the cutting room mirror

Unused Maps

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This is a sub-page of Fallout: New Vegas.

To visit these maps, open the console and type coc [cell id].

To do:
Inaccessible tunnel in REPCONN launch pad, modeled interior of Searchlight Airport control tower.

Unused Maps

Barracks01Int Template#

A template for barracks found at Nelson, Nellis and the Gypsum Train Yard. FONVBarracks01Map.png Templates of the Boomer barracks. 01: Barracks01Interior

Barracks02Int Template#

A second barracks template. FONVBarracks02Map.png A second template for use in creating interior spaces for barracks. 02: Barracks02Interior

Cottonwood Cove Building 01#

The void: Endless nothing, but the rent's low. FONV_-_CCBuilding01Base.png No notable loot. Everything is marked owned by the Legion. Front door leads to an infinite abyss of nothing. CottonwoodCoveBuilding01

Cottonwood Cove Bunker#

There are several objects that refer to some kind of cut bunker structure at Cottonwood Cove. Firstly there is the unused Irradiated Radroach enemy (NVCCBunkerRadroach). There is also an incomplete script file for a logbook item related to this location which unfortunately reveals nothing as to its purpose:

scn NVCCBunkerLogBookSCRIPT

begin OnAdd



end

The nature and location of the bunker remains unknown. Interestingly, there is a piece of lighting used in the NCRCF which is denoted internally for use in the mysterious Cottonwood Cove bunker (NVCCBunkerEmergencyLightWarm). Multiple references to this interior space can be found in a memory dump from a February build.

Craftsman Home 01 Template#

I'm sure there's a reason for this to be here... FONVCraftsmanHomeMap.png A very dirty and poorly-lit version of Doc Mitchell's house, without any points of interest. The player is spawned on the roof. Of note, Craftsman is an American style of architecture from the 1890s-1930s. Cell ID: CraftsmanHomesInterior01

Foxtrot Bunker#

The interior of the station. FONV_-_RSFoxtrotInteriorBase.png An unused interior intended for use at Ranger Station Foxtrot. Access here would be via a manhole present at the exterior of the base. While the reference is present in the final game, it is disabled and inaccessible. The interior resembles the abandoned Brotherhood of Steel bunker, and dialogue recovered for Lenk and Kudlow from the April build confirms that they were the original owners of the bunker. It is lightly furnished, with few items present throughout and no noteworthy loot. Comm Officer Lenk would be encountered here during an early of the Render To Sender quest, as would the terminal needed to upgrade security for the station's radio. This area is present and accessible in the July build.

Great Khan Cave#

A spacious but empty cave area. FONV_-_GreatKhanCaveBase.png An interior space with the internal ID GreatKhanCave. This is a large cave space, with a set of metal stairs leading from the entrance to the base of the interior. Unfortunately, there are no items or furnishings here, making it difficult to determine what this interior's original purpose was.

Gomorrah 3rd Floor#

"We should've named it Sodom. I bet these motherfuckers would know how to spell THAT." FONVGomorrah3Map.png Unused third floor hotel rooms in Gomorrah. There's a locked supply closet with some junk, but no NPCs or interesting items. Gomorrah02

Usonianhome01int Template#

A generic template for houses found throughout the games residential areas. FONVUsonianHome01IntMap.png Templates for generic houses like the kind you find near Gun Runners or in Nipton. 'Usonian' is an adjective occasionally used to describe small and simple ranch houses with strong 1950's asthetics.

Cell ID: Usonianhome01Int (01)

Usonianhome02int Template#

Another template for generic homes. FONVUsonianHome02IntMap.png An template for generic Usonian homes.

Cell ID:Usonianhome02Int (02)

Northwest Sewers#

The run down section of the sewers. FONV_-_NorthwestSewersBase.png An unused sewer cell intended for use in Outer Vegas. It is populated with multiple Fiends and generic loot. Some parts of the tileset are not quite aligned correctly, allowing the player to view the void outisde the confines of the map. This suggests it was not polished by the time it was cut. It is present within the July build and fully integrated into the game world, revealing it would've connected with the central, southwest, north and sealed sewers.

Southwest Sewers#

Like it's counterpoint, this cell contains a number of Fiends. FONV_-_SouthWestSewersBase.png Another cut sewer system intended for use within Outer Vegas. This system connects with the northwest sewers and main wasteland worldspace, with two exits present in Fiend territory. It is populated with generic Fiends and loot.

The Tops Sub-basement#

The makeshift entrance to the basement, implied to be the work of Benny with the aid of explosives. FONV_-_TheTopsBasementBase.png A somewhat elaborate basement setup for The Tops. This is not its own cell, but is actually part of the main Vault 21 interior space. This was intended for a cut sequence where the player would chase Benny to stop him fleeing The Tops. There are numerous crates throughout which contain an assortment of mines and grenades. There is a door present at the end of the end of the corridor also, though it leads nowhere. Thanks to a developer oversight, this area can actually be accessed in the final game with good timing. In the time between when Benny begins to flee and when he actually leaves, the door is set to be unlocked, allowing the player to explore the unfinished area.

