of dialog that played if the player tried to buy a turret without having the points to afford it.

Automatic turrets in Nazi Zombies would later make an appearance in Black Ops, on "Kino der Toten".

Zombie Verrückt#

Dog Rounds#

Hellhounds were initially meant to appear in Zombie Verrückt but were cut as they were not finished in time. There are many references to this is zombiemode_asylum.gsc and zombiemode_dogs.gsc. They have custom music which does not appear in-game and would act similarly to Shi No Numa.

File Name

Audio

Description

mx_dog_wave

"The One" sang by Elena Siegman with rock music in the background.

mx_dog_wave_b

Rock music from mx_dog_wave_b.

Shi No Numa#

Amm-o-matic#

Amm-o-matic is a cut Perk-A-Cola intended to be included in Shi No Numa. Only a texture sheet and voice files of the main 4 interacting with this machine remain.

Character

Voice file

Transcript

Dempsey

"Max... Ammo Machine. Ahh, Genius."

Richtofen

"Ammo Machine! What a wonderful idea!"

Takeo

"Ah! This is a blessing from the Emperor!"

Nikolai

"An Ammo Machine! What a brilliant idea!"

Perk-a-Cola machine designs#

Originally, Shi No Numa's perk machines were supposed to be swamp-themed, just like Shi No Numa itself.

Unused Random Perk-A-Cola Voice Lines#

There are unused voice lines seemingly meant to be used when the player opens a door with a perk-a-cola machine inside, which, in the final game, spawns a random Perk-A-Cola machine (as opposed to the static nature of the machines in the other maps).

Character

Voice file

Transcript

Dempsey

"Oh, now that's freakin' fair, ain't it?"

Richtofen

"I wonder which one it will be this time?"

Takeo

"It will become the machine it is supposed to become."

Nikolai

"What's it going to be this time?"

Unused Traps#

Shi No Numa has unused voice lines referencing traps that weren't included in the final version of the map.

The guillotine appears to be a trap that temporarily blocks off a certain part of the map, secluding the player to a limited area if they fail to escape after activating the trap.

The barrel is a fire-based trap, but little information about it can be gathered from these voice lines.

The battery is an electricity-based trap, and much like the barrel, not much information can be extrapolated. It's possible that it was cut in favour of the zappers, which were used in Zombie Verrückt, the previous map. It's also possible that the battery is just an alternative name for the zapper, but since these voice lines are unused despite the zappers being in the final version of the map and not having related voice lines, this seems unlikely.

The chopper is (unsurprisingly) a trap intended to chop the zombies.

Dempsey

Nikolai

swamp_guillotine_block_00.wav

swamp_guillotine_buy_00.wav

trap_barrel_00.wav

trap_battery_00.wav

trap_chopper_00.wav

Takeo

Richtofen

swamp_guillotine_block_00.wav

swamp_guillotine_buy_00.wav

trap_barrel_00.wav

trap_battery_00.wav

trap_chopper_00.wav

Dempsey has a "safe" version of swamp_guillotine_block_00.wav, which was (presumably) meant to be used instead of the normal version if the player had graphic content restricted in their game settings:

Unused announcer lines#

There are some unused announcer voice lines that first appear in Shi No Numa's files and are also present in the files for the map "Der Riese". As the file name and voice lines suggest they would have presumably played at the start of the level similar to the voice lines that are in the game with nearly the same name but from the player characters e.g. special_start_00 for each of the players in the files of the map "Verrückt".

File Name

Audio

Transcript

ANN_special_levelstart_00.wav

You have no power!

ANN_special_levelstart_01.wav

Can you find the power switch?

Unseen Text#

One part of the map has an inaccessible bridge that leads out of the map to a hut. This hut has the word "Tunguska" on the left wall, which cannot normally be seen.

Der Riese#

Unused Voice Lines#

In the sound files for Der Riese, there are 78 unused voice lines from five different voice actors, portraying four different characters. A few of these voice lines are identical to ones found in the final version of Der Riese, although the voice actor is different.

