the cutting room mirror

Removed Areas

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This is a sub-page of Call of Duty 4: Modern Warfare (Windows, Xbox 360, PlayStation 3, Wii).

Several single-player and multiplayer levels were made but eventually scrapped for various reasons. There are no unfinished playable levels, but there are leftovers and traces in the game's files and SDK.

Campaign#

Only the skybox remains - it was ripped from "Crossing the Rhine" in Call of Duty 2. Presumably, the idea evolved into "Museum" in Modern Warfare 2.

Cobra Pilot#

COD4-pilotcobra.png

A USMC mission where you pilot a helicopter in a Middle Eastern city. The level was cut very late in production, as reference to it can be found in promotional material released shortly before the release of the game. A nighttime version of this level also existed, but is only referenced by name and does not have its own unique assets. Models of all the buildings in the level still exist in the SDK. Additionally, the following text strings can be found in the SDK:

(Source: Github - English-localized strings file - cobrapilot.str)

Descent#

Another USMC mission. This one involves infiltrating an underground bunker to photograph and identify the remains of Al-Asad and other dead officers. The only remnants of this mission are a corridor in the mission Crew Expendable, the Camera "weapon", as well as the following text strings found in the SDK:

REFERENCE

LANG_ENGLISH

Notes

OBJ_DOCKS1

Eliminate the Axis naval artillery crews at the docks. [&&1 remaining]

Leftover from the Call of Duty 2 mission "The End of the Beginning".

OBJ_ALASSAD

Photograph and identify the remains of Al-Assad.

At this point, the spelling of Khaled Al-Asad's last name had not been decided.

OBJ_PHOTO_BACKHALL

Photograph the officer's face on the desk.

OBJ_PHOTO_BATHROOM

Photograph the officer's face in the bathroom.

OBJ_PHOTO_DROPDOWN

Photograph the officer's face under the rubble.

OBJ_PHOTO_FINAL

Photograph the officer's face by the rubble.

OBJ_PHOTO_PRISON

Photograph the officer's face by the jail cell.

OBJ_PHOTO_STAIRS

Photograph the officer's face by the broken wall.

OBJ_DETPACK

Plant a detpack on the compromised wall.

OBJ_SECURE

Secure the Landing Zone.

HINTSTR_CAMERA_CLICK

Pull [{+usereload}] to zoom in.\nPull [{+attack}] to take a picture.

[{+usereload}] and [{+attack}] are formatting strings that would be replaced with the buttons bound to reload and attack, respectively.

HINTSTR_CAMERA_OUT

Press [{+usereload}] to pull out your camera.

HINTSTR_DETPACK

Hold &&1 to plant the detpack.

HINTSTR_FASTROPE

Jump towards the cable to fast rope down.

TITLE

Descent

The name of the mission.

PLACE

Riyadh, capital of Saudi Arabia

At this point in the game's development, many of the USMC levels were explicitly stated to take place in Saudi Arabia.

DATE

Day 6 - 1310 hr

Assuming the game timeline was one week long as in the final version, this mission would have been a relatively late one.

INFO

U.S. Marines entering underground command bunker

(Source: Github - English-localized strings file - descent.str)

Designated Marksman#

Compass_map_marksman.png

Another late USMC mission, taking place in Saudi Arabia. This one would have involved defending a base and blowing up stuff like Overpasses and Satellite Arrays. Fun! Only the minimap image and the following text strings remain:

REFERENCE

LANG_ENGLISH

Notes

TITLE

Designated Marksman

TIME

Day 6 - 1500 HRS - 30 miles south of Riyadh - R.O.A.

This mission was likely to take place directly after Descent.

NAME

PFC Michael Carver, 1st BN, 7th Marines

At this point in development, the final name of the USMC protagonist had not been decided.

ACTION

ACTION HERE

Likely insignificant placeholder text.

OBJ_DESTROY_OVERPASS

Destroy the overpass and eliminate all hostile targets.

OBJ_SECURE_DROP_POINT

Secure a drop point for reinforcements.

OBJ_CHECK_CAFE

Check the ground floor of the Cafe for hostiles.

OBJ_SECURE_CONSTRUCTION_BUILDING

Secure the top of the building in the construction yard.

OBJ_DESTROY_ANTI_AIR

Destroy the enemy Anti-Air units. [&&1 Remaining]

OBJ_MARK_OVERPASS

Mark the overpass pillars for destruction. [&&1 Remaining]

OBJ_MINIMUM_SAFE_DISTANCE

Retreat to a minimum safe distance from the overpass area.

