Unused PrefabsUnused or old level building assets.
Unused Images
Film Grain#
A film grain effect that goes unused for unknown reasons. It is showcased in this video (note that it was turned up for demonstration purposes): Watch on YouTube
Unused Maps#
EffectsEd_box#
A map named "EffectsEd_box" can be played by typing "devmap" in the console commands. Upon spawning you will have no weapons but typing in "give all" in the console commands will give you four Stielhandgranate grenades and the Default Weapon.
t2616t10#
An unused multiplayer map that can be found in the iw_04.iwd file. It can only be loaded in-game if you rename the file from t2616t10.tmp to mp_t2616t10.d3dbsp. The map itself is an early version of Railyard from August 2005, and has a few differences from the final map.
Unused Weapons#
Default Weapon#

A weapon found in most Call of Duty games. It can be spawned and used by modding.
FG42#
A German LMG that was cut. HUD icon and textures from Call of Duty still remain.
Panzerfaust#
A German rocket launcher. A HUD icon and texture sheet remains, and the coding string "panzerfaust_mp" implies that it was going to be used in multiplayer.
PTRS-41#
A Russian anti-tank rifle. HUD icon remains. Maybe a leftover from Call of Duty.
Molotov Cocktails#
While there doesn't seem to be an image for the Molotovs, they are mentioned several times in unused audio files.
Removed Characters#
- Tank Commander of Ripper Jack - Originally in at least El Daba , Newvillers and Toujane
- Sgt. Nixon - Was Originally at the start of Hill 400 Assault
- Pvt. McAllister - Was Originally at the start of Hill 400 Assault
- Gurewicz - Was originally at the end of Moscow
- Major V. S. Zubov - Was originally mentioned at the end of Demolition
- Medic Wells - Was originally in at least Duhoc Assault , The Silo , Hill 400 Defend
Leftover Decoy Files#
In iw_07.iwd remains 4 leftover files from the original Decoy level before being remade into Decoy Trenches.
decoy.gsc
Level: DECOY
Campaign: British
Objectives:
1. ?
============================================================================*/
#include maps\_utility;
#include maps\_fx;
#include maps\_anim;
main()
{
setExpFog (0.0001, 0.0667, 0.0941, 0.1412, 0);
//// Load External Scripts
maps\_load::main();
maps\decoy_fx::main();
maps\decoy_anim::main();
}
decoy_amb.gsc
#include maps\_ambient;
main()
{
// Set the underlying ambient track
level.ambient_track ["exterior"] = "ambient_toujane";
thread maps\_utility::set_ambient("exterior");
ambientDelay("exterior", 6.0, 10.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior", "elm_windgust1", 1.0);
ambientEvent("exterior", "elm_windgust2", 1.0);
ambientEvent("exterior", "elm_windgust3", 1.0);
ambientEvent("exterior", "null", 0.3);
ambientEventStart("exterior");
level waittill ("action moment");
ambientEventStart("action ambient");
}
decoy_fx.gsc
main()
{
level._effect["mortar"] = loadfx ("fx/impacts/dirthit_mortar.efx");
level._effectType["mortar"] = "mortar";
level._effect["artillery"] = loadfx ("fx/impacts/largemortar_dirt3.efx");
level._effectType["artillery"] = "artillery";
level._effect["bomb"] = loadfx ("fx/impacts/largemortar_dirt3.efx");
level._effectType["bomb"] = "bomb";
level.mortar = level._effect["mortar"];
level._effect["mortar_impact"] = level._effect["mortar"];
level._effectType["mortar_impact"] = level._effectType["mortar"];
level._effect["german flare"] = loadfx ("fx/smoke/flare.efx");
level._effectDuration["german flare"] = 20;
}
decoy_anim.gsc - This contains the original subtitles for the cut voice lines which can be found sorted below.
Subtitles#
REFERENCE |
LANG_ENGLISH |
Notes |
|---|---|---|
decoy_prc_allrightlads |
All right lads, time to wake up the Jerries. Come on, Rommel is waiting! |
|
decoy_prc_rememberboys |
Remember boys, these are unmanned decoy tanks! Every last one of them! Nothing more than a wooden shell over a measly jeep, without anyone inside, so don’t count on them to save you! |
|
decoy_mac_pompous |
Pompous git. |
|
decoy_prc_ |
Flare! Get down! |
File name not complete |
decoy_mac_ |
Aw, bloody hell, the Leftenant’s dead! |
File name not complete |
decoy_bs1_ |
The Jerries have us zeroed! What the hell do we do now? |
File name not complete |
decoy_mac_ |
We STAY, and we FINISH THE MISSION! |
File name not complete |
decoy_bs2_ |
You’re mad! We’ll never get past those guns |
File name not complete |
decoy_bs3_ |
Or those mortars! We must fall back! |
File name not complete |
decoy_prc_ |
Keep it together lads! MacGregor’s right! We KEEP FIGHTING! |
File name not complete |
decoy_bs1_ |
Smoke grenades! Use your smoke grenades! |
Sound file name is missing from the file but It should be British 1 based on the level.scrsound reference. |
decoy_prc_ |
