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Command & Conquer 3: Tiberium Wars

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Command & Conquer 3: Tiberium Wars brings back the tried-and-true formula of GDI vs. Nod with the addition of a third faction, an alien tribe known as Scrin.

Unused Audio#

Unused Voice Lines#

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

There are a couple of voice lines that have been disabled - and I do not mean cases where an entire set of lines was cut because an ability was removed but cases where only some sounds were taken out. The most common examples are sounds for unit creation - most units have multiple responses when built, but only one is used. The others are either unused or have been repurposed for other situations (this list only contains audios not used anywhere else in the game or mentioned on this list here).

Unit

File

Transcript

colspan="3" style="background-color: darkgoldenrod"; | C&C-TW-Logo-GDI.png GDI C&C-TW-Logo-GDI.png

Commando

GUComma_VoiCreatea

Ok boss, let's hear the plan!

GUComma_VoiCreatec

Didn't miss anything, did I?

GUComma_VoiCreated

Let's load and lock and roll'n rock.

Engineer

GUEngin_VoiCreatea

Engineer clocking in.

Grenadier squad

GUGrena_VoiCreatea

Somebody called for some blastin'?

APC

GUAPC_VoiMovec

Transport en route.

Harvester

GUHarve_VoiCreateb

I'm ready to go. Which way is the Tiberium?

Juggernaut

GUJugge_VoiCreatea

Looking for the big guns?

GUJugge_VoiSelBate

Oh, snap!

Mammoth tank

GUMammo_VoiCreatea

Mammoth tank awaiting orders.

MCV

GUMCV_VoiCreatea

Construction yard ready to roll.

Missile squad

GUMissi_VoiCreatea

Missile squad ready.

GUMissi_VoiMovee

Let's go, missile squad!

GUMissi_VoiMoveg

Keep it together, squad!

GUMissi_VoiSelectf

Look alive missile squad.

Orca

GUOrca_VoiCreatec

Orca cleared for take-off.

Pitbull

GUPitbu_VoiCreateb

Pitbull looking for some action!

Predator tank

GUPreda_VoiMoved

Predator en route.

Rifleman squad

GURifle_VoiCreateb

Riflemen awaiting orders.

Surveyor

GUSurve_VoiCreateb

I'll find us a location.

Zone trooper

GUZoneT_VoiMoveb

Mhhhmmm.

GUZoneT_VoiSelectb

Alive and ready.

colspan="3" style="background-color: darkred"; | C&C-TW-Logo-Nod.png Nod C&C-TW-Logo-Nod.png

Avatar Warmech

NUAvata_VoiCreateb

I am here.

Black Hand

NuBlack_VoiCreatea

The Black Hand is in control.

Carryall

NuCarry_VoiCreateb

Anyone need a lift?

Commando

NUComma_VoiCreateb

Ready for assignment.

Fanatics

NUFanat_VoiCreatea

Our faith lies in Kane.

MCV

NuMCV_VoiCreatea

Nod buildings everywhere.

Militant squad

NUMilit_VoiCreatea

The time has come, warriors of Nod!

Scorpion Tank

NuScorp_VoiCreateb

Scorpion ready for battle.

Nod Harvester#

The harvester a voice set named NOD_Harvester_VoiceAttack for its cut weapon.

File

Transcript

NUHarve_VoiAttacka

Gun' em!

NUHarve_VoiAttackb

Get rid of them!

NUHarve_VoiAttackc

Man the guns!

NUHarve_VoiAttackd

We must attack!

Venom Signature Generator#

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

Oddly enough, there are unused sounds assigned to the audio “NOD_Venom_VoiceSignatureGenerator” that talk about revealing an area, a function that the Signature Generator doesn’t provide in the final game.

File

Transcript

NUVenom_VoiSpeci1a

Let’s see what we got.

NUVenom_VoiSpeci1b

Taking a look.

NUVenom_VoiSpeci1c

Anything there?

Maybe the Signature Generator could reveal enemy signatures or stealth units at some point, but it seems more likely that these were related to the Scanner Suite. Seems like the Scanner Suite needed to be manually activated (like the Orcas Pulse Scan) and could scan/reveal areas away from the Venom, through the button tooltips above make it sound more like a passive ability.

Venom Spot Target#

There is an unused set of Venom sounds called NOD_Venom_VoiceSpotTarget – as the name suggests, it consists of target related sounds.

Seems related to the Beam Reflector, but as the Beam Reflector is triggered by the Beam Cannon and Nod has no other artillery in Tiberium Wars, it went unused.

File

Transcript

NUVenom_VoiSpeci2a

Entering target data.

NUVenom_VoiSpeci2b

Preparing coordinates.

NUVenom_VoiSpeci2c

Ready for target transfer.

NUVenom_VoiSpeci2d

Fire support, we found your target.

V-35 Ox#

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

There was apparently the possibility to order Ox transports to land in a Medical Bay to unload wounded infantry directly into the building. The voice event and its lines for it still exists:

GDI_Ox_VoiceMoveMedical

File

Transcript

GUOxTra_VoiMovMeda

They need medical treatment!

GUOxTra_VoiMovMedb

Let's get to that med center!

GUOxTra_VoiMovMedc

Med evac confirmed!

APC Healing#

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

Unused sounds indicate the APC was able to heal its passengers (or perhaps infantry around it?) at some point in development.

File

Transcript

GUAPC_VoiSelecte

We'll patch you up.

GUAPC_VoiSelectf

Supplies on board.

Sniper Team#

The Sniper Teams has two left over audio events from earlier versions:

Call Airstrike#

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

The first one, called "GDI_Sniper_VoiceCallAirstrike" was an ability for the sniper to call in an Orca airstrike, similar (but weaker) to the bombing run special power.

File

Transcript

GUSnipe_VoiSpeci1a

We're in position bombers.

GUSnipe_VoiSpeci1b

Calling in bombing run.

GUSnipe_VoiSpeci1c

Bomber, we have your target.

GUSnipe_VoiSpeci1d

Sending the bombing coordinates now.

Spot Target#

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

The second group of voice files, "GDI_Sniper_VoiceSpotTarget", seem to be intended for the Spotting ability. However, this ability is triggered by the Juggernaut and not the sniper and thus not used (might be used in SP during the campaign).

File

Transcript

GUSnipe_VoiSpeci2a

We're ready for fire support.

GUSnipe_VoiSpeci2b

Target spotted for fire support.

GUSnipe_VoiSpeci2c

We have your target.

Old Scrin Voices#

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

There are old voice files for the mastermind that sound a lot more human, like speaking in an alien language instead of animalistic sounds like in the final.

Nod Brownstone#

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

There are two sounds associated with a "Nod Brownstone Missile", but no explanation of what the missile is. Both NOD_BrownstoneMissileExplosion & NOD_BrownstoneMissileFire sound pretty unremarkable, though the firing sound feels fitting for an MLRS. Was this a cut unit? Early sounds for the SAM site? The initial name for the Catalyst Missile? Aside from the sounds, no other traces of this weapon seem to exist.

Unused Structures#

Pillbox#

The SDK contains a file called GDIPillBox.xml. None of its art assets seem to be in the game, but there is an empty command set and an armor set left over from it. The structure file has no weapon defined and there is no way to garrison infantry in it, raising questions about its use. While the model is missing, it seems that part of it was reused for the civilian Bunker found on some maps.

The selection sound GDI_PillboxSelect also exists, but its sound file has been reused for the Guardian Cannon. Chances are the Pillbox was further developed into the Foxhole deployed by Riflemen.

ABAVTower#

The game contains a Scrin building called ABAVTower (I assume for Alien Building Anti Vehicle Tower) that is basically a spike (its missing its texture, hence the wireframe view to make the shape visible):

It's weapon ALIENLaser is a bit confusing: It's a very basic laser weapon without any effects, but it has the BeamSpecialAbilityUpdate attached to it (this update handles the special logics for Nods Beam Cannon, like merging beams and charging Obelisks), but the setting for merging beams is actually disabled (JoinWithOtherBeams="false"). As far as I can tell, this ability is pointless and does nothing noteworthy for the building. However, the weapon name ALIENLaser is very similar to the name of the texture used for nearly all Scrin laser weapons, FXAlienLaser (oddly enough, the texture and effects used for ALIENLaser are taken from Nod). Going by the generic weapon name, this could be a early test to come up with a unique laser weapon design/mechanic that was not simply a copy of Nods lasers with a different texture/colors. Perhaps it led to the Scrins sweeping laser effects or Tiberium charged laser weapons. Or perhaps it was an idea for a laser based defense building that was scrapped.

Unused Tech Buildings#

CaptureFlag#

A model of a flagpole, seems to be intended for the XBox Capture The Flag game mode.

Name:CaptureFlag
"Capture Flag"

Desc:CaptureFlag
"Return flag to base"

CatalystResearchCenter#

This leftover file in the SDK might have been used for the Nod campaign at some point. Or perhaps the Catalyst Missile was available for whoever captured the center and not just Nod. On early test maps, it is placed right next to other tech buildings

CitizenDispositionModulatorAttributeModifier#

No idea - lacks a unique model and texts, but seems to grant an attack buff to units around it:

<AttributeModifier  
id="CitizenDispositionModulatorAttributeModifier"
Category="SPELL"
Duration="6s"> 
<Modifier Type="DAMAGE_MULT" Value="150"/>
</AttributeModifier>

It can be found placed on early test maps right next to other tech buildings, so it was not just some dummy object but apparently a real tech building.

ControlPoint#

Seems like an unused tech building for a cut gamemode. The hologram above the building shows the faction logos.

Name:ControlPoint  
"Control Point"

IonStormControlCenter#

This structure lacks a unique model and tooltips in the final game, but the demo at least has some text for it:

Name:TechBuildingIonStormControlCenter
"Ion Storm Control Center"

Desc:TechBuildingIonStormControlCenter
"Capturing this Tech Building allows the creation of an Ion Storm"

NAME:AbilityIonStormControlCenter  
"Ion Storm"

DESC:AbilityIonStormControlCenter
"Create an Ion Storm at a target location \n Strong vs. Structures and Vehicles \n \n Left-click icon to then Left-click on target location"

This seems to have worked similarly to the EMP Control Center. Maybe it was replaced by the EMP center and the Ion Storm was moved to the warship.

MultifunctionUpgradeCenter#

From the looks of it, this building would allow players to choose between one of three upgrades - it is unknown if the player would be stuck with them or if they could be changed similar to the battle plans in the US Strategy Center in Generals.

<AttributeModifier  
id="Modifier_MultifunctionUpgradeCenterSpeed"  
Category="SPELL">  
<Modifier Type="SPEED" Value="150"/>  
</AttributeModifier>

<AttributeModifier  
id="Modifier_MultifunctionUpgradeCenterDamage"  
Category="SPELL">  
<Modifier Type="DAMAGE_MULT" Value="150"/>  
</AttributeModifier>

<AttributeModifier  
id="Modifier_MultifunctionUpgradeCenterArmor"  
Category="SPELL">  
<Modifier Type="ARMOR" Value="80%"/>  
</AttributeModifier>    

NukeSilo#

There is no model or text left here, but from the look of it, this tech building would allow the use of a nuclear missile. Perhaps this was a tech building and Nod was supposed to have a different super weapon, or maybe this building was intended for the campaign at some point. For all we know it could just have been a test building to see if the nuke works as intended. Note that it is likely unrelated to the Nod Nuke Silo as the naming schema does not fit with Nod buildings and very little work has been done on the file. Also it refers to its name as "Name:NeutralNukeSilo", but sadly there is no entry in the text files for it.

Subway#

This seems like an early version of the Subway Hub found in the released game as the tools tips are identical.

ReinforcementBay#

This tech building is only used in the campaign where capturing it spawns some reinforcements via map scripts. However, it also has a Commandset called "AllUnitsConstruct_CommandSet" which has the following comment:

<!-- This is present to make life for the designers easy for the Reinforcement Bay-->

The command set contains all available units in C&C 3 and the building itself has the following settings:

IgnorePreReqs="true"  
CostMultiplier="0"  
TimeMultiplier="0"

However, it is unclear if it was intended as a debug feature, for campaign purposes or if it was intended for multiplayer too (maybe giving players the chance to purchase units from other factions or ignore unit prerequisites).