Player0's folder contains voice files from two different voice actors. 38 of his 48 voice lines are from a young-sounding male with an American accent. This actor's lines relate to crawlers, dogs being stronger, the power being off at the start of the game, monkey bombs, the Pack-a-Punch machine, Carpenter, shooting limbs from zombies, feeling sick from teleporting, and obtaining the Bowie knife. The remaining 10 voice lines come from a deeper, more gravelly American voice, reminiscent of Dempsey. These voice lines relate to the teleporter countdown when linking them up, and asking for help with linking them up.

Player1 is very reminiscent of Nikolai; he has a slightly raspy Russian voice, and is portrayed as an unintelligent, lazy, alcoholic. He has 10 voice lines in total, all relating to the teleporter countdown when linking them up, and asking for help with linking them up, just like one of player0's voices. In one of his voice lines, he calls Richtofen by his name, asking him to link up the teleporter. This possibly indicates that these voice lines are from voice actors who were meant to play the four characters in the final game, rather than being used for a new set of characters. However, it doesn't seem to make sense how these files were included in the Der Riese sound files, considering that these characters were introduced in Shi No Numa.

Player2 is a male with a Japanese accent, like Takeo, except his voice is slightly deeper and raspier, and somewhat calmer. Like player1 and Nikolai, player2's mannerisms are similar to Takeo's, although he doesn't seem to be as stereotypically Japanese as final Takeo is; he doesn't have as many "deep" sayings, nor does he talk about things like honor. His 10 voice lines all relate to the teleporters, just like player1.

As you might expect, player3 is very similar to Richtofen. His 10 voice lines also relate to the teleporters.

Below are some examples of each voice actor's lines.

Character

Voice file

Character

Voice file

Player0 (1) (Dempsey)

Player0 (2) (Dempsey)

Player1 (Nikolai)

Player2 (Takeo)

Player3 (Richtofen)

Picture of Barrier and Roof of the room. Ditto of Above

Cut Areas#

To the left of the Bowie Knife, underneath the catwalk where zombies can drop down immediately after climbing over the barrier into the map, there is a door that leads to a largely unmodelled and untextured room, accessible with noclip. There are only a handful of textures in this room, but from what we can see, it appears to be lit by a red light. In the middle of the room, there is a floating block of wall, shaped similarly to that of the wall barrier in the help room in Nacht der Untoten. By moving the camera inside this block, it is possible to see that it is comprised of lots of smaller blocks (again, similar to the wall in Nacht der Untoten). This suggests it was intended to be used as a barrier. There is also another room right next to the previously mentioned one. This room appears to be smaller and only contains a door. Interestingly in Black Ops 1 the Barricade, and the red lighting were removed, but the door and ceilings remain.

Unused Textures#

"Battery"#

A UV map for a battery.

Obsolete/Placeholder Textures#

A bunch of placeholder textures can be found scattered throughout, many including developer messages and humorous writings.

Call of Duty 4 leftovers#

Various leftover textures from Call of Duty 4: Modern Warfare.

Temp loading screen#

In the game files, there are 2 test loading screens for singleplayer and multiplayer, respectively. Both of these loadscreens are the map Backlot from Call of Duty 4: Modern Warfare with "TEMP" written on it.

Old Level Images#

Some old, high-resolution images of some of the levels from the final game. Note the use of Call of Duty 3 models and placeholder textures. Some of these screenshots have an odd, transparent smudge to them at the bottom.

Ring of Steel (ber1)#

Downfall (ber3b)#

Breaking Point (oki3)#

Little Resistance (pel1)#

Other Levels#

Early MP playlist icons#

There are early playlist icons for the MP that are different than the final game's MP icons. Note the vehicle playlist icons.

Unused Vehicles#

Crusader#

To do:
Get actual string

Only referenced in the vehiclename.str file.

Default Vehicle#

A six wheeled, untextured, and crudely made vehicle with two MG42s and two Panzershrecks made to test vehicle driving.