Test Maps

TestMap01#

I wonder where they put Clutterbane? FONVBackupsMap.png A huge test map with tons of interesting stuff. Seems to be a dumping ground for props and scenery for designers to copy/paste into other cells. Contains many unused items and objects, such as a Sweetroll. Cell ID: backups.

Hoover Dam Checkpoint#

Dance, puppets! FONV_-_HDCombatTestBase.png The control panel near the door gives you the option to spawn Legion and NCR grunts to test the cover system. HDCombatTest

Mentats Test Level#

Maybe you need Mentats to figure out what the eff is going on. FONVTestMentatsMap.png A vault-like room with some giant rats and mantises, and three different Powder Gangers - one of them female. The Powder Gangers do not react when spoken to and won't fight back when attacked, so the critters will probably kill them. On the tables, you'll find a hunting shotgun, Dinner Bell, incinerator, service rifle, light machine gun, plasma caster, and a lit, non-interactable piece of dynamite. If you've downloaded any of the DLC, the Faderator can be found here as well. The name likely refers to Team Mentats, the codename for one of the internal development teams at Obsidian. TestMentats

NPCTextureTest#

Living in the void must be a great excuse for, well, anything. FONV_-_NPCTextureTestBase.png Empty room with two friendly Freeside Thugs. There are two cells like this, the second being identical except the thug on the right has lighter skin. Both called "Ruined Store" in-game. NPCTextureTest, NPCTextureTestDifferent

Ruined Store#

Not pictured: Water cooler. FONV_-_HooverDamIntTest.png Just a bunch of Legion thugs standing around. There's some tripwires on the floor. HooverDamIntTest

Sample Bathrooms of All Sizes#

The sample space. FONVBathroomsMap.png Pretty much exactly what its name says. A long hallway, with doors on either side leading to copies of every bathroom used in the game. WarehouseBathrooms2

TestDance#

As it turns out, Limbo is less a place of penance, and more of gambling. FONVTestDanceMap.png When viewed in-game, it's a single Roulette table sitting lonely in the void, near the player's start position. The player is unable to move. The map however shows furniture markers, indicating the floor was deleted out from under the player's feet. Also called 'Mentats Test Level' in the GECK. This interior is complete in the July 2010 build. TestDance

Test Cell For Traps#

No Star Wars references allowed. FONV_-_TestTrapsBase.png An large room full of various environmental traps, along with a large ruler along the side of the room for distance-checking. A reloading bench is behind the player's starting position. TestTraps

TestJoshWeapons#

Sometimes I fall down. FONV_-_TestJoshWeaponsBase.png The same room as above, but without traps, and with "Testing Dummies" (Raiders) standing at various distances. This was probably used by lead designer Josh Sawyer to test weapons quickly. TestJoshWeapons

Other Maps

2EOCasHiHotelLobby01#

COYOTES RIPPED MY FLESH. FONVHotelLobbyMap.png Spawns you in a pit of coyotes. The crowd in the corner consists of a bunch of Mojave Inhabitants, an unused NPC class. 2EOCasHiHotelLobby01

2EOCasLoHotelLobby01#

Some level designer really didn't want to let this place go. FONV_-_2EOCasLoHotelLobbyBase.png Empty casino hotel lobby. Uses the same layout as the maps Dummy Cell for Scripted XMarkers and Dummy Cell VES VEFR Encounters. 2EOCasLoHotelLobby01

Cell for Dead "Void Creatures"#

Fallout... by Id Software. FONVOVSleepCellMap.png The player is spawned in an empty metal room, with nothing in it, not even lights. There are five other identical rooms which must be noclipped into to access, and one larger, equally empty room. This cell shares its layout with OVSleepCell01/02. VDONOTDELETE

Dummy Cell for Scripted XMarkers#

Not present: Elevator music, old magazines. FONV_-_DummyMarkerCellBase.png A large, if somewhat underdetailed building, apparently designed for stuffing "markers" (whatever they are - objective markers?) when not needed. There is a Vault 3 door that "opens elsewhere" in the basement. DummyMarkerCell

Dummy Cell VES VEFR Encounters#

"X" marks the point of your demise if you pissed off the NCR. FONV_-_DummyVESVEFRCellBase.png The same building as the Scripted XMarkers cell. This is where the NPCs that run after you on the road chill out when they're not needed. Weirdly, there's also a naked NCR Ranger next to you when you spawn, who usually doesn't last very long against the hail of gunfire (at least, in my case). Killing one of the Rangers gives you a "Your Follower Has Died" popup. DummyVESVEFRCell