All deployable units (MCVs, Rig) have a special set of sound when built from the Reinforcement Bay and a comment, suggesting that you could build units there (they are spawned via map scripts in the final game).

<!-- Safety in case we do this in some campaign mission -->  
<ObjectSpecificEntry  
Sound="ALI_DroneShip_SoundCreate"
AudioType="voiceCreatedFrom"  
TargetObject="ReinforcementBay" />

SatelliteLaunchFacility#

This building has a model, but no texts. The image below does not convey how big it is, far larger than any other techbuilding in Tiberium Wars (beating even the Subway Hub). As it is a satellite launch facility, I would assume it was intended to reveal the whole map for the owner (an idea that was reused in RA3) or work similar to the GDI Radar Scan (maybe it was cut because it would be less useful for GDI players?). C&C3 contains the following strings that might be related to it, but no hint to its function:

Name:SatelliteLaunchFacility
"Satellite Launch Facility"

SPECIALPOWER:Satellite
"[placeholder] Satellite Launch"

SiegeWall, SiegeWall5, SiegeWall10#

These three objects are large walls that seem like energy barriers (with all three being a different size) that were used for the Siege game mode on consoles. As far as I can tell (based on the text strings), these barriers would appear/disappear in regular intervals on the map to block/enable access to your enemy.

Unused Units#

Reinforcement Bay#

There are two unused variants of the GDI Dropship and the Nod Carryall called ReinforcementBayDropship & ReinforcementBayDropshipNOD. It is unclear what function these would have, but it is possible that the Reinforcement Bay was supposed to work like the Tech Reinforcement Pad from Zero Hour (automatically airdropping a tank every couple of minutes) or perhaps the player would be able to buy units there, but had to wait for a bit until the transport craft deployed the unit.

CorruptedInfantry#

There is an unused infantry called CorruptedInfantry. Its code is so outdated, it still has the Ranger image from C&C Generals assigned as its portrait icon. It uses the regular GDI Rifleman model but has hardly any animations. However, the name and the fact that this soldier has a very barebones weapon assigned makes it sound like this could either work like a Infested Marine or it could be an early attempt at the Corrupter mechanic that would turn infantry into visceroids.

Mechanic#

There is an unused infantry unit called GDIMechanic. It has no weapons or animations (using the Rifleman model) and no special code - the only interesting part is that it is using the Ranger icon from C&C Generals as placeholder, meaning this unit must be pretty old. It may have been inspired by Red Alert 1's Mechanic and evolved into the Rig.

Nod Destroyer#

There is a dummy object called NODDestroyer, a Nod naval unit. However, the code is really simple and the model is not included in the game (and was likely a temp model anyway).

DropShip#

GDIDropship is a unused unit that seems to be a early version of the V35 Ox - a comment in the beginning even asks the reader to switch to the other one instead:

<!-- THIS OBJECT IS NO LONGER USED.  PLEASE USE THE  V35 OX VEHICLE INSTEAD -->

While the code seems to be a very early copy of the Ox (lacking the transport ability), it does have the KindOf PRODUCED_AT_HELIPAD. Was it perhaps intended to be buildable but then removed and replaced by the Call For Transport ability (as the ability is far faster and more useful)?

Unused Weapons#

Juggernaut#

It seems at one point the Juggernaut was armed with anti air and anti ground missiles as the weapon is still in the game: GDIJuggernaughtRocketPod. Going by the values (range and reload time), it seems to be a regular weapon and not an ability. However, according to Adam Isgreen Westwoods C&C3 had a missile based unit as replacement for the Juggernaught from Firestorm - perhaps EA toyed with this idea before settling on a cannon based unit.

Rig#

At some point the Rig had a different weapon name GDIRigAutoCannon. Unlike some other unused weapons on this list, this one was developed enough to get a unique set of firing sounds, RigMachineGunFire.

APC#

There are a couple interesting weapons leftover for this unit: GDIAPCRocketWeapon gives the impression that the APC had rockets at some point in development - as the Pitbull initially had guns, it would make sense to have the APC armed with a different weapon, i.e. rockets. However, the only screenshot I could find from that time shows pretty much the final APC model/gun.

We do however have another weapon that is commented out in weapon.xml: GDIAPCShockwaveCannon. It even has some unique, unused firing sounds: GuardianAPCShockwaveCannonFire. Its projectile GDIAPCShockwaveCannonProjectile is also left over in the files and from the look of it, it seems to be an very early idea for the sonic emitter weapon - basically an invisible projectile with a smoke and fire trail that does damage to everything around it.

As there are unique sounds for both weapons, it seems quite a bit of effort was put into them.

Nod Harvester#

The Nod harvester has a weapon defined in weapon.xml, called NODHarvesterGatlingGun.

However, there are no images to indicate where the gun was mounted (neither concept nor texture show any weapon) and the weapon code itself is very unfinished (no sound or FX), so chances are this is from an early version where the harvesters played a lot more similar to each other (and likely looked different from the used ones).

Cluster Bomb#

While ClusterBombSeed seemed unused, it appears to be used for a Firehawk airstrike in the campaign.

GDISonicShockWaveCannonProjectile#

GDISonicShockWaveCannonProjectile seems like a very early test for sonic weapons and is similar to the projectile used by the APC early on.

GDISpaceCommandShockwaveProjectile#

As implied by the name, this seems like an early projectile test for the Shockwave special power.

Disintegrator#

The weapon.xml still contains a weapon for the Mastermind called AlienMastermindDisintegrator. It's also used in one GDI campaign mission. Considering the original Manipulator Device seems to have worked only on buildings, a weapon for self defense seems reasonable.

In fact, all of its concepts art seem to prominently feature a weapon:

However, while the weapon in these concepts seems to be a laser beam (like the Disintegrators use in the final game), the weapons used during the GDI mission is similar to the one used by Gun Walkers and Stormriders.

Note that the last concept mentions the Disintegrator weapon, but does not mention Mind Control or Teleportation. These could be later additions, though it makes me wonder why it would be named Mastermind then.

Stormrider#

While the Stormrider only uses the weapon AlienStormRiderPlasmaAutocannon in the final game, comments in weapons.xml show it was planned to use plasma disks against ground targets:

<!-- Stormrider's anti-air weapon -->
<WeaponTemplate  
    id="AlienStormRiderPlasmaAutocannon"

<!-- Stormrider's anti-ground weapon -->
 <WeaponTemplate  
    id="AlienStormRiderPlasmaDiskLauncher"

Unused Models#

NODExplosiveCharge#

While the Explosive Charges instantly do damage in the retail game, there is an unused object named NODExplosiveCharge that seems to indicate that the charges would be briefly visible before exploding (possibly the same way Colonel Burton's charges are visible in Generals). The model is called NUSCharge.w3x (presumably either Satchel Charge or Shadow Charge) and appears to be an oddly shaped tank filled with green stuff (Liquid Tiberium?), but the tank changes color depending on the owner.

Orange tank is owned by a player with red house color, green tank is unowned (Saboteur as size reference):

NUMiltnC#

The unused third militant model. It is included in the SDK files, but it is clearly nowhere near finished nor does it have any texture. However, there is a small preview image when opening the file, proving that EA had a texture for it the last time they worked on it.

C&C-TW-Militant-Model1.png C&C-TW-Militant-Model2.png

The image also reveals that the model was most likely based on this concept art:

It should be noted that the model seems a lot closer to the Fanatic model than the other militants models, so maybe it was reused for them.

Booby Trap Model#

The current model for the Booby Traps is basically a square with the Saboteur texture applied to it:

However, the SDK contains an unused model called NUSabBomb.w3x that looks very different:

And as it is referred to as a bomb, it is possible that the initial idea was different from the current Booby Trap ability. The large X on the side also looks like it could display something (a timer?), but it is not used for anything.

Commando#

There is an unused, early model for the Nod Commando in the SDK. While it is missing its textures (and doesn't seem too different from the final design), the preview window shows it with a texture that seems to resemble an early concept art.

(Source: https://kich-3d-medels-textures.blogspot.com/)

Red Shadow Strike Team#

While the player power to summon veteran Shadow Teams is called Shadow Strike Team in the game, some files still refer to it as RedShadowStrikeTeam. The SDK also has an alternate texture called NUShdw_R with a reddish recolor, indicating it was used for these special Shadow Teams (no idea why the head was also recolored, but this texture was likely a quickly made placeholder and not the final design):

Mammoth Tank#

The files in the SDK also contain a version of the Mammoth that had visible missiles in the pods and an alternate railgun design. However, the design is different for each barrel, so it is hard to say if this whole thing is just an early test or if they initially wanted to take this direction with the upgrade. I guess it's kinda hard to notice and likely was changed for this reason.

Unused Modular Models#

Composite Armor Upgrade#

It seems Composite Armor was supposed to have more of an visual impact: Both Riflemen and Missile Soldiers have a unused model for the upgrade that is a bit bulkier than the default model. In the final game, the texture from the unused model gets applied to the default model once the upgrade is purchased. The Engineer also has code that refers to a UGARMORCERAMIC model, though it is possible that this has been accidentally copied from the Zone Trooper.

Engineer#

The code for the Engineer has code that hides 4 upgrade models - as the Engineer lacks any upgrades, it appears to be a copy-paste error from another unit (possible Zone Trooper).

HideSubObjects="UGRAILGUN UGARMORCERAMIC UGGRENADE UGSCANNER"

Despite being unarmed, the Engineer has a (very simple) pistol model that he carries around, making you wonder if he was intended to be armed at some point. However, Kane's Wrath needed to alter quite a bit of stuff to get the pistol to work properly, so it is unlikely.

Juggernaut#

There is some code to show a railgun upgrade, even though there is no model or and no weapon for it.

<SubObjectsUpgrade
id="ModuleTag_ShowRail"
ShowSubObjects="UGRAIL_01">  
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>  
</SubObjectsUpgrade>

Unused Upgrades#

Ionized Hull#

When Scrin ships fly through an ion storm, they get a lightning effect on their model and a buff to their armor. However, there is an unused icon for an upgrade that implies this used to be an upgrade. Perhaps this ability needed to be unlocked first, or maybe it used to be a simple armor upgrade (like Composite Armor or Dozer Blades) and was replaced by the Forcefield Generators upgrade.

Mammoth Tank#

Old Armor Upgrades#

Despite the Mammoth being the best armored tank in the game, leftovers suggest it might have had even more armor at some point.

Reactive Armor

This unused armor template is found away from the other armors and doesn't reveal much aside from limiting the damage from all enemy weapons to 25%. Perhaps it worked like a shield and reverted back to the default armor once the armor was spent, similar to Scrin shields (real-life reactive armor consists of explosives added on the outside of a vehicle).

<ArmorTemplate  
id="MammothReactiveArmor"  
Default="25"></ArmorTemplate>

There is also an unused texture called GUMammUG in the Mammoth folder, which kinda looks like reactive armor patches.

ForceField

There is an unused object called GDISystem_MammothForceField left in the SDK. While it sounds like some kind of shield generator, it is actually a pretty basic projectile with a missing model (FXForcefield02). Maybe this shield worked like the Paladins point-defense laser from Zero Hour, destroying any projectile that comes too close to the Mammoth (the Scrin force field in the final game just alters the damage a unit receives).

Speed Boost#

Oddly enough, there is an unused speed boost for the Mammoth in the game, raising its speed from 40.0 to 80.0. While this is fully functional, there is no upgrade that actually triggers the speed boost - and since doubling the speed would be a very powerful function for a unit like the Mammoth, it is possible that this was used by some kind of ability. An ability would also explain why the developers used the locomotor set change as opposed to just using a speed modifier (like most speed upgrades in Tiberium Wars/Kane's Wrath use). However, as the Mammoth code seems to be based on the Overlord, it is possible that this is a leftover from the Overlord's Nuclear Tank upgrade (though the speed values are vastly different).