Bollocks to that! Get down from the ridge, lads! Back down from the ridge! |
File name not complete |
decoy_prc_ |
Corporal! Flanking mission! We’ll take the men around that hill to the north and flank Jerry on the right! Let’s go! |
File name not complete |
decoy_prc_ |
Everybody, let’s go! Move move move! Come on! |
File name not complete |
decoy_prc_ |
Corporal! Get over here! You’ll get yourself killed! |
File name not complete |
decoy_bs1_ |
Corporal! Get back here! Stay in cover! We’ve got to break through their right flank! |
Sound file name is missing from the file but It should be British 1 based on the level.scrsound reference. |
decoy_bs2_ |
Where the bloody hell are you going Corporal? You’ll get yourself killed nodding off like that! |
File name not complete |
decoy_bs3_ |
Corporal! You’re going to get yourself killed! The Germans have the area zeroed in! |
File name not complete |
decoy_prc_smokegrenades |
Smoke grenades! Get some smoke out there! |
|
decoy_bs2_throwsmoke |
Throw out smoke grenades! |
|
decoy_bs1_chucksmoke |
Chuck Smoke Grenades Lads! |
|
decoy_bs3_smokebombs |
Smoke bombs! |
|
decoy_prc_suppresspillboxes |
Suppress those pillboxes! |
|
decoy_prc_brengun |
Bren gun! On that pillbox! Now! |
|
decoy_prc_rogersbase |
Rogers! Base of fire on you! |
|
decoy_bs2_baseoffire |
Base of fire! Base of fire! |
|
decoy_prc_staylow |
Stay Low! |
|
decoy_mac_keepmoving |
Keep moving! |
|
decoy_bs3_keepdown |
Keep your head down! |
|
decoy_prc_stayintrenches |
Stay in the trenches! |
|
decoy_prc_grabthatmap |
PLAYERNAME! Grab that map! |
|
decoy_prc_checkbunker |
PLAYERNAME! Check this bunker for enemy intelligence! |
|
decoy_prc_getthatmap |
Get that map, hurry! |
|
decoy_mac_stupidmaps |
We haven’t got time to collect a load of stupid maps! |
|
decoy_prc_shutitmac |
Shut it MacGregor! |
|
decoy_mac_but |
But! |
|
decoy_prc_keepmouthshut |
I said keep your bloody mouth shut Private! |
|
decoy_prc_searchpillbox |
Search this pillbox! |
|
decoy_prc_checkinside |
PLAYERNAME check inside! |
|
decoy_prc_gotsomething |
Got something? Fine, let’s go. |
|
decoy_prc_goodnicefind |
Good. Nice find. |
|
decoy_mac_comeon |
Come on, we’ve got to move on. |
|
decoy_prc_ammodump |
PLAYERNAME, here’s the ammo dump! |
|
decoy_prc_watchperimeter |
MacGregor! Watch the perimeter! |
|
decoy_mac_bloodyhell |
What the bloody hell do you think I’m doing? |
|
decoy_prc_armexplosives |
PLAYERNAME, arm the explosives, we need to destroy this place, quickly! |
|
decoy_prc_whatstherumble |
What’s that rumble? |
|
decoy_mac_panzers |
Sir! Panzers on the way! |
|
decoy_bs3_enemytanks |
Enemy tanks! |
|
decoy_prc_fallback |
Fall back! |
|
decoy_prc_manguns |
Man the field guns! |
|
decoy_prc_backtoline |
Get back to the line! |
|
decoy_mac_fallback |
Fall back! |
|
decoy_prc_comeonlads |
Come on lads! Back to our lines! |
|
decoy_prc_backtotrenches |
Back to the trenches! |
|
decoy_prc_brenguncarrier |
Let's go, everybody get on the Bren Gun carrier! Move! |
|
decoy_mac_decoys |
They’re firing at the decoys! |
|
decoy_prc_planisworking |
That’s good! The plan is working! When we get back to our lines, we use the anti tank guns to destroy them. |
|
decoy_mac_lovely |
Sounds lovely! |
|
decoy_bs1_antitank |
Corporal! Corporal PLAYERNAME! There are some anti tank weapons just behind me! |
|
decoy_bs2_pillboxsouth |
Corporal, get in that pillbox to the south and grab an anti tank gun! |
|
decoy_prc_illumination |
Illumination! |
|
decoy_prc_sendupflare |
Send up a flare! |
|
decoy_prc_getreadylads |
Get ready lads! |
|
decoy_prc_anotherflare |
Another flare! Send up another flare! |
|
decoy_bs2_flareup |
Flare up! |
|
decoy_mac_needflare |
Flare! We need a flare! |
|
decoy_prc_fireupaflare |
Fire up a flare, lads! |
|
decoy_prc_dontlettanks |
Don’t let the tanks get by! |
|
decoy_prc_keeptheirarmor |
Keep their armor from breaching the lines! |
|
decoy_prc_takearmorout |
Take that armor out! |
|
decoy_bs3_reinforcements |
Reinforcements are here |
|
decoy_prc_montysenthelp |
Monty sent us some help! |
|
decoy_mac_bloodytime |
‘Bout bloody time! |
|
decoy_bs3_whatsproblem |
Oi! Whats your problem Mac! |
|
decoy_mac_buggeroff |
Ah bugger off Willie. |
|
decoy_bs2_jerrystopping |
Look the Jerrys are stopping |
|
decoy_prc_retreating |
We’ve stopped them lads! They are retreating! |
|
decoy_mac_giveemhell |
Give em hell! Send em packing! |
|
decoy_mac_tellrommel |
Tell Rommel you’ve been beat by the boys of the 6th Armored! |
|
decoy_prc_wirelessset |
Corporal! Corporal Playername. Get to the bloody wireless set. Report in to Monty that we’ve out foxed the desert fox. |
Unused Models#
"Gully" models#
These models were intended to be used in the cut "Gully Assault" mission.