Goliath#

To do:
Where does this come from

A remote controlled German demolition vehicle. Some vehicle scripting, references to a deleted model [build_deathmodel( "vehicle_ger_tracked_goliath", "vehicle_ger_tracked_goliath" );], a file (_goliath.gsc) and a remains of a planned compass icon (build_compassicon();) still exist.

M4 Sherman#

The M4 Sherman tank has three unused models. The first one has an M2 Browning machine gun on it which may have been for Tank War. The second one was equipped with deep wading gear. The third has winter camouflage that was definitely for the Holland level.

M8 Greyhound#

An armored car intended for the Marines. Despite having a machine gun and a turret neither one of them has a weapon file. The file name of the model, "vehicle_usa_wheeled_m8_mp" shows that it would be in Tank War.

Nashorn#

To do:
tidy

A German tank destroyer. Coding shows that it was to appear in the cut Rhineland 2 while a Tiger tank was used as a placeholder (maps\_tiger::main( "vehicle_tiger_woodland" ); // TODO replace with Nashorn!) and would have to be destroyed due to it being an objective (level.obj7_string = &"RHI2_OBJ_7"; // disable nashorn). The Nashorn would be found in a church and the player would have to burn the crew and then the level would end.

event_church_nashornMolotovs()
{level endon( "church_found_position" );
trigger_wait( "trig_church_nashornMolotovs", "targetname" );
iprintlnbold( "Molotovs found; Nashorn crew flamed." );
level notify( "church_found_position" ); }

Sd. Kfz. 222#

The Germans' armored car. Four models remain for it, a "default" model, a variant for MP, one with camouflage (odd since the German Military never appear in heavily wooded areas), and a winterized version intended for the Holland mission. One is also seen in the loadscreen for the cut "Wetlands" map.

Panther#

A winter version was intended for the Holland level.

Type 1 Ho-Ki#

An APC for the Japanese that does not seem to have any weapons on it, as per the vehicle in real life. The name of the model "vehicle_jap_tracked_type1ho-ki_mp" confirms it would be featured in Tank War.

Type 97#

A version with a MG42 was planned for MP.

Wasp#

A flamethrower-equipped variant of the Universal Carrier. A model file (vehicle_brt_tracked_wasp, _wasp.gsc) but no actual model remains.

Half-track with Rockets#

Several variations of the German Half-tracks seen in the campaign have rocket variants. These include snowy textures, implying they would be used in the cut British Campaign as well

Cut Enemies#

Luftwaffe#

The German air force. Its members are never seen directly but have two headless models and a unused helmet.

Volkssturm#

Files referring to them can be found along with a headless model. According to Wikipedia, they were a German national militia formed during the last months of World War II and fought in the Battle of Berlin, so they would most likely be found in the missions Ring of Steel, Eviction , Heart of the Reich, and Downfall.

Civilian#

Several files exist that reference civilians, including animations of them surrendering. They are likely a remnant from CoD4.

Missing Models#

A bunch of the Holland models can be found referenced in raw\collmaps that came with the mod tools.