<LocomotorSet
Locomotor="GDIMammothLocomotor"
Condition="NORMAL_UPGRADED"
Speed="80.0" />

It should be noted that the unused unit CINE_GDIMammoth has the same code, but the speed boost is slightly different (from 55.0 to 85.0).

Possible Upgrades#

No idea what these were intended for, possible upgrades?

<AttributeModifier
id="Mammoth_AmmoPacks" 
Category="INNATE_ARMOR">  
<Modifier Type="RATE_OF_FIRE" Value="50"/>
<odifier Type="DAMAGE_MULT" Value="150"/>
</AttributeModifier>

<AttributeModifier
id="Mammoth_Spotlight_Vision"
Category="INNATE_VISION">
<Modifier Type="SHROUD_CLEARING" Value="5"/>
</AttributeModifier>

Other#

The Mammoth has the MaxQueueEntries="1" setting - this means that the player can not add multiple upgrades into this unit's build queue at the same time. The Mammoth lacks the ability to purchase any upgrades in the final game, making this pointless. As it is one of the very few units with this setting, it seems that the player could customize Mammoth with various upgrades early on. Maybe it was intended to work like the Overlord Tank from Generals, giving players the option to tailor the tank to specific tasks. As the Mammoth's code seems to be based on the Overlord tank, it is also possible that this is just an unrelated leftover.

Zone Trooper#

Drop Pods Upgrade#

The demo contains the following strings - no idea how exactly this would work, but seems like this evolved into the drop pod special power later on. Or perhaps this was the initial idea for the Jump Jet ability:

Name:PurchaseUpgradeDropPods
"Zone Trooper Drop Pods"

DESC:PurchaseUpgradeDropPods  
"Launches Zone Troopers into orbit, allowing them to be deployed anywhere on the battlefield"

Jump Jet#

The model for the flames on the back (for the jump jet) is called UGJump. As UG is usually used as a prefix for upgrades, the jump jet might have been an upgrade at some point.

Machine Gun#

Early renders depict Zone Troopers carrying a weapon identified as a machine gun with attached grenade launcher in concept art. As their weapon is still named ZoneTrooperMachineGun, it seems they were initially armed with a machine gun. Their initial gun model was also simpler and looked more like a regular gun.

Their IDB entry also mentions that they have railguns but also have "enough firepower to take out enemy targets ranging from infantry to light vehicles". This phrasing makes a lot more sense for heavy machine guns instead of railguns.

The Engineer has some leftover upgrade code that seems to have been copied over from the Zone Trooper at some point, mentioning an Railgun upgrade and Ceramic Armor (ZTs are not affected by either in the final game).

HideSubObjects="UGRAILGUN UGARMORCERAMIC UGGRENADE UGSCANNER"

This early concept shows multiple ZTs with their regular gun in the background and one with what appears to be a railgun in the front. This seems to imply that a) units could be upgraded individually and b) Railguns were an upgrade for ZTs.

Artwork for this machine gun was used as the illustration for the GD2 assault rifle in the IDB. The final in-game model of the Zone Trooper weapon is simply the machine gun with claws attached to it to resemble a railgun.

Grenade Launcher#

Some of the animation models feature a small tube at the front of the gun called UGGrenade, hinting at a grenade launcher upgrade for the machine gun.

Guardian Cannon#

The Guardian Cannon always has a similar weapon as the Predator, but could not be upgraded with Railguns (until Kane's Wrath).

However, leftover code and comments suggest that it used to have an upgrade at some point - they simply disabled it by changing the status set by the upgrade (comments were left by the developers). According to modder HostileNegotiator, the upgrade (without the model) was in the initial retail release and patched out (hence the comments about preserving save games).

<!-- dummy weapon left in to preserve saved games.  -->
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIGolemCannonRailgun"
ObjectStatus="WEAPON_UPGRADED_01" />

<!-- dummy module left in to preserve saved games.  -->
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_02">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</StatusBitsUpgrade>

Orca#

Engine Upgrade#

GUMiniOrca_SKN.w3x (the model that is used for the GDI airstrike) contains a mesh called "ABUPGRADE" that is basically an exhaust effect for the engines - going by the name, it might mean "Afterburner Upgrade". The Firehawk has a similar looking mesh named "PLANE04" that is used for the Stratofighter upgrade. The code for GDIOrca_Airstrike also has a mention of an upgrade model called UG_ENGINE. There are also sets of engine particle effects for orca and firehawks called "GDIOrcaUpgrade", "GDIOrcaUpgrade02", "GDIFireHawkUpgrade", "GDIFireHawkUpgrade02" in the game (some of them are used during the Orca airstrike), so it seems some kind of engine upgrade was planned.

Other Upgrades#

This unit has the MaxQueueEntries="1" setting - this means that the player can not add multiple upgrades into this unit's build queue at the same time. However, the Orca lacks the ability to purchase any upgrades in the final game, making this pointless. As it is one of the very few units with this setting, it seems that the player could customize Orcas with various upgrades.

GDIOrca_Airstrike used the MiniOrca model (the one used for Bombing Runs), but the code seems to be based on an early version of the regular Orca and mentions some upgrade models that do not appear in the final game:

<SubObjectsUpgrade  
id="ModuleTag_HideAll"  
HideSubObjects="UG_EMP UG_HELLFIRE UG_ENGINE UG_GUNS">  
<TriggeredBy>Upgrade_ObjectDefault</TriggeredBy>  
</SubObjectsUpgrade>

There is nothing known about an EMP upgrade. UG_HELLFIRE seems to indicate that the Orca in the earlier images was missing its missiles because they were an upgrade. Nothing is known about UG_GUNS as the Orca started with its Gatling Gun already equipped. The mention of UG_ENGINE seems to confirm that there used to be some kind of afterburner/engine upgrade.

Concept art showing various upgrade ideas for the Orca exists:

APC#

The Demo also contains a string that suggest the Shockwave Cannon and the mines were upgrades:

UPGRADE:APCShockwaveCannon  
"Shockwave Cannon"

UPGRADE:APCMineLayer  
"Mine Layer"

The unused cinematic model CINE_GDIAPC actually uses some of this stuff - it is possible that this unit is based on early code from the regular APC:

<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIAPCRocketWeapon" />
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIAPCShockwaveCannon" ObjectStatus="WEAPON_UPGRADED_01" />

<UnpauseSpecialPowerUpgrade
id="ModuleTag_OCLMinefieldUnpause"
SpecialPowerTemplate="SpecialPowerGDI_APCMinefield"
Permanent="true">
<TriggeredBy>Upgrade_APCMineLayer</TriggeredBy>
</UnpauseSpecialPowerUpgrade>
<OCLSpecialPower
id="ModuleTag_OCLMinefield"
SpecialPowerTemplate="SpecialPowerGDI_APCMinefield"
OCL="OCL_GDI_APCMinefield"
CreateLocation="CREATE_AT_LOCATION" />

<CommandSetUpgrade 
id="ModuleTag_Dummy"
CommandSet="GDIAPCCommandSet">
<TriggeredBy>Upgrade_APCShockwaveCannon</TriggeredBy>
</CommandSetUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_APCShockwaveCannon</TriggeredBy>
</StatusBitsUpgrade>

Venom#

Scanner Suite#

It seems that the Nod Venom was supposed to have another upgrade called the “Scanner Suite”. The text for the upgrade is found between the texts for the Signature Generator and the Reflector Beam in the C&C3 demo but has been removed in the release version.

NAME:UpgradeScannerSuite
"Scanner Suite"

DESC:UpgradeScannerSuite
"Upgrades the Venom with a Scanner Suite \n Detects stealth in a medium radius \n Left-click to begin upgrading"

Sounds like this upgrade was turned into a default function for the Venom.

Missile Soldier#

There is an unused upgrade related to the Missile Soldier, but it has absolutely no context. The "OBJECT" setting means each unit had to be upgraded individually and the short build time implies that it might have been part of a special ability or simply a leftover from a test.

<UpgradeTemplate id="Upgrade_MissleSolderArmor"
Type="OBJECT"
BuildCost="1000"
BuildTime="1.0s"  
/>

Unused Graphics#

GBBib#

GBBib is a texture shared by multiple buildings and used for a couple of details, but mostly the ground textures around certain buildings.

However, the normal map does not contain the dirt and instead shows parts of an unknown building:

TextureNormal

Venom#

Button_UpgradeScannerSuite

C&C-TW-Button_UpgradeScannerSuite.png

This icon is unused and there is no matching model part on the venom, but it seems it was intended for the Scanner Suite upgrade. The icon is clearly inspired by modern AWACS aircraft.

Confessor#

While the Confessor is not buildable and thus does not need an icon, it actually has one (Portrait_NODConfessor). However, unlike most icons that have been painted, this seems like a picture of the model (see the pouches on the belt) and was likely never updated as it can not be seen during regular gameplay.

Shadow Team#

Button_AbilityExplosiveCharges

C&C-TW-Button_AbilityExplosiveCharges.png

It looks like a cartoon bomb, so it was likely an early placeholder. Explosive Charges are still used by Shadows, just with a different icon.

Button_AbilityPurchaseExplosiveCharges

C&C-TW-Button_AbilityPurchaseExplosiveCharges.png

Seems like the player needed to spend money for the Shadows' Explosive Charges. Note that the button is not labeled as an upgrade, so maybe it was not a one time purchase but needed to be bought before every use.

Button_AbilityGlider

C&C-TW-Button_AbilityGlider.png

This is very similar to the final glider icon used by Nod Shadows, but tinted and lacking arrows. It seems like Shadows used to have a single button for starting/landing instead of having two. Or maybe this was used for starting and landing had a different one.

Mothership#

Special Power Decal#

There is an unused decal for a special power relating to the Mothership, Portrait_TargetingDecalMothership. It seems players were able to choose the location where it would appear instead of always appearing near a Signal Transmitter. It's possible that it was used in conjunction with the unused build animation above.

Unused Icons#

Graphic

File Name

Comment

Button_AbilityCallforTransport

A blue tinted GDI Dropship. The ingame Call For Transport ability uses Button_AbilityGDICallforTransport which is basically the same without the tint (icons are tinted dynamically based on player faction). Going by the name and the outdated tint, there might have been a time when this ability was GDI exclusive and there was no need to differentiate between GDI and Nod.

Button_AbilityDivebomb

While Shadows use this icon for their "Explosive Charges" ability, the icon named Button_AbilityExplosiveCharges looks quite different. Not much is known about this - sounds like Shadows might have been able to drop explosives while in the air and the icon got repurposed after that ability was removed.

Button_AbilityEstablishHideout

These two icons are identical and depict a civilian building with a Nod logo. Related to that is a command set called NODHideoutCommandSet that enables the training of Rifle Militants and Fanatics. I assume this allowed Nod to turn a civil building into a makeshift HandOfNod and produce basic infantry on the front lines.

Button_PlayerPowerEstablishHideout

Button_AbilityWall

Early on, Wall Hubs were able to build walls, similar to Battle For Middle Earth 2. The ability icon for this still exists, clearly showing the old wall texture from the screenshots above.

Button_PlayerPowerActiveSleeperCell

A special power icon related to (Rocket?) Militants - maybe it would somehow spawn them at the target, similar to GDIs reinforcement special powers.

Button_PlayerPowerBombingRun_grayscale

Going by the name, this was an alternate/earlier icon for the GDI bombing run

Button_PlayerPowerCallAirborne

C&C-TW-GU101AirBrn.png

This is similar to the Button_PlayerPowerGDIAirborne used in the final game, but it is tinted (the icons in the game are usually greyscale and tinted by the game itself) and lacks the veterancy icon in the corner. The CnC3 SDK also contains an unused golden skin called "GU101AirBrn" (I assume "GDI Unit 101st Airborne") for the Rifleman, indicating they might have been intended as more than just veteran rifle infantry, perhaps even a separate unit that was cut before it got an unique model.