Signs#

Domes#



Windows#



Cliffs#







Vehicles#








Misc#







Unused/Unfinished Textures#
These textures can be seen in the Mod Tools provided by Infinity Ward, they appear as a developer case texture in various colours.
- dawnville2_brick_wall01
- dawnville2_carpet_floor01
- dawnville2_chimney_pipe01
- dawnville2_clay_rooftiles01
- dawnville2_concrete01
- dawnville2_concrete_trim01
- dawnville2_concrete_trim02
- dawnville2_concrete_trim03
- dawnville2_concrete_trim04
- dawnville2_concrete_trim05
- dawnville2_concrete_trim06
- dawnville2_plaster_wall01
- dawnville2_plaster_wall02
- dawnville2_plaster_wall03
- dawnville2_plaster_wall04
- dawnville2_plaster_wall05
- dawnville2_plaster_wall06
- dawnville2_plaster_wall07
- dawnville2_plaster_wall08
- dawnville2_plaster_wall09
- dawnville2_plaster_wall10
- dawnville2_plaster_wall11
- dawnville2_railroad_ties01
- dawnville2_roof_trim01
- dawnville2_rubble01
- dawnville2_rubble01_blend
- dawnville2_sidewalk01_face
- dawnville2_sidewalk01_top
- dawnville2_stone_wall01
- dawnville2_tile_floor01
- dawnville2_wall_paper02
- dawnville2_wall_paper03
- dawnville2_wartorn_brick01
- dawnville2_wartorn_brick02
- dawnville2_wartorn_brick03
- dawnville2_wartorn_brick04
- dawnville2_wartorn_brick05
- dawnville2_wartorn_brick06
- dawnville2_wartorn_brick08
- dawnville2_wood_door01
- dawnville2_wood_door02
- dawnville2_wood_door03
- dawnville2_wood_shingles01
- dawnville2_wood_shingles02
- dawnville2_wood_shingles03
- dawnville2_wood_shutter01
- dawnville2_wood_shutters01
- dawnville2_wood_shutters02
- dawnville2_wood_trim01
- dawnville2_wood_trim02
- dawnville2_wood_trim03
- dawnville2_wood_trim04
- dawnville2_wood_trim05
- duhoc_brick_stepface1
- duhoc_brick_steptop1
- duhoc_bunker_beam1
- duhoc_bunker_beamside1
- duhoc_bunker_floortrim01
- duhoc_farm_extwall1
- duhoc_farm_extwall2
- duhoc_farm_extwall3
- duhoc_farm_intwall1
- duhoc_farm_intwall2
- duhoc_farm_intwall3
- duhoc_wood_beam1
- duhoc_wood_beam2
- duhoc_wood_floor1
- duhoc_wood_roof1
- duhoc_wood_roof2
- duhoc_wood_roof3
- duhoc_wood_roofunderside1
- duhoc_wood_shudder1
- duhoc_wood_stepface1
- duhoc_wood_steptop1
- egypt_mosque_floor1
- egypt_mosque_flr_cling_trim1
- egypt_mosque_interiorwall2trim
- egypt_mosque_pillar
- egypt_mosque_stairside
- egypt_mosque_stairtop
- egypt_plaster_arch1trim
- egypt_plaster_interiorwall1
- egypt_plaster_interiorwall3
- egypt_roughdirt_road
- egypt_sandstone_towerwall
- egypt_wood_tallarchdoor
- egypt_wood_tallarchdoor2
- hill400_bunker_beam01_side
- hill400_bunker_ceiling01
- hill400_bunker_door01
- hill400_bunker_extfloor01
- hill400_bunker_exttrim01
- hill400_bunker_extwall02
- hill400_bunker_floor01
- hill400_bunker_floortrim01
- hill400_bunker_intwall01
- hill400_bunker_roof01
- hill400_bunker_step01_side
- mtl_hill400_door_02
- mtl_hill400_roof_03
- mtl_hill400_trim_ext_03
