Unused ModelsVarious unused models, from test ones to leftovers from DOOM 4.
Cut Maps#
Luckily for us a lot of dev-related files were left in the release.. including the lists used for the developer level select menu! (Found under generated/decls/devmenuoption/devmenuoption/ inside the resources file.)
A lot of the maps listed in them are boring tests/prototypes, but some of them sound like actual maps, and may have even been from the earlier Hell on Earth version of Doom 4!
Interesting-sounding maps have been listed here, test maps etc. have been skipped to save time (if someone wants to add them feel free!)
vsp#
Unknown what vsp means, but there's a few maps listed here that seem to be related with the released campaign:
- olympia_surface_west ("Olympia Surface West 1" and "Olympia Surface West 2")
- olympia_engineering ("Argent Labs")
- olympia_shipyard ("Olympia Shipyard")
vsp_old#
The name (and contents) of this list gives a hint that these maps belong to the older, scrapped Doom 4 campaign.
- veranda ("Veranda - Intro")
- veranda_streets ("Parking Garage", "Street Combat" and "Buildings Crumble")
- unearthed ("Unearthed - Intro", "Lure Demon Intro", "Lure Demon Stomach", "Chainsaw Melee")
vc#
- olympia_surface ("Surface 1", funnily enough this also mentions a layer on the map called "layer/game/sp/olympia_surface/not_xmas", could be related to the model below?)
- user/jerry/cyberdemon_battle_test ("Cyberdemon Battle")
- user/souders/surface_art/surface_art_geo_3 ("Olympia Surface - Art")
minidoom#
Mini-doom, the campaign where Doomguy is 6 inches tall! Maybe, I dunno.
- prototype/gameplay_systems/vs_systems/vs_crash_site ("Crash Site")
- prototype/gameplay_systems/vs_systems/vs_hangar ("Hangar")
- prototype/gameplay_systems/vs_systems/vs_tunnels ("Tunnels")
- prototype/gameplay_systems/vs_systems/vs_installation ("Installation")
genesis#
It's unknown what genesis refers to. Could be unreleased levels? Maybe another scrapped campaign, or possibly even single-player DLC?
- hangar ("Hangar")
- genesis_tunnels ("Genesis Tunnels")
- genesis_surface ("Genesis Surface")
- genesis_reactor ("Genesis Reactor")
- genesis_research ("Genesis Research")
- genesis_labs ("Genesis Labs")
- genesis_engineering ("Genesis Engineering")
demo#
Along with still including the maplists for the Gameinformer, E3, Xmas and even Conan demos (along with special map configurations for each one), there's also this map listed in the xmas_demo list which isn't included in the released game:
- sp/olympia_surface/olympia_surface_qcon ("Surface", runs with quake_con_2014 layer active)
Misc.#
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Other than the lists, small bits such as layer definitions have also been left in for cut maps, which as a side-effect also give us the names of them:
- game/sp/basalt_canopy
Cut Weapons/Modules#
Thanks to a recently released tool, users now have access to (almost) all the commands from id Tech 6, allowing commands like "give" to be used, and when combined with the scripts found inside the resources file, a few unused modules and weapons can be found, some of them working, some of them not.
BFG Modules#
The BFG was supposed to have a few modules, each with its own effects and power; the perks table is present on the BFG weapon decl file, but are unused. The modules are:
- bfg_charge_sphere - Old-School BFG behavior, but supposedly charged manually and with no tendrils when close to enemies.
- bfg_rapid_fire_sphere - Quake 3-like behavior, doesn't have charging and small delay between shots, also shoots in bursts of 2 spheres when Attack is held. Again, it has the old sphere behavior with no tendrils.
- bfg_charge_beam - Similar to the Gauss Cannon or the old Railgun used in other id games, this mode fires a beam, although the weapon charges before firing.
- bfg_charge_sphere_burn - BFG with a different explosion, instead of simply exploding it creates a fire vortex that stands for a few seconds in place, burning enemies that comes near to it.
- bfg_charge_sphere_arc - Used BFG behavior.
- bfg_rapid_fire_sphere_burn - Same as Rapid Firing, but with the burn effect applied on explosion.
- bfg_rapid_fire_sphere_arc - Same as used BFG, but with Rapid Firing.
- bfg_rapid_fire_beam_burn - Similar to a Flamethrower, it launches a burst of Napalm/Flames.
- bfg_rapid_fire_beam_arc - Unknown effect, as it crashes the game when fired.
- bfg_rapid_fire_beam - Rapid Firing beam with no elemental effect.

This also confirms the theory of the BFG being used as a normal weapon instead of a "powerup" at some point in the game. Video with unused mods.
Unused Weapon Scripts#
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Some scripts have also been found, probably leftovers from early indev versions or from the canceled DOOM 4.
- assault_rifle_assaultrifle.decl - Assault Rifle from the scrapped version. Giving it to the player works, but it doesn't load since it lacks the correct animations on the hands for the model. Its icon is also used for unselectable weapons (Like the Mancubus Glory Kill [mancubus_gland]).
- assault_rifle_assaultrifle_secondary.decl - Secondary function of the AR. (Probably the Iron sights?)
- arc_cannon.decl - An energy weapon that's unused, giving it to the player gives the same result as the Assault Rifle since its model and animations don't exist. It was supposed to be a gun similar to the Hellshot, launching Fireballs and projectiles that would attract enemies. It used Argent Energy as ammunition.
- assault_rifle_assaultrifle_secondary.decl - Secondary function of the Arc Cannon, launches fireballs (according to its Damage decl file).
- nailgun.decl - Found in unlockInventory, probably the Nailgun from where the cut model comes from. It's impossible to get this weapon since its script is missing.