Also note that all the icons and descriptions seem to imply that the infantry from this support power would be deployed by parachutes when in reality, they are transported in by Ox transports. There is no code left to indicate that parachutes were ever in the game, so it is hard to say whenever it is just flavor text or the developers could not get it to work (while Generals and RA3 have parachutes, both use single infantry instead of infantry squads)..

Button_UpgradeBackupGenerator

The Nod Construction yard contains leftover code that allows it to withstand a single EMP hit every couple of minutes. The code itself refers to this as "BACKUP_GENERATOR", but there is no mention of it being an upgrade. As the right side of the object seems to be bolted to the ground, it is possible that this is an early model that turned into the Liquid Tiberium Core upgrade for Nod's power plants.

Button_UpgradeRailCannon

Nothing is known about this icon, but as it is in full color and not grayscale/tinted, it is most likely very old. Seems be related to the GDI Rail Gun upgrade as the sound for the upgrade still uses that name:

 <!-- This is used by the Mammoth and Predator Tanks -->
    <AudioEvent id="GDI_RailCannon_Upgrade" inheritFrom="AudioEvent:BaseSoundEffect"
     Volume = "40"
     MinRange="300"
     MaxRange="1000"
     Limit = "3"
     Type = "WORLD SHROUDED PLAYER"
     SubmixSlider = "SOUNDFX" >
     <Sound>GUUpgra_railCanoa</Sound> <Sound>GUUpgra_railCanob</Sound> <Sound>GUUp
gra_railCanoc</Sound> <Sound>GUUpgra_railCanod</Sound>
    </AudioEvent>

Unused Animations#

Unused Burning Animations#

While some unused animations are fairly normal for a game this size, it is interesting that nearly all human infantry have burning death animations where they would move for a bit and flail their arms around before falling to the ground. As the previous BFME games also had a large focus on flame effects and Nods signature weapon is the flame thrower, it would have made sense to have some special death animations for it. This seems to imply that the game was planned to be a bit more brutal, though it is unclear why they were never added.. Examples:

  • GURflMan_FDIA
  • GU_Cmmndo_FDIA
  • NUSabtr_FDIA
  • NUShdw_FDIA
  • (to name a few)

Nod Defenses#

To do:
Replace with gifs

The SAM site has a unique animation where the turret moves underground.

From this, I would wager that the turret was supposed to be hidden underground and only pop up when firing, taking increased damage while up (this mechanic is also used in Tiberian Dawn and reused in Tiberian Twilight) and for some reason the modifier was never removed.

A similar animation exists for the Laser Turret, but not the Shredder Turret - maybe EA scrapped the idea before the Shredder Turret was designed as the final Shredder design has no base big enough to hide the turret in.

While the structure is named NODRocketBunker (hub) & NODRocketBunkerSpawn (turret), there is a third related building called NODRocketBunkerSpawnHole. Its size suggests that the SAM turrets used to be bigger.

Note that the code for NODRocketBunkerSpawnHole has something interesting: This objects uses the same rebuild mechanic as GLA holes back in Generals - but instead of showing a bunker when the building is destroyed, it would show the packing animation and the turret would hide underground until the building is repaired.

NODLaserCannonSpawnHole & NODShredderTurretSpawnHole just use their buildup animations for this (they also use the same model as their regular turrets). In the final game, the three "hole" buildings are unused (code works slightly differently) and the turrets just play their buildup animations when rebuilding.

Mothership#

Summon/Build Animation#

When summoned, the Mothership just slowly fades in with no special effect. However, there is a fully coded unique model where the ship would use an effect similar to the Scrin building build-up effect.

C&C-TW-Mothership-Build1.png C&C-TW-Mothership-Build2.png C&C-TW-Mothership-Build3.png

Why did this go unused? It is hard to say as its fully coded (the condition is just never triggered when summoning), but I would assume it is simply too fast as the whole animation lasts less than two seconds while the Mothership is paralysed for 8 seconds during summoning (and the fade in actually last a full 15s). It is unknown if this has been this way since the initial release or if it was changed by one of the patches (1.07 changed the summon time to 8s, but the time for the previous updates is not known).

Game Modes#

There are a couple of game modes that are not playable on PC but on XBox.

Name

Value

GUI:Versus

"Versus"

GUI:KotH

"King of the Hill"

GUI:CaH

"Capture and Hold"

GUI:CTF

"Capture the Flag"

GUI:Siege

"Siege"

GUI:Conquer

"Conquer"

Conquer Mode#

There is not much known about this mode as the only leftovers are in the SDK. But from the settings, it seems players would be able to build a deck of cards that could affect what options they have. Possible uses were unlocking units, having units be built as veterans or granting the player discounts. To be honest, it is not even known if this was intended for Tiberium Wars or perhaps for a spinoff (the fabled asian Tiberium Wars version or perhaps C&C Arena).

It kinda sounds similar to the Generals menu that earlier SAGE games had (note that the menu in these games and even RA3 were set up very differently). However, from the looks of it, this menu would allow you to customize your faction between games, not during them (otherwise they could have used the same system as in the previous games).

However, it is also possible that this is related to the cut World Domination mode.

The recently released TT xml contains two cards for this mode:

<!-- Conquer Mode Cards -->
<ConquerCardDefinitionUnit id="GDIRifleSoldierSquadCard"
                     Unit="GDIRifleSoldierSquad"
                     Cost="10">
    <Veterancy Veterancy="VETERAN" Cost="5" />
</ConquerCardDefinitionUnit>
<ConquerCardDefinitionUnit id="NODMilitantSquadCard"
                     Unit="NODMilitantSquad"
                     Cost="10">
    <Upgrade Upgrade="Upgrade_TiberiumInfusion" Cost="5" />
    <Upgrade Upgrade="Upgrade_NODConfessorUpgrade" Cost="5" />
</ConquerCardDefinitionUnit>

World Domination#

According to early articles, the game was supposed to have a World Domination mode where you could move units on the world map. Perhaps a version of the World Domination mode in the previous games that got developed into the Global Conquest mode in Kane's Wrath.

(Source: 1)

Cut Abilities#

Sniper Team#

Call Airstrike#

An ability for the sniper to call in an Orca airstrike, similar (but weaker) to the bombing run special power.

The button tooltips are still left in the game and it's even mentioned in some mission related texts, though I don't know if they are still used during the missions. Here are some of them:

NAME:AbilityCallAirstrike
"Call Airstrike"

DESC:AbilityCallAirstrike
"Radios a squad of Orcas to fire a rocket barrage on the battlefield \n \n Left-click icon then left-click target location"

DIALOGEVENT:MG14_GDIEVA02subtitle
"*EVA: Use the Sniper's Call Airstrike ability on the target."

DIALOGEVENT:MG13_GDIEVA09subtitle
"*TRAINING OFFICER EVA: With Langley liberated, you now have the ability to call in Airstrikes with your snipers as well as designate bombardment targets."

DIALOGEVENT:MN14_NodSoldier201subtitle
"*NOD SOLDIER: There are snipers in those ruins calling in Airstrikes on us!   Weed them OUT!"
Button_AbilityCallAirstrike

C&C-TW-Button_AbilityCallAirstrike.png

Aside from the sounds, the icon is also leftover in the files.

Spot Target#

This ability is triggered by the Juggernaut and not the sniper and thus not used (might be used in SP during the campaign).

An unused object called SpotTargetBeacon can be found in the GDI/Props folder and reveals a bit more about the way this ability used to work: Apparently, the Sniper Team would spawn an invisible beacon at the target location, but unlike the Artillery Beacons in Kane's Wrath, these beacons would not have a limited lifetime until they despawn. Instead, the beacon only existed as long as the Snipers continued to use the special ability. If the Sniper were interrupted in any way, the beacon would despawn.

As this means the unit could not move or defend itself while using the spot ability, I can understand why spotting was changed into a passive ability.

Button_AbilitySpotTarget

C&C-TW-Button_AbilitySpotTarget.png

There also is an icon that seems related to this ability, though it might be related to the similarly named ability for the Nod Venom.

Predator Tank#

RailSpecialPower#

This is an unused ability in Tiberium Wars - not sure what it does, but sounds like it was related to Predators and possible Rail Guns.

<SpecialPowerTemplate  
id="GDIPredatorRailSpecialPower" 
TargetType="OBJECT" />

Venom#

Reflector Beam#

There is an unused set of Venom sounds called NOD_Venom_VoiceSpotTarget – as the name suggests, it consists of target related sounds.

Seems related to the Beam Reflector, but as the Beam Reflector is triggered by the Beam Cannon and Nod has no other artillery in Tiberium Wars, it went unused.

File

Transcript

NUVenom_VoiSpeci2a

Entering target data.

NUVenom_VoiSpeci2b

Preparing coordinates.

NUVenom_VoiSpeci2c

Ready for target transfer.

NUVenom_VoiSpeci2d

Fire support, we found your target.

C&C-TW-Button_ReflectorBeam.png

The icon is interesting because it a) showed the old weapon layout on the side of the Venom and b) showed a large reflector underneath. The final model is missing this, so it's hard to say if it was just made up for the icon or was actually part of the Venom model at some point (at least I can not find any concept art related to it)..

In fact, the demo contains some strings for it:

NAME:AbilityNODSpotTarget
"Spot Target"

DESC:AbilityNODSpotTarget
"Spots a target on the battlefield to be bombarded from long range by Beam Cannons \n \n Left-click icon then left-click on target location"

The unused unit CINE_NODVenom (likely a copy of an early Venom) has code related to this ability:

<SpecialPower
id="ModuleTag_SpotTargetSpecialPowerDispatch"  
SpecialPowerTemplate="SpecialPower_SpotTarget"
UpdateModuleStartsAttack="true"
/>
<ActivateModuleSpecialPower
id="ModuleTag_SpotTargetSpecialPowerUpdate"
SpecialPowerTemplate="SpecialPower_SpotTarget"
StartAbilityRange="400">
<SpecialPowerModules
ModuleId="ModuleTag_OCLSpecialPowerSpotTarget"  
TriggerAtTargetPosition="true" />
</ActivateModuleSpecialPower>
<OCLSpecialPower
id="ModuleTag_OCLSpecialPowerSpotTarget"
SpecialPowerTemplate="SpecialPowerDummyTriggered2"
UpdateModuleStartsAttack="true"  
OCL="OCL_SpotTargetObjectBeacon"
CreateLocation="CREATE_AT_LOCATION"
/>
<OCLMonitorSpecialAbilityUpdate
id="ModuleTag_SpotTargetUpdate"
SpecialPowerTemplate="SpecialPowerDummyTriggered2"
StartAbilityRange="300.0"
Options="LOSE_STEALTH_ON_TRIGGER"
/>

While OCL_SpotTargetObjectBeacon is missing from the final game, the object SpotTargetBeacon can be found in the GDI/Props folder and reveals a bit more about the way it would have worked: Apparently, the Venom would spawn the invisible beacon at the target location, but unlike the Artillery Beacons in Kane's Wrath, these beacons would not have a limited lifetime until they despawn. Instead, the beacon only existed as long as the Venom continued to use the special ability. If the Venom was interrupted in any way, the beacon would instantly despawn. As this means the player would have to manually activate the spot ability for each unit and the unit could not move or defend itself while using it, I can understand why spotting was changed into a passive ability.

Radar Jam#

May be related to the Venom, but perhaps this was an early ability for it as it seems to go in a similar direction (and maybe got replaced once Nod got its Radar Jamming Missile). Note that it is labeled as an ability, not a player power.

NAME:AbilityRadarJam  
"Radar Jam"

DESC:AbilityRadarJam
"Needs description"

The SDK also contains a file called RadarJamSpecialPower.xsd with the settings JamRadius & JamDuration. From the sound of it, I would guess it would distort the enemy minimap around the unit.