HINTSTR_DETPACK

Hold &&1 to plant the detpack.

This string is also in Descent's localized strings file.

(Source: Github - English-localized strings file - marksman.str)

Designated Training#

Yet another late USMC mission, also taking place in Saudi Arabia. This mission would involve storming and defending a construction site. Interestingly, the mission name implies that it would have been the standard introductory training mission, although its in-game assets refer to it under the development name "rallypoint". Despite the name, there is no clear connection between Designated Marksman and Designated Training.

The following text strings can be found in the SDK:

REFERENCE

LANG_ENGLISH

Notes

TITLE

Designated Training

PLACE

Riyadh, capital of Saudi Arabia

DATE

Day 5 - 1746 hrs

INFO

Base

OBJ_ANTI_AIR_UNITS

Destroy all anti-air units in the area. [&&1 Remaining]

OBJ_CLEAR_TO_CONSTRUCTION_SITE

Clear the way to the construction site.

OBJ_SNIPING_POSITION_CONSTRUCTION

Take up a sniping position in the construction building.

OBJ_PROTECT_BRAVO_ONE

Protect Bravo Squad as they destroy the anti-air unit.

OBJ_CLEAR_ROOFTOP_AREA

Clear the rooftops and enter a sniping position in the top floor of the garage.

OBJ_PROTECT_BRAVO_TWO

Protect Bravo Squad as they destroy the second anti-air unit.

OBJ_CLEAR_GARAGE_AREA

Clear the garage area.

OBJ_PLANT_EXPLOSIVE_CHARGE

Plant an explosive charge on the final anti-air unit.

OBJ_SECURE_BRIDGE_AREA

Secure the overpass area.

OBJ_DEFEND_BRIDGE_AREA

Defend the overpass area until reinforcements arrive.

ALLY_GETOVERHERE

Over here, Private!

ALLY_FOLLOWME

Follow me.

ENEMY_GUARDALERT

Foreign Gibberish (Alert)

This is the only in-game instance of enemy dialogue being "translated".

(Source: Github - English-localized strings file - rallypoint.str)

Helicopter Ride#

COD4HelicopterRide.png

A mission where you would presumably ride in a helicopter. The only remains are an impressively old, largely unedited minimap image with references to "COD3" in the visible dev console text on it. It can be seen from the screenshot that the image was dated December 20, 2006, indicating that this level was worked on quite early in development.

Immediate Action#

A cut mission set in the American Embassy in London. This mission is likely loosely based on the Iranian Embassy Siege of 1980. This mission would have included a Breaching mechanic. Only the following text strings remain:

REFERENCE

LANG_ENGLISH

Notes

DEBUGTXT_GAMEPLAY_SOLOBREACH

CQB test: Solo Breach

DEBUGTXT_GAMEPLAY_SHOTGUNBREACH

CQB test: Shotgun Breach

DEBUGTXT_ROOMCLEAR

Room clear

DEBUGTXT_OFFICE_SECURED

All hostages secure in office XX

DEBUGTXT_HOSTAGES_TIMER_START

Rescue timer: started

DEBUGTXT_HOSTAGES_TIMER_EXT

Rescue timer: extended

DEBUGTXT_HOSTAGES_TIMER_END

Rescue timer: expired

TITLE

Immediate Action

PLACE

London, United Kingdom

DATE

1942 Hours

INFO

American Embassy

HINTSTR_SECURE_HOSTAGE

Press USE to secure hostage

HINTSTR_DETONATE

Press USE to detonate frame charge

HINTSTR_LADDER_DISMOUNT

Press USE to dismount from ladder

HINTSTR_FASTROPE

Press USE to attach to fastrope

HINTSTR_ROPE_GRAB

Press USE to grab the rope

HINTSTR_ROPE_RAPPEL

Press USE to start rappelling

HINTSTR_FLASHBANG

Press USE to throw a FLASHBANG here

HINTSTR_BREACH

Press USE to give breach command

HINTSTR_LEVELEND

LEVEL END (end sniper sequence disabled for now)

Developers' notes like these were left in several missions.

HINTSTR_TAKERIFLE

Press USE to take sniper rifle

EXPLOSIVES_PLANTED

Explosives planted! Stand Back!

TIMER_LABEL

Time left:

MISSION_FAILED_GENERIC

Mission failed. The hostages were executed.