  • clutter_holland_doorinfloor
  • clutter_holland_woodfence
  • dest_holland_guardbooth
  • dest_holland_guardgate
  • static_ holland_tomb_14
  • static_ holland_tomb_14d
  • static_holland_bicycle
  • static_holland_blackbarrel
  • static_holland_chair_cafe_fancy
  • static_holland_chicken_coop_sno
  • static_holland_cr_sngl_wood_wet
  • static_holland_cr_trpl_wood
  • static_holland_crate_airdrop
  • static_holland_crate_w_snow
  • static_holland_crt_square
  • static_holland_fencelink_a
  • static_holland_fencelink_b
  • static_holland_fencelink_beam
  • static_holland_fencelink_post
  • static_holland_firebarrel
  • static_holland_generator_mobile
  • static_holland_germanradio
  • static_holland_gm_ammobox
  • static_holland_gm_ammobox2
  • static_holland_gm_ammobox3
  • static_holland_gm_metal_ambx
  • static_holland_greyrock
  • static_holland_greyrock2
  • static_holland_grm_radio_burnt
  • static_holland_hedgehog
  • static_holland_logpile_dead
  • static_holland_logpile_plain
  • static_holland_oxcart
  • static_holland_rock_a_sno
  • static_holland_rock_b_sno
  • static_holland_sandbagblock
  • static_holland_sandbagcorner
  • static_holland_sandbaglong
  • static_holland_sandbags_lego_end
  • static_holland_sandbags_lego_mdl
  • static_holland_sandbags_snowy_lego_end
  • static_holland_sandbags_snowy_lego_mdl
  • static_holland_tent
  • static_holland_tent_ger_clsd
  • static_holland_tent_smll
  • static_holland_tomb01
  • static_holland_tomb01_d
  • static_holland_tomb04
  • static_holland_tomb04_d
  • static_holland_tomb14
  • static_holland_tomb14_d
  • static_holland_tree_fallen_sno
  • static_holland_tree_stump_sno
  • static_holland_wagon
  • static_holland_wagon_d
  • static_holland_woodbarrel

Progress Tracker (_status.gsc)#

This most likely represents the original intended order of missions. Some levels such as Burn 'em Out (pel1a), Relentless (pel1b), Downfall (ber3b) are not mentioned suggesting that those levels were not included until later in development.

Map name

Start date

Milestone date

trn (Training?)

June 25, 2007

July 20, 2007

mak (Semper Fi)

May 28, 2007

June 22, 2007

pel1 (Little Resistance)

April 30, 2007

May 25, 2007

pel2 (Hard Landing)

April 30, 2007

May 25, 2007

fly

April 30, 2007

May 25, 2007

hol1

May 28, 2007

June 22, 2007

hol2

May 28, 2007

June 22, 2007

hol3

June 25, 2007

July 20, 2007

see1 (Their Land, Their Blood)

April 30, 2007

May 25, 2007

see2 (Blood and Iron)

May 28, 2007

June 22, 2007

see3

June 25, 2007

July 20, 2007

rhi1

May 28, 2007

June 22, 2007

rhi2

June 25, 2007

July 20, 2007

rhi3

June 25, 2007

July 20, 2007

oki1

June 25, 2007

July 20, 2007

oki2 (Blowtorch & Corkscrew)

April 30, 2007

May 25, 2007

oki3 (Breaking Point)

June 25, 2007

July 20, 2007

ber1 (Ring of Steel)

April 30, 2007

May 25, 2007

ber2 (Eviction)

April 30, 2007

May 25, 2007

ber3 (Heart of the Reich)

May 28, 2007

June 22, 2007

hol1#

Event

%

Objectives

Gameplay

IGC Camera

Animation

FX

Comments

1

100%

100%

100%

100%

100%

50%

  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "got assets. Some don't work right"
  • FX: "need artillery explosions at beginning"

2

100%

100%

100%

N/A

100%

100%

  • Objectives, Gameplay: "done"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

2_2

100%

100%

100%

100%

100%

100%

  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

hol2#

Event

%

Objectives

Gameplay

IGC Camera

Animation

FX

1 - Road Ambush

100%

100%

100%

100%

100%

100%

2 - Forest Trail

100%

100%

100%

N/A

100%

100%

3 - Camp Clear

100%

100%

100%

N/A

100%

100%

4 - Ambush Convoy

10%

0%

90%

N/A

75%

80%

5

100%

0%

0%

N/A

0%

0%

hol3#

Event

%

Objectives

Gameplay

IGC Camera

Animation

FX

1

0%

100%

100%

100%

100%

100%

2

0%

100%

100%

N/A

100%

100%

3

0%

100%

85%

100%

100%

100%

4

0%

100%

65%

N/A

100%

100%

rhi2#

Event

%

Objectives

Gameplay

IGC

Animation

FX

Comments

sweep1

0%

100%

100%

100%

0%

100%

  • Animation: "radioman anims delivered, not yet implemented"