Pitbull#

Mortar Bombard#

Going by some text strings found in the C&C3 demo, the Pitbull Mortar might have been a special ability and not a regular weapon at some point:

NAME:AbilityPitBullBombard "Mortar Bombard" 
DESC:AbilityPitBullBombard "Bombard target location with Mortars \n \n Left-click icon then left-click on target location"

Devastator Warship#

Ion Storm#

The Tiberium Wars demo contains the following tooltip:

DESC:AbilityIonStorm  
"Create an Ion Storm at the Warship's current location \n Strong vs. Structures and Vehicles \n \n Left-click icon to activate"

As the word "Warship" usually refers to the Devastator Warship, it appears the ability was not always meant for the Planetary Assault Carrier.

Mastermind#

Conversion Beam#

Found in the demo:

NAME:AbilityMastermindConversionBeam  
"Conversion Beam"

DESC:AbilityMastermindConversionBeam  
"Absorb Tiberium from the environment or Resource Structure to charge the Mastermind's teleport ability \n Use the absorbed charge to teleport units \n \n Left-click on icon then left-click on target Tiberium or Resource Structure"

Seems like the Devourers ability to charge itself with Tiberium was also used here. Feels like an interesting idea to limit teleportation. The manual also hints at this, indicating that is was cut/changed late in development:

Manipulator Device#

Found in the demo:

DESC:AbilityMastermindManipulatorDevice  
"Places a device on an enemy production structure which causes the next unit to come out of the structure to be under the Mastermind owner's control \n \n Left-click on icon then left-click on target Production Structure"

While the Mastermind simply takes control of a building or unit in the final game, it seems to have worked differently early on.

Corrupter#

Tiberium Charge#

While only the Devourer Tank can charge itself with Tiberium in the final game, the effects for it are actually called CorrputerTibSuck and CorrupterTibSuck02, hinting that this Corrupter was actually the origin of this ability.

CorruptedInfantry#

The unused CorruptedInfantry might be related to this unit, perhaps an early implementation of the visceroid idea.

Cut Levels#

Egypt#

Seems like GDI was supposed to have an additional mission in northern africa before attacking Nods launch facility:

  • MAP_SP_GDI_2_1_Weapons_Factory
  • MAP_SP_GDI_2_2_Nod_Port
  • MAP_SP_GDI_2_4_Nuke_Facility

Balkans#

One map is skipped here in the list:

  • MAP_SP_GDI_3_1_Albania
  • MAP_SP_GDI_3_3_Croatia
  • MAP_SP_GDI_3_4_Sarajevo

In this case we know what map is missing as the MapMetaData.xml still contains its name: MAP_SP_GDI_3_2_Montenegro. In fact, the recently released files even contain the map, but it is in a very early state. Sadly, the text strings for it are missing, so all that is known is that the GDI player had to destroy a Nod outpost (center of the map) to reveal the main Nod base.

It should be noted that Montenegro declared its independence from Serbia and Montenegro in June 2006, so right around the time this game was in development, but I doubt this was the reason for cutting the mission.

Brazil#

The TOW (Theater of War) in Brazil is a bit odd - Brazil is very large, but only two missions take place here - one to protect the (rather small) lab from GDI and a second mission to clear the way to transport weapon parts. In the intro of the second mission, Ajay begins with "OK, last mission in Brazil, I swear." - very weird as you have done only one mission there before. A look at the mission names explains it - the numbering jumps from mission 2_1 (Act 2, Mission 1) to 2_3 (Act 2, Mission 3), indicating that there used to be a third mission in the middle that got removed. Sadly, no details are known.

  • MAP_SP_Nod_2_1_BrazilianJungle
  • MAP_SP_Nod_2_3_Costal_Brazil

Also note that the first mission is called "BrazilianJungle" in the files, but in the game it's called "Amazon Desert". Was there perhaps an early idea to have some sort of (Tiberium?) jungle there? After all, Brazil/the Amazon area is known for its jungle, but the desert map in the final game is so generic it could have taken place anywhere in the world.

Sydney#

While there are a handful missions based around Sydney, it seems there was one more at some point: 4_3 is missing and chances are it would have taken place around Sydney too.

  • MAP_SP_NOD_4_1_Broken_Hill
  • MAP_SP_NOD_4_2_Sydney_West
  • MAP_SP_NOD_4_4_Sydney_Interior
  • MAP_SP_NOD_4_5_Ayers_Rock

The previous mission has a description that doesn't exactly match the mission objectives during gameplay:

"While the nuclear warheads are secured, the Brotherhood still lacks launch codes and delivery systems.  GDI  has what we need in the Sydney Blue Zone, currently under heavy Alien attack. With GDI's forces under duress, Kilian has reached out to the local GDI commander and offered to 'help' in Sydney. GDI accepted.  We have committed to the elimination of three key Alien structures, the Portal, Gravity Stabilizer and Gateway, giving GDI the leverage they need to turn the tide of battle. Unofficially, we need to ensure that the Gravity Stabilizer does not go down too fast; the Brotherhood's primary target is a GDI facility in Sydney, which, when captured, should provide the location of the codes and missiles. That building is within Sydney's city walls, and nothing penetrates those faster than an alien Devastator warship."

This seems to imply that the point of NOD_4_2 was to get the location for the launch codes and the missiles (Nod got the warheads in an earlier mission). Chances are NOD_4_3 was then about getting the missiles without aggravating GDI.

Ayers Rock#

The mission "Ayers Rock" features a player attack on Kilians Command Center after she betrayed Kane. However, the intro is very oddly cut: Kane orders Kilian's base capture followed by Ajay giving the player a short mission briefing. Afterwards there is a sequence where Kilian is guarded by her soldiers while explosions can be heard and the camera shakes. She begs the player to abort the mission and join her. But… who is attacking her during that cinematic? The player has yet to capture one of her bases during the mission intro and there is no indication of any previous battle taking place. It is likely that this cinematic was supposed to play during the mission if her HQ gets damaged.

In fact, the str file contains a fitting video description for the transmission log, following the same naming convention that is used for videos that are played during the mission (as opposed to mission intros/outros):

VIDEO:N16_Title  
[Nod 20] A Plea for Sanity

VIDEO:N16_Desc  
Kilian begs you to break off your attack

However, for some reason the separate video is unavailable and video.xml reveals that video N16 has been attached to the end of the mission briefing.

Nod Act V#

Again, the mission listing skips a number - seems Kane needed something else besides the mapkey to gain access to the tower.

  • MAP_SP_Nod_5_1_Nuke_Recovery
  • MAP_SP_Nod_5_2_Mapkey
  • MAP_SP_NOD_5_4_Operation_Stiletto
  • MAP_SP_Nod_5_5_The_Tower

Alternate GDI ending#

The C&C3 Demo contains a mention of 3 possible endings for the GDI campaign:

Video

Description

VIDEO:GDICampaign_Finale_a_Title

"[GDI 20] Victory"

VIDEO:GDICampaign_Finale_a_Desc

"Granger congratulates you on your victory"

VIDEO:GDICampaign_Finale_b_Title

"[GDI 21] Victory"

VIDEO:GDICampaign_Finale_b_Desc

"Granger congratulates you on your victory"

VIDEO:GDICampaign_Finale_c_Title

"[GDI 22] Pyrrhic Victory"

VIDEO:GDICampaign_Finale_c_Desc

"Granger scorns a victory without honor while Boyle reminds you that history is written by the winners"

The Kane edition bonus DVDs contains an unused ending, which might be the missing one: C&C3 Tiberium Wars - Bonus DVD - 03. Deleted Scenes Instead of resigning over his involvement with the Liquid Tiberium Bomb, Boyle was forced to resign over his cowardly behavior.

That raises a question: If you have two options to win without the bomb, how would the game decide between them? Perhaps the original campaign had an option to prevent the bomb from being developed.

Cut Scrin Mission#

Looking at the names for the Scrin missions, there is a noticeable omission:

  • MAP_SP_Aliens_1_1_London
  • MAP_SP_Aliens_1_2_Munich
  • MAP_SP_Aliens_1_3_Croatia
  • MAP_SP_Aliens_1_5_Italy

There is no mission 4 in the list, indicating something was cut (the first number indicates the Act, ie Act 1 in this case and the second number is the mission). We can only speculate what this mission was about - but GDI and Nod campaigns feature some internal conflicts (Granger/Boyle and Killian/Kane) and the final Scrin mission deals with the Foreman abandoning their mission to secure an escape. Perhaps the missing mission here would have involved some infighting between the Forman forces and units under the Supervisors direct command - a Scrin vs Scrin mission might have been an interesting change of pace.

<MissionTemplate  
     id="ALIEN_1_4"  
     DisplayName="MissionName:ALIEN_1_4"  
     Title="MissionName:ALIEN_1_4"  
     BriefingText="MissionBriefing:ALIEN_1_4"  
     BriefingMovie="MissionBriefing_ALIEN_1_4"  
     BriefingMovieFullScreen="true"  
     LoadScreenImage="Portrait_AlienAnnihilatorTripod"  
     LoadScreenText="MissionLoading:ALIEN_1_4"  
     LoadScreenMusic="=$DEFAULT_CAMPAIGN_LOAD_MUSIC"  
     MapName="data\maps\official\MAP_SP_Aliens_1_5_Italy\MAP_SP_Aliens_1_5_Italy.map"  
     RequiredToCompleteTheaterOfWar="true">  
     <Prerequisite>2</Prerequisite>  
     <PrerequisiteTemplate>ALIEN_1_3</PrerequisiteTemplate>  
    </MissionTemplate>

The naming schema for the IDB entries shows the same gap, jumping from Alien_Internal_Memos_133 to Alien_Internal_Memos_151 without any mention of a Alien_Internal_Memos_14X inbetween.

According to an article from the 2006 Community Summit, the Scrin campaign was at some point intended to have 8 missions.

EA Test Maps#

The MapMetaData.xml in the mod SDK reveals tons of maps that didn't make it into the final game, most of them clearly testmaps.

