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Left 4 Dead

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Selectable Infected#

The UI panel in-game.

A cut feature of Left 4 Dead‍ '​s Versus mode, where players were able to choose which Special Infected to play as instead of having the game choose it for them. Infected players could also choose to play as the common infected using this panel. The only remnant of it is a semi-functional UI panel intended to be used for this particular feature.

You can view the UI panel by typing showpanel zombie_intro into the developer console. You will also need to type hidepanel zombie_intro to close the panel, since the panel has no close button. Valve eventually scrapped both features but left the resource file defining the panel in the game’s UI code.

These are the strings used by said panel:

"L4D_pz_now_infected_title"     "YOU ARE NOW INFECTED"
"L4D_pz_now_infected_subtitle"  "You will need to wait for the Survivors to leave the starting area before you can spawn."
"L4D_pz_spawn_btn_overview"     "OVERVIEW"
"L4D_pz_spawn_overview"         "The class you spawn as may change each time you spawn, depending on the other classes currently in play.\n\nYou will start in 'Spawn Select Mode.' Move around to select an optimal location to spawn in."
"L4D_pz_spawn_btn_hunter"       "HUNTER"
"L4D_pz_spawn_hunter"           ""
"L4D_pz_spawn_btn_boomer"       "BOOMER"
"L4D_pz_spawn_boomer"           ""
"L4D_pz_spawn_btn_smoker"       "SMOKER"
"L4D_pz_spawn_smoker"           ""
"L4D_pz_spawn_btn_tank"         "TANK"
"L4D_pz_spawn_tank"             ""
"L4D_pz_spawn_btn_zombie"       "ZOMBIE"
"L4D_pz_spawn_zombie"           ""                              

The panel appears to lack some UI elements and text strings. Valve has long since stripped any related functionality from both the resource file and the game’s binaries.

Unused Animations#

Unused Reload Animations#

To do:
Replace the static images with GIFs.

Unused "cocking" animations for the Submachine Gun, Assault Rifle, and the Hunting Rifle still exist in the files. These were cut because the community wanted Valve to remove them. However, these animations still play, but only in third-person view when reloading.

The Hung Hunter#

Within the files there is an animation for the Hunter hanging upside down, most likely for a scrapped attack. A Hunter upside down.

Dragging#

To do:
Get the dragging animation for the single M1911 Pistol, it's the only weapon to have such an animation.

Also in the files are unused animations for Survivors being dragged by a teammate.

Hunter Hands#

There is an animation for the Hunter's pounce attack in first-person but in the final it goes to third-person on successful pounce. The Hunter's arms in a model viewer.

To do:
Find a video showing this.

Crawling#

To do:
Move the YouTube video somewhere else

At one point in development, you could also crawl while you were down. May have been cut for making revival too easy, but it is possible to do it by typing a command in the developer console.

Crawling was later brought to Left 4 Dead 2, but only as part of certain gameplay mutations, such as Tank Run.

Watch on YouTube

Unused Map#

In the Gold Disc for Left 4 Dead, there's an additional map present that was subsequently removed.

l4d_hospital01_apartment_p_15 is a map from the Turtle Rock development "era" of Left 4 Dead. It is the first map of the No Mercy campaign, and includes many differences. Things seen in pre-release material are present in this map such as the clothing store, but also lighting and atmospheric differences. It is unknown what the "_p_15" suffix stands for.

Missing Models#

The following models are completely absent from the final game.

  • models/props_junk/trashdumpster01a.mdl - This model is from Half-Life 2 and is present there.
  • models/props_street/sign_parking.mdl
  • models/props_buildings/citylightsStormynight.mdl
  • models/props_misc/sleeping_pills_01.mdl - This model is meant to be in the room with the dead girl on the bed hinting at a grisly event.
  • models/props_misc/suicide_note_01.mdl - This model would have been on the bed, confirming the grisly event.
  • models/props_buildings/hmap_citycenter.mdl
  • models/props_rooftop/billboard02.mdl
  • models/props_signs/laundry_mart_sign.mdl - This would be above the clothing store.