MISSION_FAILED_SNIPE_WRONG

You shot the wrong terrorist!

MISSION_FAILED_SNIPE_TOO_EARLY

You shot the terrorist too early!

MISSION_FAILED_SNIPE_WAIT

You waited too long!

MISSION_FAILED_HOSTAGE_KILLED

You killed a hostage. Mission failed.

MISSION_FAILED_HOSTAGE_KILLED_TER

Terrorists killed a hostage. Mission failed.

OBJ_RESCUE_AREA1

Secure all areas in south offices. [&&1 remaining]

OBJ_INSERT

Proceed to the insertion point

OBJ_WINDOW_BREACH

Breach the window with a frame charge

OBJ_HOSTAGE_SECURE_OFFICE_1

Secure hostages in south offices [&&1 remaining]

OBJ_NAV_OFFICE_NORTH

Proceed to the north offices

OBJ_HOSTAGE_SECURE_OFFICE_2

Secure hostages in north offices [&&1 remaining]

OBJ_BALCONY_FLANK

Flank the enemy position from the balcony

OBJ_NAV_BANQUET_HALL

Proceed to the banquet hall

OBJ_HOSTAGE_SECURE_BANQUET

Secure hostages in banquet hall [&&1 remaining]

OBJ_BANQUET_HALL_REGROUP

Regroup with team near the main dining table

OBJ_BRAVO_RV

Rendezvous with team Bravo One

OBJ_RECEPTION_CLEAR

Eliminate hostiles in main reception

OBJ_SKYLIGHT_BREACH

Get into position to breach the skylight

OBJ_COURTYARD_COVER

Cover Bravo's exfil from the barricades

OBJ_SNIPER_ASSAULT

Assault the sniper position

OBJ_LIBRARY_BREACH

Breach the library wall

OBJ_FINAL_BOSS

Intercept X Ray One

(Source: Github - English-localized strings file - embassy.str)

cqb_2#

COD4CQB2.png

An unknown level, only known as "cqb_2". This level appears in Build 253's MenuTest as "CQB Test", however, it is unable to be loaded on that build due to its missing .ff file (FastFile). Only a minimap remains.

Parabolic#

An early mission involving use of a parabolic microphone to collect intel and save a prisoner. This is possibly an earlier version of Blackout, as they both involve BM21 rockets and both share many geometry assets viewable in the SDK's level editor. Only text strings and assets for the parabolic microphone remain.

REFERENCE

LANG_ENGLISH

Notes

HINTSTR_BLANK

OBJ_CONVERSATIONS

Gather intel with the parabolic microphone

OBJ_CONVERSATION_01

Gather intel from the sentries on the bridge

OBJ_CONVERSATION_02

Gather intel from the sentry on his cell phone

OBJ_CONVERSATION_03

Gather intel from the officer on the river bank

OBJ_SAFEHOUSE_ASSAULT

Assault the safehouse

OBJ_LOCATE_PRISONER

Locate the prisoner

OBJ_EXTRACT_TO_LZ_ALPHA

Proceed to the LZ

OBJ_DESTROY_ARTILLERY

Disable all mobile artillery [&&1 remaining]

OBJ_EXTRACT_TO_LZ_CHARLIE

Extract to the graveyard LZ

TIMER_LABEL

Time left:

DEBUG_LEVEL_END

End of currently scripted level. Proceed outside to see BM21 rocket test.

Mention of a BM21 rocket further reinforces the theory that Parabolic was an earlier version of Blackout.

HINTSTR_MIC_TRIGGER

Hold down {+speed} to target\nand amplify conversations

HINTSTR_GATHERING_INTEL

Gathering intel...

HINTSTR_FLASHBANG

Use flashbangs {+smoke} to stun sentries.

HINTSTR_BREACH

Press and hold [USE] to initiate assault.

HINTSTR_CONVERSATION_SUCCESS

Conversation captured.

HINTSTR_CONVERSATION_FAILURE

Conversation lost.

HINTSTR_ALERT_GUNFIRE

Enemies have been alerted by gunfire.

HINTSTR_ALERT_SPOTTED

Enemies have spotted you.

HINTSTR_HUMANSHIELD_AIM

Your weapon is slung. Line up your shot and wait for the signal.

HINTSTR_HUMANSHIELD_SHOOT

Pull {+speed} or {+attack} to draw pistol.

MISSION_FAILED_HOSTAGE_KILLED

Mission Failed: You killed the hostage.