MAP_SP_Tutorial_360  
MAP_SP_Nod_5_5_The_Tower  
MAP_SP_NOD_5_4_Operation_Stiletto  
MAP_SP_Nod_5_2_Mapkey  
MAP_SP_Nod_5_1_Nuke_Recovery  
MAP_SP_NOD_4_5_Ayers_Rock  
MAP_SP_NOD_4_4_Sydney_Interior  
MAP_SP_NOD_4_2_Sydney_West  
MAP_SP_NOD_4_1_Broken_Hill  
MAP_SP_NOD_3_2_Sarajevo  
MAP_SP_NOD_3_1_Slovenia  
MAP_SP_Nod_2_3_Coastal_Brazil  
MAP_SP_Nod_2_1_BrazilianJungle  
MAP_SP_Nod_1_4_DCCity  
MAP_SP_Nod_1_3_Hampton  
MAP_SP_NOD_1_2_Andrews_AFB  
MAP_SP_NOD_1_1_White_House  
MAP_SP_Nod_0_1_Prologue  
MAP_SP_GDI_5_2_Relay_Node  
MAP_SP_GDI_5_1_Tower  
MAP_SP_GDI_4_4_Berne  
MAP_SP_GDI_4_3_Cologne  
MAP_SP_GDI_4_2_Stuttgart  
MAP_SP_GDI_4_1_Munich_Outskirts  
MAP_SP_GDI_3_4_Sarajevo  
MAP_SP_GDI_3_3_Croatia  
MAP_SP_GDI_3_1_Albania  
MAP_SP_GDI_2_4_Nuke_Facility  
MAP_SP_GDI_2_2_Nod_Port  
MAP_SP_GDI_2_1_Weapons_Factory  
MAP_SP_GDI_1_4_White_House  
MAP_SP_GDI_1_3_Hampton  
MAP_SP_GDI_1_2_Langley  
MAP_SP_GDI_1_1_Pentagon  
MAP_SP_GDI_0_1_Prologue  
MAP_SP_Aliens_1_5_Italy  
MAP_SP_Aliens_1_3_Croatia  
MAP_SP_Aliens_1_2_Munich  
MAP_SP_Aliens_1_1_London  
MAP_MP_8_BLACK1  
MAP_MP_8_BASS  
MAP_MP_6_Hayes  
MAP_MP_6_BLACK2  
MAP_MP_6_BLACK1  
MAP_MP_5_BLACK1  
MAP_MP_4_SSmith_01  
MAP_MP_4_RAO  
MAP_MP_4_CHUCK2  
MAP_MP_4_CHUCK1  
MAP_MP_4_BLACK6  
MAP_MP_4_BLACK5  
MAP_MP_4_BLACK1  
MAP_MP_4_BENDER  
MAP_MP_4_BASS  
MAP_MP_3_BLACK2  
MAP_MP_3_BLACK1  
MAP_MP_2_WILL1  
MAP_MP_2_SIMON  
MAP_MP_2_DAVIS2  
MAP_MP_2_DAVIS1  
MAP_MP_2_CHUCK1  
MAP_MP_2_BLACK9  
MAP_MP_2_BLACK8  
MAP_MP_2_BLACK7_v2  
MAP_MP_2_BLACK6  
MAP_MP_2_BLACK5  
MAP_MP_2_BLACK4  
MAP_MP_2_BLACK3_v2  
MAP_MP_2_BLACK2  
MAP_MP_2_BLACK12  
MAP_MP_2_BLACK11  
MAP_MP_2_BLACK10  
MAP_MP_2_BLACK1  
MAP_MP_2_BASS1  
WHUTCH_LongPath1  
Urban_Combat_GarrisonTest  
Trees  
Mission  
TEST_WallsAndGarrisoning  
TEST_WallsTEST_Viceroid  
TEST_VehicleCrushing  
TEST_UPGRADES  
TEST_Unit_Special_Power_Ready_To_Fire  
Mission  
TEST_Tutorial_UI  
TEST_Trees  
TEST_TRANSFER_CONTROL  
Test_Transfer_ComPost  
TEST_TRAINING_STATIONS  
TEST_TIBERIUM_RENDER_CONSOLE  
TEST_TiberiumHarvesting  
TEST_TEAM_GUARD_TEAM  
TEST_Team_Behaviors  
TEST_Team_Atk_Unit  
TEST_TeamGarrisonNearest  
TEST_TankProfile  
TEST_Superweapon_Fire  
TEST_SP_Airstrike_1_4_Setup  
TEST_SPEED_CONSOLE_VS_PC  
TEST_SPAWN_CIVIES  
TEST_SPAirstrike_2  
TEST_SPAirstrike  
test_some_sounds  
TEST_SMOKE_CONSOLE  
Test_Smallest_Map  
TEST_SKIRMISH_UNIT_BUILDING  
TEST_SkirmishAI_MoneyCapBug  
TEST_Shroud  
Mission  
TEST_SHADOW_CONSOLE  
TEST_SEQ_GARRISON  
TEST_Sequential_PatrolPath_and_Cover  
TEST_SELL_SPAWNED_STRUCTURES  
TEST_SellPowerRepar_Disable  
TEST_Script_Events  
Mission  
TEST_Player_has_destroyed_kindof2  
TEST_PlayerHasObjectList_Condition  
TEST_Nuke  
TEST_NOD_Stronghold_Buildings  
Test_Misfire  
TEST_MCV_Unpack  
Test_MAP_SP_GDI_3_1_Albania  
TEST_GUARDMission  
TEST_End_of_movie  
AllUnitsAndStructures2  
TEST_Damaged_Buildings  
TEST_crushing_billboards  
TEST_crushable_cars  
TEST_ControlPoint  
TEST_CONSOLE_UI_STUFF  
TEST_CONSOLE_8233  
MAP_SP_GDI_4_3_Cologne  
TEST_CIVILIAN_BEHAVIORS  
TEST_CivBuilding_Resolution  
TEST_Camera_Look_At_Named  
TEST_Build_list_ToolTest_Bridges  
Mission  
TEST_BeamCannonSimple  
TEST_Audio_NodDefenseBuildings  
Mission  
TEST_Audio_AlienDefensiveStructures  
TEST_Attack_Move_Auto_Acquire  
TEST_AttackingHordes  
TEST_Alien_TowerTestWinLoss  
Mission  
TestBoobyTrap  
TechBuildingReinforcementBay  
TechBuildingDefensiveTower  
Mission  
SS_TEST_Play_Sound_Team  
SPC_UnitsAndStructures  
SB_Test_UnshroudDamaged  
SB_TEST_SPCustom  
SB_TEST_RadarVideoObjectiveConflict  
SB_TEST_RadarColors  
SB_TEST_PlayerSighted  
SB_TEST_PackUnpackBug  
SB_TEST_Objective_ShowAllBroken  
SB_TEST_ObjectiveEVA  
SB_TEST_KillPlayer  
SB_TEST_IconicBridgeIndestructible  
SB_TEST_HuntBroken  
SB_TEST_Guard_Follow  
SB_TEST_GuardMove  
SB_TEST_DeletePAC  
SB_TEST_CannotDestroyBridgeInScript  
SB_TEST_BonusSatCam  
SB_TEST_Allegiance  
Props_Washington_DC  
Props_North_Carolina  
Props_Misc  
Props_Italy  
Props_Germany  
Props_Egypt  
Props_Eastern_Europe  
Props_Brazil  
Props_Australia  
Postage_Stamp_Red_Zone  
Opto_RoyalRumble  
Opto_NOD_Vehicles  
Opto_NOD_Structures  
Opto_NOD_Infantry  
Opto_Italy_Tiberium  
Opto_GDI_Vehicles  
Opto_GDI_Structures  
Opto_GDI_Infantry  
Opto_Cologne_Intro  
Opto_Alien_Units  
Opto_Alien_Structures  
MAP_SP_TUTORIAL_CONSOLE_BRANCH  
MAP_SP_Nod_5_2_Mapkey  
MAP_SP_NOD_4_4_Sydney_Interior_chokepoint_fixes  
MAP_SP_NOD_4_1_Broken_Hill  
MAP_SP_GDI_4_2_Stuttgart__Test_for_Drew  
MAP_SP_GDI_3_2_Montenegro  
MAP_SP_GDI_1_1_Pentagon  
MAP_SP_GDI_1_1_PentagonMIKEY  
MAP_MP_8_FallBack  
MAP_MP_8_BGH  
MAP_MP_6_DivideandConquer  
MAP_MP_4_CHUCK2  
MAP_MP_4_CHUCK1  
MAP_MP_2_LAFAVE2  
MAP_MP_2_LAFAVE1  
MAP_MP_FordsofIowa  
MAP_MP_2_BLACK7_v2  
MAP_MP_2_BLACK5  
MAP_MP_2_BLACK3_v2MacTest  
JUICE_UNITTEST_CONTINOUS_BATTLE  
E3DemoMap  
MAP_SP_GDI_1_2_Langley  
CivNorthCarolinaBuildings  
CivItalyBuildings  
Civilian_Buildings_03  
Civilian_Buildings_02  
Civilian_Buildings_01  
CivGoddardBuildings  
CivGermanyBuildings  
CivFIX  
CivEgyptBuildings  
CivEEuropeBuildings  
CivDCBuildings  
CivBrazilBuildings  
CivBig  
CivAustraliaBuilding  
Campaign_Specific_Buildings_Destruct_Test  
Mission  
Mission  
_Talking_Heads_Nod_5_5  
BUG_Player_Powers_Trigger_areas  
BUG_Pentagon_Garrison_Engineer  
BUG_Juggernaut_not_autoacquiring  
AUDIO_test_URs  
AUDIO_test_GDI_Battery  
AR_TEST_TiberiumOffBorder  
AR_SpecialPowerScripts  
MAP_SP_NOD_4_5_Ayers_Rock  
AR_Commando_C4_Battleship  
AllUnitsAndStructures

Cut Mechanics#

V-35 Ox#

Leftover code suggests that at one point, Ox transports loaded with infantry could be ordered to land inside the Medical Bay and unload the infantry directly into the building, making it easier to heal them.

Firehawk#

Button_AbilityMixedLoadout#

Watch on YouTubeC&C-TW-Button_AbilityMixedLoadout.png At one point, Firehawks could change their loadout to two missiles and one bomb, making them an all round unit. However, it seems this was cut after EA changed the UI and limited it to 4 ability icons, so they had to remove something. Parts of the code are still left, but the limited amount of buttons makes it hard to recreate.

Here is a screenshot from an old preview video: german gameplay video c&c tiberium wars C&C-TW-Prerelease-Firehawk.png

NAME:AbilityFirehawkMixedLoadout 
"Mixed Loadout" 
END 

DESC:AbilityFirehawkMixedLoadout
"Equips the Firehawk with Air to Air Missiles and one Groundpounder Bomb  \n  \n Left-click to equip" 
END

DamageContainedNugget#

The Firehawk's bomb weapon contains a DamageContainedNugget (a setting that allows the weapon to clear garrisoned buildings), but due to missing another setting, it has no effect in the game. It seems to be used in the Tiberium Wars announcement trailer, so it is unknown if it was just added for the trailer.

However, there are unique sounds set up for attacking a garrisoned building so it stands to reason that this ability was more than just eye candy for the trailer.

<AudioEntry
    Sound="GDI_Firehawk_VoiceAttack"
    AudioType="voiceAttack" />
<AudioEntry
    Sound="GDI_Firehawk_VoiceAttackBuildingClear"
    AudioType="voiceAttackGarrisonedStructure" />


<AudioEvent id="GDI_Firehawk_VoiceAttack" inheritFrom="AudioEvent:BaseUnitResponse"
    Volume = "=$GDI_UNITRESPONSE_VOLUME + 0"
    MinVolume = "=$GDI_UNITRESPONSE_MINVOLUME + 0"
    Priority = "HIGH"
    Type = "WORLD PLAYER VOICE"
    SubmixSlider = "VOICE">
<PitchShift Low="=$GDI_UNITRESPONSE_PITCHSHIFT_LOW + 0" High="=$GDI_UNITRESPONSE_PITCHSHIFT_HIGH + 0"/>
<Sound>GUFireh_VoiAttacka</Sound>
<Sound>GUFireh_VoiAttackb</Sound>
<Sound>GUFireh_VoiAttackc</Sound>
<Sound>GUFireh_VoiAttackd</Sound>
<Sound>GUFireh_VoiAttacke</Sound>
<Sound>GUFireh_VoiAttackf</Sound>
<Sound>GUFireh_VoiAttackg</Sound>
<Sound>GUFireh_VoiAttackh</Sound>
<Sound>GUFireh_VoiAttacki</Sound>
</AudioEvent>

<AudioEvent id="GDI_Firehawk_VoiceAttackBuildingClear" inheritFrom="AudioEvent:BaseUnitResponse"
    Volume = "=$GDI_UNITRESPONSE_VOLUME + 0"
    MinVolume = "=$GDI_UNITRESPONSE_MINVOLUME + 0"
    Priority = "HIGH"
    Type = "WORLD PLAYER VOICE"
    SubmixSlider = "VOICE">
<PitchShift Low="=$GDI_UNITRESPONSE_PITCHSHIFT_LOW + 0" High="=$GDI_UNITRESPONSE_PITCHSHIFT_HIGH + 0"/>
<Sound>GUFireh_VoiAttBuia</Sound>
<Sound>GUFireh_VoiAttBuib</Sound>
<Sound>GUFireh_VoiAttBuic</Sound>
<Sound>GUFireh_VoiAttBuid</Sound>
</AudioEvent>

Rumors say that Tiberium Wars might have been intended to have a buildable navy - would make sense as the previous game (BFME 2) had capturable shipyards as tech buildings, letting you build ships and there is a concept art of what appears to be a mobile GDI dock.