barricade1

0%

100%

100%

N/A

100%

25%

  • Animation: "N/A"
  • FX: "waiting on real flame fx"

sweep2

0%

100%

100%

N/A

0%

100%

  • Animation: "radioman anims delivered, not yet implemented"

convoywalk

0%

100%

100%

100%

0%

0%

  • Animation, FX: "N/A"

bridge

0%

100%

100%

N/A

0%

100%

  • Animation: "mg nest flap anims delivered, not yet implemented"
  • FX: "N/A"

church

0%

100%

100%

100%

100%

100%

  • Animation, FX: "N/A"

rhi3#

An exact copy of hol1's status file.

Event

%

Objectives

Gameplay

IGC Camera

Animation

FX

Comments

1

100%

100%

100%

100%

100%

50%

  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "got assets. Some don't work right"
  • FX: "need artillery explosions at beginning"

2

100%

100%

100%

N/A

100%

100%

  • Objectives, Gameplay: "done"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

2_2

100%

100%

100%

100%

100%

100%

  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

Note: The status files for rhi1, fly and oki1 are present but are essentially blank with all scripter tasks being reported as 0% complete, so are not included here.

Unused Videos#

default.bik#

This video is used but only as a placeholder for maps that are missing a loading screen. This appears to reuse the Activision intro from various games including the much earlier Call of Duty games. The intro sound is a whispering voice saying “Activision”.

legal.bik#

Exclusive to the PS3 version, this video is a copyright screen. This was most likely a placeholder for the press start screen as copyright information in the final game can be seen at the very bottom of the screen. This video has fading effects applied to the video. An interesting thing to note about the video is that this video was also left on the PS3 release of Black Ops

treyarch_epd.bik#

Also exclusive to the PS3 version, this video was probably a placeholder before the intro screen (treyarch.bik) was created. This video has fading effects applied to the video.

acti_epd.bik#

Just like treyarch_epd.bik, this video was probably a placeholder before (treyarch.bik) was made. This video has fading effects applied to the video.

Leftovers#

Leftover Airfield Ladder in Nacht Der Untoten#

Behind the barrier right next to the Double Barreled Shotgun, there is an invisible ladder that you can climb with which was leftover from the multiplayer map, "Airfield". Interestingly, this ladder also still exists in Black Ops as well.