Endgame#

The slideshow room. FONV_-_EndgameBase.png This is the room the ending slideshow takes place in. If you travel here before the ending is finalized, there are only two slides - the courier's buried hand, and the one shown - and the credits roll. Ron the narrator can be found simply by walking through the wall. Endgame

FFE vendor chests#

The cell is very dark, making it almost impossible to see anything in game. FONVRandomEncounterNPCsMap.png Storage space for New Vegas's random encounters, of which there are very few, if any. Inhabitants include Malcolm Holmes (the dude who chases you down after you find a Sunset Sarsaparilla Star bottle cap) and the Sentry Bot Toy (see unused creatures). Also includes the vendor inventory for an NPC named "Felicia" who doesn't exist in the game - seems to be associated with Sunset Sarsaparilla HQ. When accessed in-game, there is nothing but an endless void. RandomEncounterNPCs

Freeside NPC Dump#

Hey, it's that dog. FONV_-_FreesideNPCDumpBase.png A small room of a house, floating in a void forever. A static NPC NCR Guard Dog (from a cut quest) will be standing next to you when you spawn. Presumably this is where Freeside stuff goes when it is no longer needed on the map. There are four rooms in this map which have to be no-clipped between, depending on the quests you have completed in Freeside the rooms will have NPCs for these quests. One room may have NPCs from the protect the Van Graff entrance quest, whilst another may have hostile Kings members. FreesideNPCDump

Gomorrah Placeholder#

In game this resembles a run down version of the high end Gomorrah suites. FONV_-_GomorrahPlaceholder.png Named Gomorrah Top Floor in game, this resembles the standard Gomorrah suite rooms that characters like Clanden and Cachino reside in, though noticabley more run down. In early builds of the game, the Gomorrah suites level was named "Gomorrah Top Floor", suggesting this is just an early version of that map.

Green Room#

A strong fog effect is present throughout the cell. FONV_-_GreenRoom.png This cell is empty, save for the VMS08LupaTalkerActorREF placed in the middle, related to the radio conversation that occurs between Captain Curtis and Legionary Picus during the quest I Put A Spell On You.

Hoover Dam Battle Spawner#

A view into the otherwise empty cell. FONVHDBattleSpawnerMap.png A small, empty room. HDBattleSpawn

Hoover Dam Global Dummy Cell#

On a fresh save, this room will be empty. FONV_-_HooverDamGlobalDummyCell.png A single room with all three versions of ED-E (regular, BOS upgrade, Followers upgrade) and a female Powder Ganger. If a mod is used that allows playing after the endgame all NPCs from the Hoover Dam end up here. Room contents also vary depending on what update is installed and what mods may be running. HooverDam

Hoover Dam Interior Observation Deck Stairs#

In game this cell appears to be a butchered version of the visitors centre. FONV_-_HooverDamODeckStairsBase.png A tileset for the Hoover Dam visitor centre.

NVVendorChestsCell#

The NPC model for the Lucky 38 vendor. FONV-_VendorChestCell.png This cell contains vendor containers for most merchants in the game. Of note is that it contains the vL38SuiteVendorRef. In the final game, buying Lucky 38 suite upgrades occurs through a terminal interface. In the July build, this option on the suite terminal brings up a standard barter interface, with a high certainty this is what the vL38SuiteVendorRef was intended for.

NVWildWastelandCell#

From an in game standpoint, this is simply an empty cell. FONV_-_NVWildWastelandCell.png Contained here is the WildWastelandEnabler related to content exclusive to the Wild Wasteland perk.

OVSleepCell01/02#

I'm sure this is some sort of wacky workaround for something in the engine. Like, it's where random New Vegas passers by go or something.Two very dark rooms, properly called New Vegas Residence in-game (or they would be, if any doors led there). 01 is a large room full of mattresses, with a few doors floating off to one side. 02 is smaller but just as dark. The player is spawned in a corner, and will fall through the floor if moved. 01: OVSleepCell01 02: OVSleepCell02

Vault 74#

The entrance to the test vault. FONV_-_Vault74Base.png An interesting interior space. This is actually part of a GECK tutorial created by Bethesda, with the end goal being the creation of this interior. It is not likely this was ever intended to appear in the game proper. The area consists of an entrance, small atrium and overseer's office, with numerous hostile raiders present throughout. There is a quest here also, to explore the vault and recover a journal within.

Empty Cells

These are all valid maps but there's nothing to see there except for endless black (or gray) voids.

  • DevArmory: "Armory" - this can be found intact in the July beta
  • HooverDamExt: "Hoover Dam Exterior Dummy Cell"
  • HooverDamInt: "Hoover Dam Interior Dummy Cell"
  • HooverDamIntPowerPlant: "Hoover Dam Interior Dummy Cell"
  • HooverDamIntArizonaSpillway: "Arizona Spillway Tunnel" - this can also be found intact in the July beta
  • NorthVegasGenericHouse01 (+02, 03, 04): "North Vegas House"
  • TheFortSum "TheFortSummitDummy"