(Source: https://cncnz.com/wp-content/uploads/2017/12/tw-concept205.jpg)

There are also a surprising number of ships in the game: GDI Destroyer, GDI Carrier, GDI Battleship, GDI Hovercraft & Nod Battleship (and leftovers for a Nod Destroyer). However, there is no proof that these were ever intended to be usable by the player - most are set up as buildings and far too big compared to a normal ground unit (through the carriers at least were far smaller in early screenshots), so these were likely always intended as props for the single player campaign. Not to mention technical issues - for example, the amount of turrets on the Nod Battleship would likely cause problems when fully enabled.

A German with Mike Verdu made in 2006 mentions claims they were never buildable because the navy in the previous games (Battle for Middle Earth 2) was hardly used:

Original

Translated

"Die Marine gibt es nur im Singleplayer, sie umfasst zumindest Schlachtschiffe und Flugzeugträger. Dies hat den Grund, da die Entwickler für DSUM2 mühevoll ein Seesystem integrierten und kein Mensch nutzt es." 
"The navy is only available in the single player, it at least includes battleships and aircraft carriers. The reason for this is that the developers painstakingly integrated a naval system for BFME2 and nobody uses it."

(Source: Interview der deutschsprachigen C&C-Community mit Mike Verdu)

Building On Water#

Pretty much speculation, but the GDI Aircraft Carrier uses a set of water effects called FX_NodCraneWater. Was it perhaps planned to build the Nod Crane (and perhaps other stuff) on water just like in Red Alert 3 (the next game based on this engine)? Note that the mission with the Nod Battleship also features some large freight cranes in the port area, so it could also be related to them.

Buildable Walls#

Buildable walls were planned using the BFME 2 system, which means you would build and place a hub and then could use this to place more wall parts. The icon was visible in early GDI videos and the walls are still in the game (used as props in various missions and re-added in various mods). However, it seems EA felt they would slow down the gameplay (and apparently resulted in some pathfinding issues in BFME2), so they were cut. While GDI and Nod walls are finished (and GDI walls even got a new texture compared to early screenshots), the Scrin model is clearly unfinished, lacking any animations for buildup and destruction.

MetaImpactNugget#

The so-called MetaImpactNugget is a weapon setting that creates a shockwave that can push units around, suck them in, throw them around in a circle or simply sweep infantry off their feet. It was used a lot in BFME 1&2 but is hardly used in Tiberium Wars - according to a comment in the SDK there is an error in the code that breaks these functions, but it was never fixed. And it is quite a shame - not only was it a major element in previous games like Gen and BFME, but the Rift Generator seems to be perfect to make use of its function and even mentions so in the manual:

Blue Tiberium#

During a German fan interview, Mike Verdu was asked about blue Tiberium and answered with this:

Original

Translated

"Auch werden einige Waffen das blaue Tiberium benötigen, um eine größere Schlagkraft zu bekommen. Die nukleare Rakete wird dann noch mächtiger sein. Es ist sehr explosiv und man sollte damit vorsichtig umgehen."
"Some weapons will also need the blue Tiberium in order to be more powerful. The nuclear missile will then be even more powerful. It is very explosive and should be handled with care."

(Source: Interview der deutschsprachigen C&C-Community mit Mike Verdu)

So blue Tiberium was intended to play a bigger role and while there is no upgradeable nuke, the Liquid Tiberium Bomb in the GDI campaign is basically an edit of the Nod nuke. Perhaps blue Tiberium was the initial idea and got replaced by Liquid Tiberium during development (or development was too far along to switch to blue).

Oddities#

G.D.I. Texture Saturation/Coloring#

While damage textures tend to have some damage effects and darker spots added, they tend to be otherwise similar to the regular textures most of the time. However, some GDI textures seem to have a lot more contrast when damaged. It is unknown whether this was just an unintended side effect when making the damaged textures or if they used earlier textures as base and forgot to change them when the colors were adjusted.

For example, these textures for the Command Post: Note how much more saturated the orange on the right side is and how the gray top part of the structure is nearly black on the right:

Regular

Damaged

The Watchtower also has some yellow parts in its damaged texture that are missing from the regular one.

Regular

Damaged

Sonic Emitter#

Storm Shield Ability#

The Sonic Emitter has a passive ability that is never mentioned anywhere: It spawns an invisible object that kills any ion storms around it. The object is called GDITerraformingStationIonStormKiller and a comment before it mentions the ability by name (the file for the drone also mentions it):

<!--Storm Shield Ability-->

The weapon that the ability uses is called TerraformingStationIonStormKillerWeapon and it is also the only instance of the STORM_SHIELD damage type used.

This whole thing sounds like it was supposed to be something for the single player campaign but got forgotten.

Armageddon Bomber#

According to the unit names (NODVertigo_AirDispersion, NODVertigo_DeployMines & NODVertigo_SeedTiberium), Nod's special powers were initially supposed to be dropped by Vertigo Bombers. This was probably changed to make them stand out more and allow the devs to balance the Armageddon and Vertigo differently.

Cargo Container/Idle Animations#

A lot of GDI buildings feature visible containers mounted with large claws. They all seem like they were supposed to animate (like moving down into the ground and disappearing for a period), but none of them actually do.

C&C-TW-CargoContainer1.png C&C-TW-CargoContainer2.png C&C-TW-CargoContainer3.png

Operations Center#

An odd little detail, but the building has a ring of tracks surrounding it and a tiny red cart with a barrel on it. There is even a small crane that seems to be intended to move the barrel in/out of the tower next to it. Sadly, this was never animated, likely due to a lack of time.

War Factory#

For some reasons, the containers in the front are not on the rails and instead hover in midair. Feels like they might have been moved around during development.

There seems to be a loading dock in the front where new containers would be added. Sadly, the idle animations make no use of it and instead the containers just respawn out of thin air.

Medical Bay#

The model has a large door that never opens.

However, behind the door are some buttons and cables, indicating it was meant to open at some point. Like many GDI buildings, it also features a visible crate that was probably intended to be animated and move around, but this was likely abandoned due to a lack of time.

C&C-TW-MedicalBay-Model2.png C&C-TW-MedicalBay-Model3.png

Glass Effects#

Early GDI images show a very different effect for glass textures. However, the way the windows on the GDI barracks are illuminated even in the shadows makes me wonder if that was intentional or simply an early/unfinished shader effect.

C&C-TW-Glass-Model1.png C&C-TW-Glass-Model2.png C&C-TW-Glass-Model3.png

Homeland Alliance#

There are many references to a location (or group) called "Homeland Alliance" in the game, through little explanation what it was:

Here is some farmland textures:

There is also a folder called "Homeland" among the civilian objects, but the objects inside seem to be basic civilian stuff.

To do:
Raw text of folders and files

It seems like a collection of stuff for a city, though it is very basic and uses the "TempDeleteMe" model. It is assigned to the WASHINGTON_DC region, but it's possible that this was a later addition.

All in all, this seems to belong to some sort of early setting, perhaps taken from WWs C&3 or an early story draft.

Scrin Name#

An odd detail, but the Scrin are never referred to as such during the campaign, neither by GDI or Nod nor by themself, even the xml files refer to them as "Alien". Maybe EA wanted to avoid leaks, or maybe the name was not decided upon for a long time.

Ion Cannon#

When the Ion Cannon is used in the game, eight beams precede the main beam. However, in cutscenes the ion cannon is shown with six lights.

In-game

Cinematic

Empty IDB sections#

A couple of IDB sections exist, but have no entries whatsoever in Tiberium Wars. While it makes sense that some sections are only used for one side, Rumors ends up unused by both sides:

  • GDI Rumors (GDI_Rumors)
  • Brotherhood Eyewitness News (Nod_News_Alerts)
  • The Brotherhood Wire (Nod_Rumors)
  • Scrin - Field Reports (Alien_Field_Recon)
  • Scrin Archives (Alien_Weaponry)

Old Structure Names#

There are actually quite a lot of buildings where the names in the game do not align with its names in the files:

Object name

In-game Name

Comment

colspan="3" style="background-color: darkgoldenrod"; | C&C-TW-Logo-GDI.png GDI C&C-TW-Logo-GDI.png

GDIAirTower

Airfield

Matches concept art.

GDIArmory

Tech Center

The Tech Center is actually called GDIArmory in the files and uses the tech center model and portrait (GBTechCen_SKN.w3x & Portrait_GDITechCenter), but the selection sound is called GDI_ArmorySelect.

Considering we have references to an Armory, a Medical Bay and a Tech Center, it seems one GDI building has been cut/merged with others (perhaps at the same time as Nods Missile Silo was merged with the Temple).

GDIGolumCannon

Guardian Cannon

Seen in pre-release footage.

GDIMedicalBay

Armory

The Armory is actually called GDIMedicalBay in the files and models (GBMedBay.w3x) but uses the selection sound GDI_TechnologyCenterSelect and the icon Portrait_GDIArmory. Its original selection sound GDI_MedicalBaySelect still exists but remains unused (it is the sound of a heartbeat monitor).

GDITerraformingStation

Sonic Emitter

Seen in pre-release footage.

colspan="3" style="background-color: darkred"; | C&C-TW-Logo-Nod.png Nod C&C-TW-Logo-Nod.png

NODDropZone

War Factory

Suggests units were dropped off by aircraft.

NODHangar

Air Tower

Suggests it was a hangar before repurposing old GDI design.

NODTechAssemblyPlant

Tech Lab

The file for this building is actually named NODTechAssemblyPlant.xml, indicating a name change during development (this name is also used by the model and some other items).

NODTiberiumLiquidationFacility

Tiberium Chemical Plant

Its file is actually named NODTiberiumLiquidationFacility.xml, hinting at a name change and some relation to Liquid Tiberium. However, the model name NBChemicalPt.w3x and the icon name Portrait_NODTiberiumChemicalPlant seem to indicate that the name change was done early on before the model was finished.

The model may be related to the GDI mission in Casabad - it may have been the original model for the Chemical Weapon Factory there. The lack of any animations or special functions may suggest cut additions.

colspan="3" style="background-color: purple"; | C&C-TW-Logo-Scrin.png Scrin C&C-TW-Logo-Scrin.png

AlienControlCenter

Nerve center

AlienGateway

Warp sphere

AlienPowerProjector

Reactor

AlienSporePod

Growth accelerator

Animations suggest it may have been intended to shoot out tiberium spores like blossom trees.

AlienTiberiumTower

Extractor

AlienWarpBeacon

Gravity stabilizer

There are remnants referring to the Hand of Nod as "NODBarracks", like the name of the build button "Command_NOD_BuildBarracks". The map leftovers also refer to a building called "nodbarracks". However, it's not known if the building was also named Barracks in gameplay or if that was simply the internal id.

Scorpion Buggy#

The buggy is called Raider Buggy while Nods main tank is called Scorpion Tank. However, the unit files are called NODScorpionBuggy.xml and NODRaiderTank.xml. This seems like a reasonable change as the laser on the back gives the Scorpion Tank a vague resemblance to a scorpion (well, more than the buggy anyway).

Firehawk Name#

Some particle effects used in the Tiberium Wars announcement trailer are referred to as "Warhawk". Perhaps that was its initial name.

Mammoth Tank#

Unloading Sound#

In CINE_GDIMammoth there is a commented out reference to an removed unloading sound in this version, indicating that the mammoth at one point was intended to transport units.

<AudioEntry Sound="AudioEvent:MammothTankVoiceUnload" AudioType="voiceUnload" />

However, it should be noted that all sounds in this unit are named similar to the sounds for the Overlord Tank in Generals, so it is entirely possible that the Mammoth started as a renamed Overlord and the unloading sound is just the result of replacing all instances of "Overlord" with "Mammoth".

Devastator Warship#

AlienZeusPlasmaDiskBattery#

Little is known about early versions of the Devastator, but the weapons name raises some eyebrows: AlienZeusPlasmaDiskBattery. Oddly enough, it uses the default Plasma Disk projectile and not the unused AlienZeusPlasmaDisk version.