Strings#

Call of Duty#

REFERENCE

LANG_ENGLISH

TRAINING

Explosives Training

BURNVILLE

In the House

BURNVILLE3

Cutting through Houses

BURNVILLE5

Flak Attack

TRUCKRIDE

Truck Ride

TRUCKRIDE2

Motorcycles

AIRFIELD1

Distraction

CARRIDE1

Entering the Town

CARRDIDE3

Kubelwagen Escape to HQ

BRECOURT1

In the Trenches

BRECOURT3

Got the Explosives

CHATEAU

Chateau

PNIGHT

After the Landing

PNIGHT2

New Orders

PDAY2

Bridge Skirmish

PDAY4

Tank Destroyed

DAM

On the Dam

DAM3

The Control Room

DAM5

At the Base of the Dam

DAM7

End of the Long Tunnel

DAM9

Return to the Control Room

SHIP

Welcome Aboard

SHIP2

Leaving Lower Decks

STALINGRAD

On the Boat

REDS1

Room to Room

RED3

To the Train Station

PAVLOV

Sniper Baiting

PAVLOV2

Storming Pavlov's House

PAVLOV4

Staying Alive

FACTORY1

Above the Tanks

RAIL

Near the Trains

TCOUNTRY

T34 Assault

TCOUNTRY2

Tanks Destroyed

TTOWN1

Entering the Town

ROCKET

First AA Gun Destroyed

ROCKET2

Convoy Destroyed

ROCKET4

V-2 Rockets Fueled

BERLIN1

Hold the Line

BERLIN3

To the Roof

NOGAME

No Name Specified

BRECOURT6

Approaching the Manor

BRECOURT7

Second Documents Captured

BURNVILLE1

Sweeping the MG42s

DAWNVILLE1

Following Foley

DAWNVILLE3

Defending the Church

DAWNVILLE5

Defending the Northern Approach

DAWNVILLE7

On to the Mortar Teams

POWCAMP

Entering Camp

POWCAMP2

Entering Common Area

POWCAMP4

Escorting Ingram

POWCAMP6

Returning to Tower

SEWER

Entering Hall

SEWER2

Entering Lower Level

SEWER4

After Bombed Section

TRAINSTATION

Approaching Catwalks

TRAINSTATION2

Entering Building

HURTGEN

Regroup With Allies

HURTGEN2

Documents Acquired

STALINGRAD2

Into Battle

PATHFINDER1

Calling in the Cavalry

DIFFICULTY_EASY

"Difficulty: Greenhorn"

Call of Duty 2#

REFERENCE

LANG_ENGLISH

TRAINING

"Training"

GREENHORN

"Greenhorn"

STARTTRAINING

"Start training?"

COMPLETED_GREENHORN

"Completed Greenhorn"

BELTOT_FRANCE

"Beltot, France"

BRECOURT_FRANCE

"Brecourt, France"

BURGUNDY_FRANCE

"Burgundy, France"

CARENTAN_FRANCE

"Carentan, France"

NORTHERN_CAEN_FRANCE

"Northern Caen, France"

CAEN_FRANCE

"Caen, France"

ST_MERE_EGLISE_FRANCE

"St. Mere Eglise, France"

MATMATA_TUNISIA

"Matmata, Tunisia"

TOUJANE_TUNISIA

"Toujane, Tunisia"

EL_ALAMEIN_EGYPT

"El Alamein, Egypt"

LENINGRAD_RUSSIA

"Leningrad, Russia"

MOSCOW_RUSSIA

"Moscow, Russia"

STALINGRAD_RUSSIA

"Stalingrad, Russia"

VILLERSBOCAGE_FRANCE

"Villers-Bocage, France"

BELTOT_FRANCE_MP

"Beltot, France"

BRECOURT_FRANCE_MP

"Brecourt, France"

BURGUNDY_FRANCE_MP

"Burgundy, France"

CARENTAN_FRANCE_MP

"Carentan, France"

NORTHERN_CAEN_FRANCE_MP

"Northern Caen, France"

CAEN_FRANCE_MP

"Caen, France"

ST_MERE_EGLISE_FRANCE_MP

"St. Mere Eglise, France"

MATMATA_TUNISIA_MP

"Matmata, Tunisia"

TOUJANE_TUNISIA_MP

"Toujane, Tunisia"

EL_ALAMEIN_EGYPT_MP

"El Alamein, Egypt"

LENINGRAD_RUSSIA_MP

"Leningrad, Russia"

MOSCOW_RUSSIA_MP

"Moscow, Russia"

STALINGRAD_RUSSIA_MP

"Stalingrad, Russia"

VILLERSBOCAGE_FRANCE_MP

"Villers-Bocage, France"

THE_WINTER_WAR

"The Winter War"

MISSION_01_LOCATION

"Near Moscow, U.S.S.R. - 1941"

MISSION_01_01_TITLE

"Red Army Training"

MISSION_01_01_DESC

"Learn how to fight for the Motherland."

MISSION_01_02

"Demolition"

MISSION_01_02_DESC

"Repel the enemy assault and demolish their hardpoint."

MISSION_02

"The Battle of El Alamein"

MISSION_02_LOCATION

"Northern Egypt - 1942"

MISSION_02_01_TITLE

"The Diversionary Raid"

MISSION_02_01_DESC

"Rush the trenches and raid the enemy supply depot."