- mtl_hill400_wall_ext_08
- mtl_hill400_wall_ext_09
- mtl_hill400_window_decal_01
- mtl_hill400_window_decal_02
- mtl_hill400_window_decal_03
- stalingradwinter_door_metal01
- stalingradwinter_door_metal02
- stalingradwinter_door_wood01
- stalingradwinter_door_wood02
- stalingrad_brick_trim01
- stalingrad_concrete03
- stalingrad_concrete_base
- stalingrad_dk_gravel
- stalingrad_dk_wood
- stalingrad_floor_core
- stalingrad_floor_wood01
- stalingrad_ground_dirt
- stalingrad_ground_dirt_a
- stalingrad_ground_mud
- stalingrad_ground_rubble
- stalingrad_ground_rubble_a
- stalingrad_interiorwall01
- stalingrad_mt_door
- stalingrad_mt_pipe01
- stalingrad_mt_pipetrim01
- stalingrad_mt_pipetrim02
- stalingrad_mt_pipetrim03
- stalingrad_mt_pipe_interior
- stalingrad_mt_roof01
- stalingrad_mt_trim01
- stalingrad_plank_core
- stalingrad_plank_side
- stalingrad_platform_trim
- stalingrad_roof_inner
- stalingrad_wd_door
- stalingrad_wd_platform
- stalingrad_wd_roof01
- stalingrad_wood_core
- tunisia_dirt_road
Demo Files#
Two demos made by Infinity Ward for the missions "El Daba" and "Duhoc" dated August 11th, 2005 can be found in iw_00.iwd, though neither of these can be played due to a version mismatch.
Crusader Player Model#
By using "noclip" in the mission Crusader Charge, you can see that the Crusader Tank you are in is a low-poly and low-detailed model.
Oddities#
Missing Textures#
The multiplayer maps Stalingrad and Rostov, as well as the mission Comrade Sniper contain some missing textures that can be seen in-game.
mp_railyard (Stalingrad)

mp_harbor (Rostov)

Comrade Sniper

Version Differences#
End credits scene in Build 5689 (Microsoft Store) is 8.5 seconds shorter than the vanilla one, but the background music and credit roll have remained the same.
- Top: 1.3 Steam aka "Build pc_1.3_1_1 Thu Mar 30 2006 07:35:42PM"
- Bottom: ~v1.4 Microsoft Store aka "Build 5689 Tue Oct 29 18:09:12 2024"
The changes mainly relate to timing and some interactions between the characters (collision correction at 1:49, enemy mortar teams are no longer under fire at 3:08, etc).
|
|
To do: |
Basically, the developers decided to replace the pre-release files used in the PC version with later ones from the Xbox 360 version. Files movie_victory.d3dbsp, trainyard.d3dbsp and some others have also been updated as part of the re-release on the Microsoft Store.
Regional Differences#
|
|
To do: |
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.
(Source: Schnittberichte)
The German version also includes an early introduction movie (cod2_attract). Compared to the final launch trailer (and the intro movie in other countries), this version has a different sequence of scenes, different music, some different camera angles, and a shorter duration by 6 seconds. The source music can be heard in the Call of Duty 2 OST promo album. Watch on YouTube