MISSION_FAILED_HOSTAGE_TIMER

Mission Failed: The hostage was executed.

(Source: Github - English-localized strings file - parabolic.str)

Rivertown#

Only a .vision file and a very short localized string file remain. The only two strings left for this mission were copied and pasted from Parabolic's localized string file.

(Source: Github - English-localized strings file - rivertown.str)

School#

COD4School.png

Only a minimap and localized strings file remains. However, the localized strings file is an identical copy of Designated Training's localized strings file.

Seaknight Assault#

Only a small number of geometry assets viewable in the SDK's level editor remain. Appears to have been a Middle Eastern USMC mission.

Seaknight Defend#

Likely an analogue mission to Seaknight Assault. A small number of geometry assets viewable in the SDK's level editor remain, as well as string files in the mod tools.

REFERENCE

LANG_ENGLISH

OBJ_LOCATE_CRASH_SITE

Locate crash site.

OBJ_DEFEND_CRASH_SITE

Defend crash site.

OBJ_DEFEND_BUILDING

Defend wounded marines until extraction force arrives.

MISSION_FAILED_SITE_OVERRUN

Crash site was overrun by enemy forces.

OBJ_SECURE_BUILDING

Secure building to the south.

OBJ_OVERWATCH

Cover retreating marines.

OBJ_ESCORT_TO_HUMVEES

Escort wounded marines to the Humvees.

TIMER

Extraction:

OBJ_CLEAR_DEBRIS

Clear debris from trapped marine.

FOLLOW_ALLEYS

Follow alleys to extraction point.

(Source: Github - English-localized strings file - seaknight_defend.str)

Strike#

Possibly a campaign version of Strike. Only a .vision file remains.

That's No Sandstorm#

COD4Sandstorm.png

An early USMC mission involving border security patrol on the Omani-Saudi Arabian border. Only an untextured and flat shaded minimap image and the following text strings viewable in the SDK remain:

REFERENCE

LANG_ENGLISH

TITLE

That's No Sandstorm

PLACE

Omani-Saudi Arabian border

DATE

Day 1 – 1012 hrs

INFO

U.S. Marines on Border Security Operations

HINTSTR_C4PLANT

Press USE to plant C4

HINTSTR_USE_VEHICLE_GUN

Press USE to mount the 50cal machine gun

HINTSTR_TAKELAW

Press USE to take LAW rocket

TEMP_PLAYER_HAS_LAW

You have obtained a LAW rocket

OBJ_PATROL

Patrol the Omani-Saudi Arabian border

OBJ_PATROL_DEFEND

Defend the patrol with the 50 cal

OBJ_PERIMETER_DEFEND_A

Defend the west perimeter

OBJ_PERIMETER_DEFEND_B

Defend the east perimeter

OBJ_LAW_OBTAIN

Find a LAW

OBJ_DESTROY_BMP_A

Destroy the BMP Transport

OBJ_DESTROY_BMP_B

Destroy the BMP Transport

OBJ_C4_WEAPONSCACHE

Plant C4 on the base weapons cache [&&1 remaining]

OBJ_DEFEND_BASE

Protect base interior from being overrun

OBJ_FIND_VEHICLE

Locate transportation out of the base

OBJ_ENTERGARAGE

Access the vehicle depot

(Source: Github - English-localized strings file - sandstorm.str)

Training#

COD4Training.png

Training is another early USMC mission where you... get trained, surprisingly enough. Not to be confused with Designated Training, which was not a training mission at all. This mission was replaced with "F.N.G.". Only a minimap image and the following text strings remain:

REFERENCE

LANG_ENGLISH

Notes

OBJ_REGROUP_WITH_SQUAD

Regroup with 2nd squad at the obstacle course.

OBJ_BASH_DUMMY

Bash the dummy at the end of the obstacle course.

At this point, your melee attack was bashing with the butt of your rifle instead of stabbing.

OBJ_GOTO_RIFLE

Proceed to the rifle range.

OBJ_GET_RIFLE_AMMO

Get ammunition for your M4 Carbine and load a magazine.

OBJ_ENTER_STALL

Enter the fourth firing station and aim down range.

OBJ_HIT_RIFLE_TARGETS

Hit the four targets.

OBJ_HIT_RIFLE_TARGETS_TIMED

Hit four targets in six seconds.

OBJ_GOTO_SIDEARM

Proceed to the side arm range.