Unused Graphics#
BFG Modifications Icons#
Unused icons for mods use the original sprite of the BFG. Most likely, they were placeholders that they then wanted to change to more suitable ones.
Credits Screen#
Inside of images/models/storyboard/, there's is an image under name with the DOOM logo that was used for the rolling reboot period and appeared in the 2012 concept trailer, which used footage from the original DOOM 4.

Death Type Icons#
These icons can be found in textures/gui/hud/mp/icons/deathtypes, and they're appear to be leftovers from DOOM 4's multiplayer mode. They can also be found in Doom Eternal and in Doom: The Dark Ages, but shotgun icon is absent there.
File Name: icon_grenade.bimage |
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File Name: icon_shotgun.bimage |
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File Name: icon_assault.bimage |
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File Name: icon_plasma.bimage |
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File Name: icon_gren_launcher.bimage |
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File Name: icon_rocket.bimage |
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Gamemode Icons#
Unused gamemode icons are stored in image/textures/guis/hud/online/gamemode_icons.
HUD Elements#
File Name: hit_x.bimage |
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File Name: icon_gear_bag.bimage |
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File Name: ctf_marine_logo.bimage |
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File Name: ctf_uac_logo.bimage |
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Weapon Icons#
These icons can be found in textures/gui/icons/weapons.
File Name: boomerang.bimage |
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File Name: item_default.bimage |
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File Name: magnum_mp.bimage |
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File Name: icon_rocket.bimage |
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File Name: assault_rifle_border.bimage |
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File Name: sniper_border.bimage |
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Unused Demon Behavior#
Cacodemon Magnet Attack#
An attack in which the Cacodemon pulls the player to itself by method of three magnetic tendrils. They are the same color as the Caco's regular projectiles.
Unused Possessed Behavior#
It seems that the Possessed were planned to be much more aggressive in attacking the player. They would have run after the Doomguy, as well as having a faster attack.
Unused Animations#
imp_parking_garage#
Located in "cineractive/maps/vsp/veranda/imp_parking_garage" are two animations called “imp_into" and “imp_out" that are leftovers from the canceled DOOM 4. The legs do not move for some reason.
Unused Audio#
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For reference, these all use the proper filenames from "base\sound\soundbanks\pc\soundbanksinfo.xml". A script can be used to rename files extracted from the WWISE archives for ease of browsing.
Unused Music#
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These all sit in the root of the SFX folder after everything is extracted and sorted under the proper filenames.
Goodbye Horses - Q Lazzarus.wav is, unsurprisingly enough, the 1988 new-wave hit, presumably used as a placeholder by a really big fan of Silence of the Lambs.
Files starting with D4_QuakeCon_ are, as the name suggests, left over from the 2014 closed-door reveal at QuakeCon. The D4_QuakeCon_Chainsaw_WIP_v3_ tracks, notably, are a quite early and very different version of "At Doom's Gate" without any guitar - it's all distorted synths.
"D4_QuakeCon_Arena_Part01". This tune made it into the final game as the hell guardian theme, but was slightly modified prior to release.
"D4_QuakeCon_Arena_Part02".
"D4_QuakeCon_Arena_Part03".
This particular track can also be heard in the E3 2015 demo, when the player picks up the chainsaw. Fittingly, the file is called "D_QuakeCon_Chainsaw_WIP_v3".
"D4_QuakeCon_Mood_bodyroom".
Unfiltered Voice-Over#
Some of the files, for unexplained reasons, contain voice acting (either unused or alternate takes) without the vast array of post-processing filters specific to those characters.
The Origin#
sfx/sp/origin/ contains versions of one of The Origin's Snapmap Speaker lines, except quieter and without any filters. The real lines are in dlc1/origin/.
Demonic Voice#
Similarly, sfx/demon/, has two similarly quiet and unfiltered versions of one of the Demonic Voice's Snapmap lines.
sfx/sp/Demonic_Voice/ contains unfiltered versions of the Demonic Voice's campaign voice-over.
Placeholder Snapmap Voice-Over#
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"base\sound\soundbanks\pc\English(US)\streamed_vo_dlc3.pck" (added in the December 7 2016 patch) contains a sizable amount of placeholder VO. Their filenames in soundbanksinfo.xml start with things like vo_snapmaps_genericfemale1_ and vo_snapmaps_genericmale1_, pointing to these likely being intended for generic character voice-overs for campaign-style Snapmaps. Additional placeholder VO is present starting with vo_vega_dlc3_arcademode_, and it appears to be placeholder versions of VEGA's arcade mode voice-over from before VEGA's voice actor was brought in. Why exactly this was added after Arcade Mode was finished and released is unknown.
Player's sounds#
Coughing sounds#
"SFX\player/vo/pl_vo_coughing_0*" contains these two sounds, which are likely leftover sounds from Doom 4 or from some other id Software game.
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The Doom series | |
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DOS |
Doom (1993) (Prototypes) • Doom II: Hell on Earth (Prototypes) • Final Doom |
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Windows |
Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) • Doom 64 • Doom Eternal • Doom + Doom II • Doom: The Dark Ages |
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Mac OS Classic |
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Mac OS X |
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Linux |
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Jaguar |
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32X |
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3DO |
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SNES |
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PlayStation |
Doom (Prototypes) • Final Doom |
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Sega Saturn |
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Nintendo 64 |
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Game Boy Advance |
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J2ME, BREW |
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Xbox |
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Xbox 360 |
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PlayStation 3 |
Doom Classic Complete (Doom, Doom II: Hell on Earth, Final Doom) |
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Nintendo Switch, Xbox One, PlayStation 4 |
Doom (1993) • Doom II: Hell on Earth • Doom (2016) • Doom 64 • Doom Eternal • Doom + Doom II |
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Google Stadia |
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Xbox Series X, PlayStation 5 |
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See Also | |