MISSION_02_02_TITLE

"Holding the Line"

MISSION_02_02_DESC

"Defend a small desert village on the British line south of El Alamein."

MISSION_02_03_TITLE

"Operation Supercharge"

MISSION_02_03_DESC

"Assist your tanks in breaking through the Alamein line."

MISSION_02_04_TITLE

"The End of the Beginning"

MISSION_02_04_DESC

"Capture the town of El Daba on the Mediterranean coast."

MISSION_03_TITLE

""Not One Step Backwards!""

MISSION_03_LOCATION

"Stalingrad, U.S.S.R. - 1942"

MISSION_03_01_TITLE

"Repairing the Wire"

MISSION_03_LEVEL_01_DESC

"Repair the severed field phone line and destroy enemy tanks with sticky bombs."

MISSION_03_LEVEL_02_TITLE

"Railroad Station No. 1"

MISSION_03_LEVEL_02_DESC

"Infiltrate via the pipeline and retake the trainyard."

MISSION_04_TITLE

"Fortress Stalingrad"

MISSION_04_LOCATION

"Stalingrad, U.S.S.R. - 1943"

MISSION_04_LEVEL_01_TITLE

"Downtown Assault"

MISSION_04_LEVEL_01_DESC

"Retake a series of apartment blocks in the city, and then support an attack on the enemy supply depot."

MISSION_04_LEVEL_02_TITLE

"Stalingrad City Hall"

MISSION_04_LEVEL_02_DESC

"Fight through the streets to City Hall."

MISSION_04_LEVEL_03_TITLE

"Comrade Sniper"

MISSION_04_LEVEL_03_DESC

"Use a sniper rifle to support the defense of City Hall."

MISSION_05_TITLE

"The Tank Squadrons"

MISSION_05_LOCATION

"Northeastern Libya - 1943"

MISSION_05_LEVEL_01_TITLE

"Crusader Charge"

MISSION_05_LEVEL_01_DESC

"Engage the superior tanks of the Afrika Korps in the Libyan desert."

MISSION_05_LEVEL_02_TITLE

""88 Ridge""

MISSION_05_LEVEL_02_DESC

"Outflank and destroy 88mm anti-tank guns on a desert ridge in Libya."

MISSION_06_TITLE

"Rommel's Last Stand"

MISSION_06_LOCATION

"Central Tunisia - 1943"

MISSION_06_LEVEL_01_TITLE

"Armored Car Escape"

MISSION_06_LEVEL_01_DESC

"Withdraw from Toujane in a captured armored car."

MISSION_06_LEVEL_02_TITLE

"Retaking Toujane"

MISSION_06_LEVEL_02_DESC

"Drive the Afrika Korps out of the town of Toujane."

MISSION_06_LEVEL_03_TITLE

"Assault on Matmata"

MISSION_06_LEVEL_03_DESC

"Secure the Matmata route to Tunis, and shoot down enemy planes using an anti-aircraft gun."

MISSION_07_TITLE

"D-Day"

MISSION_07_LOCATION

"Normandy, France - 1944"

MISSION_07_LEVEL_01_TITLE

"The Battle of Pointe du Hoc"

MISSION_07_LEVEL_01_DESC

"Locate and destroy the coastal guns and secure the enemy held bunkers."

MISSION_07_LEVEL_02_TITLE

"Defending the Pointe"

MISSION_07_LEVEL_02_DESC

"Repel a major counterattack at Pointe du Hoc."

MISSION_07_LEVEL_03_TITLE

"The Silo"

MISSION_07_LEVEL_03_DESC

"Capture the village, then snipe enemy mortar teams from the top of the destroyed silo during the counterattack."

MISSION_08_TITLE

"The Battle for Caen"

MISSION_08_LOCATION

"Normandy, France - 1944"

MISSION_08_LEVEL_01_TITLE

"Prisoners of War"

MISSION_08_LEVEL_01_DESC

"Reconnoiter the town of Beltot and then obtain a truck to transport wounded Americans."