OBJ_GET_SIDEARM_AMMO

Get ammunition at the sidearm range.

OBJ_EQUIP_SIDEARM

Switch to your sidearm and load it.

OBJ_HIT_SIDEARM_TARGETS

Hit the target five times with your sidarm.

OBJ_GOTO_FRAG

Proceed to the frag grenade training area.

OBJ_GET_FRAG_AMMO

Pick up some frag grenades and go to the instructor.

OBJ_THROW_FRAGS

Throw one frag grenade through each window and one into the dumpster. [&&1 Remaining]

OBJ_THROW_FRAGS_DONE

Throw one frag grenade through each window and one into the dumpster.

OBJ_GOTO_LAUNCHER

Proceed to the m203 training area.

OBJ_GET_LAUNCHER_AMMO

Swap your current weapon for a M16A4 with a M203 grenade launcher attachment.

OBJ_HIT_WALL

Hit the wall marked number 1 with the M203 grenade launcher.

OBJ_HIT_LAUNCHER_TARGETS

Hit the three remaining targets with the M203 grenade launcher. [&&1 Remaining]

OBJ_HIT_LAUNCHER_TARGETS_DONE

Hit the three remaining targets with the M203 grenade launcher.

OBJ_GET_EXPLOSIVES_AMMO

Pickup an explosive charge.

OBJ_DESTROY_VEHICLE

Destroy the civilian vehicle with an explosive charge.

HINT_CHECK_OBJECTIVES_PAUSED

Press [{pause}] to check your objectives.

HINT_CHECK_OBJECTIVES_SCORES

Press [{+scores}] to check your objectives.

HINT_OBJECTIVE_MARKER

The yellow circle in the compass tape at the bottom middle\n of your screen indicates the direction of your objective.

HINT_OBJECTIVE_REMINDER

Your current objective is to regroup with your squad.\n Press [{toggle cl_paused}] to check your objectives.

HINT_OBJECTIVE_REMINDER2

Turn until the yellow circle in your compass tape\n lines up with the white ticks and head in that direction\n to locate your current objective.

HINT_ATTACK

Pull [{+attack}] to fire your weapon.

HINT_ADS

Hold down [{+speed}] to aim down the sights of your weapon.

HINT_ADS_TOGGLE

Press [{toggleads}] to aim down the sight.

HINT_BREATH_MELEE

Press and hold [{+melee_breath}] to steady your breathing.

HINT_BREATH_SPRINT

Press and hold [{+breath_sprint}] to steady your breathing.

HINT_BREATH_BINOCULARS

Press and hold [{+breath_binoculars}] to steady your breathing.

HINT_MELEE_BREATH

Press [{+breath_binoculars}] near your target to strike it with your weapon.

HINT_MELEE

Press [{+melee}] near your target to strike it with your weapon.

HINT_PRONE

Press [{goprone}] to go prone.

HINT_PRONE_HOLD

Press and hold [{+prone}] to go prone.

HINT_PRONE_TOGGLE

Press [{toggleprone}] to go prone.

HINT_PRONE_STANCE

Hold down [{+stance}] to go prone.

HINT_PRONE_DOUBLE

Double tap [{lowerstacnce}] to go prone.

HINT_CROUCH_STANCE

Press [{+stance}] to crouch.

HINT_CROUCH

Press [{gocrouch}] to crouch.

HINT_CROUCH_TOGGLE

Press [{togglecrouch}] to crouch.

HINT_STAND

Press [{+gostand}] to stand up.

HINT_STAND_STANCE

Press [{+stance}] to stand up.

HINT_JUMP_STAND

While standing, press [{+gostand}] to jump.

HINT_JUMP

While standing, press [{+moveup}] to jump.

HINT_SPRINT

Press [{+sprint}] while moving forward to sprint.

HINT_SPRINT_BREATH

Press [{+breath_sprint}] while moving forward to sprint.

HINT_HOLDING_SPRINT

You don't have to hold [{+sprint}] down to continue sprinting.

HINT_HOLDING_SPRINT_BREATH

You don't have to hold [{+breath_sprint}] down to continue sprinting.

HINT_RELOAD_USE

Press [{+usereload}] to reload your weapon.

HINT_RELOAD

Press [{+reload}] to reload your weapon.

HINT_MANTLE

Touch the obstacle and press [{+gostand}] to\n mantle over it.

HINT_ADS_SWITCH

Release and pull [{+speed}] to automatically\n switch to a nearby target.