This is odd because weapon names are usually utilitarian and consist of the faction name, unit name and the weapon type, like AlienGunWalkerPlasmaAutoCannon or AlienShockTrooperPlasmaDisk. But this weapon refers to Zeus - not only is there no known unit of this name, but it is the name of a Greek god with no relation to the Command & Conquer lore in any way. And keep in mind: this is not some kind of unique weapon that is only used for one unit, it is just a stronger version of the same plasma disks used by other Scrin units. Someone even thought this random weapon name was even important enough to mention it in the manual:

Did Scrin perhaps use mythical inspired names in earlier versions? The old tooltip for the Ion Storm mentions it could be deployed by a "Warship" - is it possible the Devastator used to be called Zeus because it could create a storm to attack its foes with lighting from above?

AlienCommandCenterTiberiumScanObject#

This object can be found under the props section in the files. It has no model, very low vision range and life time, but based on the name it appears to be a dummy used for the Tiberium Vibrations Scan - it seems it would attach itself to Tiberium-based objects to reveal their locations for a brief time. It's not clear if it is still used or just a leftover.

The interesting thing here is the name - there is no Alien Command Center in game, but the Nerve Center is called AlienControlCenter in the files - perhaps it used to be called Command Center.

Old Faction Logos#

GDI Logos#

Some old concepts (and even some unit textures in the game) show different GDI logos.

C&C-TW-Logo-Unit1.png C&C-TW-Logo-Unit2.png

Note:

  1. the Ox on the right also has the final GDI logo on the side
  2. the logo on the back on the right is NOT the ZOCOM logo (the ZOCOM eagle carries two lightning bolts while this one carries two missiles) but an unused Tiberian Sun concept (which in turn was the base for the ZOCOM one):

Then we have this old image - a contender for the most confusing image ever made when it comes to GDI logos:

It is very hard to make out, but the tent on the left has a TD style GDI logo on the side while the silo on the right uses a TS style logo. And because this is not enough, there are Pitbulls in the foreground that feature the logo mentioned before.

Scrin Logo (Incursion)#

While the final GDI and Nod logos mirror their Incursion designs, the Scrin one has been completely changed.

This design seems very fitting if you keep the original Scrin design in mind:

Leftovers on old Maps#

A while ago, EA released various early/internal Tiberium Wars maps that reveal a number of old/unused object names. Sadly, these are not in the game anymore so we don't know anything about them, but we still have their name.

Map name

Object name

Comment

_Faction_Structures

gbdocks01

gdishipyard

Seems like the Shipyard model was far enough along to place it on a map.

gdipowerplant_old

The GDI buildings with _old at the end seem to be for comparison as the regular ones are placed next to them.

gdiwarfactory_old

gdibarracks_old

gdiairfield

The airfield is likely also an old object as the final one is called GDIAirTower.

nodbarracks

Barracks for Nod?

nodobolisk

Yes, Obolisk.

CC3 Scale Test

americaaircraftcomanche

americainfantryranger

americatankcrusader

americavehiclehumvee

isengardsharku

gondorcavalry

mordorcatapult

gondorarcherrange

gondorbarracks

gondorstable

gondorforge

gondorworkshop

isengardurukpit

gondortrebuchet

Feb Scale Test

americaaircraftcomanche

comanche

avraptor

gen_airfield

gen_barracks

gen_warfactory

gdishipyard

gondoraragorn

rohonnrohirrim

overlord

gondorfighter

gdisoldier

mordorcatapult

gdiroughrider

americatankcrusader

americavehiclehumvee

airanger

GDI Stuff

evilship_interface

gdidestroyer

gdidropship

gdishipyard

gdipowerplant_old

gdiwarfactory_old

gdibarracks_old

gdiairfield

GDIGolemCannon

gdiicarusmissile

gdiresearchlab

gdisecuritycheckpoint

gdisoldier

gdiroughrider

gdirepairvehicle

gdibattlemech

airanger

avraptor

americatankcrusader

americavehiclehumvee

Shadow Team Helmet#

A nice detail that is easy to miss is the transparent helmet, revealing the face of the soldiers beneath. Sadly, the player colors and the stealth effect make it hardly visible in game.

C&C-TW-ShadowTeam-Model1.png C&C-TW-ShadowTeam-Model2.png

Storm Column#

The Storm Column has two abilities that are not mentioned in its description: It spawns a constant Ion Storm around itself and it can deflect enemy missiles. While the Ion Storm is pretty hard to overlook, the missile deflection has no visible FX - the missiles just change direction midair.

The weapon used for the jammer is StormColumnMissileJammerWeapon and it uses the firing FX of the Mammoth Tank missiles. However, because the code for the model is not set up properly, the FX plays at the center of the building and is thus hidden by the building itself. Chances are that the FX was not intended to be the final one and was for testing the missile jammer.

There are two FXs associated with the Storm Column: ALI_StormColumn_BigWeaponFire & ALI_StormColumn_SmallWeaponFire - the first one is used for the Column's main lightning attack, the second one is unused. As they are both lightning sounds, it is possible that ALI_StormColumn_SmallWeaponFire was intended for the jammer weapon and that it was intended to be a lighting based weapon too - having the missiles change direction after being hit by lightning would make a lot more sense.

Growth Accelerator#

For some reasons, this building seems to lack its particle effect. If one looks at the idle animations, it is clearly inspired by the blossoms on Tiberium Trees in earlier games that shoot out spores. The building is even called AlienSporePod.xml in the files. At least once it opens fully, it looks like it should shoot a cloud of Tiberium from the middle.

Opening the model in a modeling program also reveals that the middle part is connected to the sides with two large pipes that are hardly visible in the game.

Sadly, there are no spore effects for the building, so EA either ran out of time or decided against it (maye to avoid too many particles on Tib fields).

As the Tiberium spawners are actually large crystals that are below ground, the building often seems to be floating in the air as it has no solid connection to the ground. It's possible that it was initially planned to be placed on blossom trees.

Disintegrators / Razor Drones#

Disintegrators were initially called Razor Drones (their unit file is still named AlienRazorDrones with the model named AURazDro_SKN) and would shoot small Buzzers-like projectiles (maybe kinda similar to the Shredder Turret). Later the Buzzers got turned into their own separate unit, probably because EA realized that the Scrin unit roster was really lacking.

The icon for the Disintegrators still shows the Buzzer projectiles instead of a solid laser beam.

A lot of Buzzer related FX entries also still use effects named after the Razor Drones, i.e. FX_AlienBuzzerHitAlien uses AlienRazorHit and AlienRazorHit02.

Nod Sam Site#

The Nod Sam Site has a modifier that reduces its own armor when firing… which seems to be an odd feature in itself.

<AttributeModifierNugget
PartitionFilterTestType="SPHERE"
AttributeModifierOwnerName="Modifier_RocketBunkerWeaponFiring" />

<!-- Decreased armor when the bunker spawn is firing -->
<AttributeModifier
id="Modifier_RocketBunkerWeaponFiring"
Category="NONE"
Duration="2s" >
<Modifier Type="ARMOR" Value="150%" />
</AttributeModifier>

Note that the word "spawn" in the code is usually used for the turrets (and "hub" for the central hub), indicating that the hub mechanic existed when this was added. The name "bunker" also implies something well armored (compared to NODLaserCannonSpawn & NODShredderTurretSpawn) .

Rig Area Repair#

The Rig has this comment and unused code in Tiberium Wars:

<!--Mobile Repair-->  
<!-- devtrack 913 -->  
<!--  
<PassiveAreaEffectBehavior  
EffectRadius="200"  
HealingPercentPerSecond="3"  
NonStackable="true">  
<AllowFilter  
Include="VEHICLE HUGE_VEHICLE"  
Relationship="ALLIES"  
/>  
</PassiveAreaEffectBehavior>  
-->

Seems like the Rig started out without the deploy ability or drones and instead simply healed units around it. Its 'arms' certainly seem like they should have been used to repair stuff when mobile:

Catalyst Missile#

While the weapon belongs to Nod in the final game, the impact effect is just called FX_CatHit and found in FXListGDI.xml. As the missile destroys Tiberium and has no launch animation (unlike the Radar Jam missile and the Nuke), it's possible that it was initially intended for GDI. Perhaps one of the two missiles from GDIs Space Command Uplink:

Minefield#

There is an unused object called GDIMinefield that might be related to the GDI APC. It is unique in that it uses the MinefieldBehavior from Generals. Oddly enough, the GenerateMinefieldBehavior is missing from the game, so it seems the mines were dropped either by a unit (APC?) or a special power.

TestProp#

A test prop that sadly lacks its model, so no idea what exactly TEST_Skin was testing. But it seems to have had an animation. The SDK contains a model called TEST_Skin_SKN that might be related to it - however, it appears to be nothing more than a cylinder with a cloud texture.

Generals/C&C3 leftovers

Zero Hour contains some leftovers that seem unrelated to the factions in the final game.

Asset: Textures/NXObleisk512
{    Properties: Texture/Targa    {        Path: "..\Art\Models\Nod\NXObleisk\NXObleisk 512.tga";    };
};
Asset: W3D_Models/NXSTEALTHJET_01
{    Properties: W3D/Model
   {        Path: "..\Art\Models\Nod\NX Stealth jet\NXSTEALTHJET_01.w3d";    };
};
Asset: Textures/Nuke_jet_01
{    Properties: Texture/Targa    {        Path: "..\Art\Models\Nod\NX Stealth jet\Nuke_jet_01.tga";    };
};
Asset: W3D_Models/Barracks_B
{    Properties: W3D/Model    {        Path: "..\Art\Models\GDI\Barracks\Barracks_B.w3d";    };
};
Asset: Textures/Brrcks_blu
{    Properties: Texture/Targa    {        Path: "..\Art\Models\GDI\Barracks\Brrcks_blu.tga";    };
};
Asset: W3D_Models/MissleSiloB
{    Properties: W3D/Model    {        Path: "..\Art\Models\GDI\Missle Silo\Missle SiloB.w3d";    };
}; 
Asset: W3D_Models/CXNodCity02
{    Properties: W3D/Model    {        Path: "..\Art\Models\Civilian\CXNodCity02\CXNodCity02.w3d";    };
};
Asset: Textures/CXNodCity02
{    Properties: Texture/Targa
    {        Path: "..\Art\Models\Civilian\CXNodCity02\CXNodCity02.tga";    };

They might be given to EALA by Westwood (LV) during early Generals development to test the engine, but there is no proof for that.

A reddit thread with Mark Skaggs (Executive Producer of Generals (among other things)) seems indicate as much:

(Source: https://www.reddit.com/r/commandandconquer/comments/deuid5/comment/f34387n/)

Rifleman#

As pointed out by Noddy, these are GDI riflemen seen on a Incursion screenshot, carrying their rifles on their shoulder in the same unique way as the Rangers in C&C Generals - perhaps some animations got reused. Note that the Incursion image has actual shadows while Generals just used a dark spot beneath the infantry.

C&C-TW-Prerelease-Riflemen.png C&C-TW-Generals-Rangers.png

Note that the C&C3 Mission Briefing Concept seems to feature the same GDI soldiers that appear a lot more detailed than the infantry models used in C&C Generals.

Footman#

One of the most interesting unused assets in Zero Hour is NIFOOTMAN and its animations. It lacks a texture.

As the model name starts with the letter "N", it could be a reference to Nod… And then there is this concept art:

I think there is a strong resemblance between the concept and the model… except the concept is labeled "Generals" and Adam Isgreen once claimed he had never seen all these concepts by Phil Rob (there are a lot more)… so… are they related to WWs C&C3 at all? Did EALA make their own plans for a GDI vs Nod game before deciding on a new setting? Did Adam just forget these?

Oddly enough these trooper were used in early Generals screenshots:

War factory#

Among the unused ZH models is also a model called NBWeapFact and its buildup (the purple crane is caused by missing textures)

C&C-TW-NBWeapFact-Model.png C&C-TW-NBWeapFact-Model2.png

The little obelisks point to a Nod origin of the design. The crane and the long buildup animation (300 frames) makes me wonder if the game was going to abandon the classic C&C build logic where buildings would unpack instantly.

Regional Differences#

The Fanatic icon was changed in the German version:

English

German