MISSION_08_LEVEL_02_TITLE

"The Crossroads"

MISSION_08_LEVEL_02_DESC

"Secure the crossroads at Anctoville and neutralize a German wireless station."

MISSION_08_LEVEL_03_TITLE

""The Tiger""

MISSION_08_LEVEL_03_DESC

"Capture the town hall, church, post office, and German field HQ in the town of St. Louet. "

MISSION_08_LEVEL_04_TITLE

""The Brigade Box""

MISSION_08_LEVEL_04_DESC

"Capture a German field HQ, then repel the enemy counterattacks."

MISSION_09_TITLE

"Hill 400"

MISSION_09_LOCATION

"Hurtgen Forest, Germany - 1944"

MISSION_09_LEVEL_01_TITLE

"Bergstein"

MISSION_09_LEVEL_01_DESC

"Clear the town at the foot of Hill 400, room by room, house by house."

MISSION_09_LEVEL_02_TITLE

""Rangers Lead The Way""

MISSION_09_LEVEL_02_DESC

"Fight your way to the top and eliminate the German forces holding the hill."

MISSION_09_LEVEL_03_TITLE

"The Battle for Hill 400"

MISSION_09_LEVEL_03_DESC

"Repel multiple counterattacks at the top of Hill 400 until friendly forces arrive."

MISSION_10_TITLE

"Crossing the Rhine"

MISSION_10_LOCATION

"Wallendar, Germany - 1945"

MISSION_10_LEVEL_01_TITLE

"The Crossing Point"

MISSION_10_LEVEL_01_DESC

"Capture the German town of Wallendar and secure a crossing point on the Rhine River for the Allies."

BINOCULARS

"Binoculars"

USA_NAME

"Corporal Bill Taylor"

BRIT_NAME

"Sergeant John Davis"

BRIT_NAME_2

"Commander David Welsh, "Fox Three""

USSR_NAME

"Private Vasili Ivanovich Koslov"

VICTORY_BRITISH_UNLOCKED

"The British campaign has been unlocked in the Mission Select Menu."

VICTORY_AMERICAN_UNLOCKED

"The American campaign has been unlocked in the Mission Select Menu."

VICTORY_BRITISH_COMPLETED

"You have completed the British campaign."

VICTORY_RUSSIAIN_COMPLETED

"You have completed the Russian campaign."

VICTORY_AMERICAN_RUSSIAN

"You have completed the Russian campaign. The American campaign has been unlocked in the Mission Select Menu."

Call of Duty 4: Modern Warfare#

REFERENCE

LANG_ENGLISH

INTRO

"'Charlie Don't Surf'"

DATE

"Day 2 - 13:45:[{FAKE_INTRO_SECONDS:4}]"

PLACE

"Sgt. Paul Jackson"

INFO

"1st Force Recon Co., U.S.M.C."

HINT_FLASH

"Press ^3[{+smoke}]^7 to throw a flash bang."

GET_INTO_POSITION_TO

"Get into position to breach the HQ building."

SEARCH_THE_HQ_BUILDING

"Search the HQ building for Khaled Al-Asad."

REGROUP_WITH_FIRST_SQUAD

"Regroup with 1st Squad."

MAKE_YOUR_WAY_TO_THE

"Make your way to the TV station."

MAKE_YOUR_WAY_TO_THE1

"Make your way to the second floor."

SEARCH_THE_TV_STATION

"Search the TV station for Khaled Al-Asad."

Regional Differences#

To do:
Hi-resolution screenshots of the neutered version of the game

According to the German Strafgesetzbuch §86a, the usage of unconstitutional symbols (Nazi symbolism, basically) is forbidden outside of certain contexts such as research and teaching. As a result, the swastikas and other explicit references to the Nazi regime were removed from the German version of the game.

In addition, the blood and gore was severely toned down, and both the final FMV sequence and the Nazi Zombies mode were deleted entirely.

You can see a direct comparison of both versions of the game at this German-language website.

(Source: Schnittberichte)