HINT_SIDEARM_SWAP

Press [{weapnext}] to switch to your sidearm.

HINT_PRIMARY_SWAP

Press [{weapnext}] to switch to your primary weapon.

HINT_SIDEARM

Press [{weaponslot primaryb}] to switch to your sidearm.

HINT_SIDEARM_RELOAD

Press [{+reload}] to load your sidearm.

HINT_SIDEARM_RELOAD_USE

Press [{+usereload}] to load your sidearm.

HINT_LADDER

Look up the ladder and press forward to climb it.

HINT_FRAG

Pull and release [{+frag}] to throw a frag grenade.

HINT_SWAP

Approach the M16A4 and hold [{+activate}]\n to swap your weapon for the M16A4.

HINT_SWAP_RELOAD

Approach the M16A4 and hold [{+usereload}]\n to swap your weapon for the M16A4.

HINT_FIREMODE

Press [{+actionslot 2}] to switch to the M203\n grenade launcher attachment.

HINT_LAUNCHER_ATTACK

Pull and release [{+attack}] to fire a\n 40mm grenade.

HINT_EXPLOSIVES

Approach the explosive charges and press\n [{+activate}] to pick one up.

HINT_EXPLOSIVES_RELOAD

Approach the explosive charges and press\n [{+usereload}] to pick one up.

HINT_EXPLOSIVES_PLANT

Locate the glowing explosive marker and\n press [{+activate}] to plant the explosives.

HINT_EXPLOSIVES_PLANT_RELOAD

Locate the glowing explosive marker and\n press [{+usereload}] to plant the explosives.

MARINE3_USE_SIDEARM

Carver! Use your sidearm!

(Source: Github - English-localized strings file - training.str)

Wet Work#

A cut mission with no relation to the "Wet Work" multiplayer map. Only a .vision file remains.

Zipline#

A mission which is likely a precursor to Blackout, as prefabs in the level editor are mostly identical to those of Blackout and Parabolic. Only the skybox texture still exists, and was reused for Blackout. Additionally, a single string remains with no useful information:

REFERENCE

LANG_ENGLISH

Notes

OBJ_WHATEVER

Temp text

This mission was likely cut very early in production judging from the lack of localized strings.

(Source: Github - English-localized strings file - zipline.str)

Multiplayer#

Argun#

A skybox and a script file remain.

Canal#

Only a skybox remains.

Convoy_night#

Originally meant to be a night version of mp_convoy (Ambush). A skybox remains.

Cellblock#

COD4Cellblock.png

A small map centered around a jail cellblock in the Middle East. Only text strings and the minimap image remain.

Dusk#

COD4-DuskMinimap.png

A remake of the Call of Duty map Dawnville. Only a loadscreen image and an untextured and flat shaded minimap image remain.

Facility#

COD4Facility.png

An industrial facility of some sort. Only text strings and the minimap image remain.

Favela#

COD4-FavelaMinimap.png

Originally intended to be included in the Variety Map Pack, where its minimap was found. Recycled for Modern Warfare 2.

Forest#

COD4Forest.png

A forest with varied terrain and a river with pink water due to a missing texture. Only the minimap image remains.

Grave#

Only a csv remains.

Hill#

COD4Hill.png

A multiplayer port of Heat. Only the loadscreen image and a script file remain.

Invasion#

COD4InvasionLoadScreen-new.png

Planned for the Variety Map Pack but was recycled for Modern Warfare 2. Only a loadscreen image and minimap image remain.

Mansion#

COD4Mansion.png

A small map centered around a single building. Likely cut because it sucked. Only text strings and the minimap image remain.

MountedGun#

Only a csv remains.

Palace#

COD4Palace.png

Only text strings and the minimap image remain.

Rooftops#

COD4Rooftops.png

A road dividing two streets with lots of buildings for a snipefest. Very small! Only text strings and the minimap image remain.

Suburbs#

COD4Suburbs.png

A town with oddly-shaped buildings. Only the minimap image remains.

(Source: Call of Duty Wiki)

War#

Only a csv remains.

War Palace#

Only a csv remains.

Miscellaneous#

Broadcast Changes#

Early Load Screen

Final Load Screen

Some differences can be seen between the early and final load screens for the map Broadcast. Such changes included the black ceiling in the early one and the load screen showing a lobby in contrast to the final which has a white ceiling and shows the newsroom. On a related note, Broadcast has an early minimap as well.