Broken Models#

Some models have been modified and no longer function the way they were envisioned to function in this map.

These models are static models designated as prop_physics, indicating they were meant to be physics props once.

  • models/props_debris/cinderblock.mdl
  • models/props_junk/cardboard_box01.mdl
  • models/props_interiors/couch2.mdl

Missing Textures#

Many textures are likewise missing from the final game. Some of these exist in Counter-Strike Source or Half-Life 2, but others are entirely unique, and therefore, absent.

Skybox Textures#

These textures were once used for the skybox, and can be seen in pre-release material and in the unused graphic for the No Mercy finale.

  • materials/buildings/city_night01stormynight
  • materials/buildings/city_stormy01
  • materials/buildings/city_stormy02
  • materials/buildings/city_night_hospital

Map Textures#

These textures are missing map textures used around the map.

  • materials/glass/light_fluorescent01off
  • materials/BUILDINGS/BRICK22B
  • materials/BUILDINGS/BRICK22
  • materials/CONCRETE/URBAN_CONCRETEWALL_03A
  • materials/PLASTER/URBAN_WALLPAPER_03A
  • materials/TILE/WALL_SUBWAY01
  • materials/WOOD/URBAN_WOODWALL_02A
  • materials/SIGNS/RENTAL01

Decal Textures#

These are missing Decal textures for the map.

  • materials/decals/apt4
  • materials/decals/bloodstain_201 - This is present in Half-Life 2.
  • materials/decals/decalgraffiti001d - This is also present in Half-Life 2.

L4D-hospital01_apartment_p_15_1.png L4D-hospital01_apartment_p_15_2.png L4D-hospital01_apartment_p_15_3.png L4D-hospital01_apartment_p_15_4.png

Unused Model#

Jimmy Gibbs JR's car can be found inside of the left4dead_dlc3 VPK files, this file is most likely an accidental backport while backporting The Passing assets for The Sacrifice.

The White Box#

Hidden in the river during Death Toll's finale is a white box that can only be seen by noclipping. Its use is most likely to teleport the Survivors out of sight for the rescue boat. Watch on YouTube

Unused Text#

The Survivors are "Terrorists?"#

An unusual series of text strings can be found in “left4dead_%language%.txt”:

"Cstrike_TitlesTXT_CT_Forces"               "Infected"
"Cstrike_TitlesTXT_CTs_Full"                "The Infected team is full"
"Cstrike_TitlesTXT_CTs_Win"                 "Infected win!"
"Cstrike_TitlesTXT_Game_join_ct"                "%s1 is joining the Infected"
"Cstrike_TitlesTXT_Game_join_ct_auto"           "%s1 is joining the Infected (auto)"
"Cstrike_TitlesTXT_Game_join_terrorist"         "%s1 is joining the Survivors"
"Cstrike_TitlesTXT_Game_join_terrorist_auto"    "%s1 is joining the Survivors (auto)"
"Cstrike_TitlesTXT_Game_timelimit"              "Time Remaining:  %s1:%s2. Next campaign is %s3."
"Cstrike_TitlesTXT_Terrorist_Forces"            "Survivors"
"Cstrike_TitlesTXT_Terrorists_Full"             "The Survivor team is full"
"Cstrike_TitlesTXT_Terrorists_Win"              "Survivors win!"

At first glance, these strings are leftovers from Counter-Strike. However, there's something unusual about them; the strings that refer to the counter-terrorists have “Infected” replace “Counter-Terrorist” and the Terrorist-related strings have “Survivors” replace “Terrorists”.

This is because Left 4 Dead initially started life as a internal CS: Source mod under the working title of Terror-Strike, in which the Survivors had to plant a bomb (hence using Terrorists) then defend it from a horde of knife-bots.

Selectable Survivors and Infected#

//--------------------------------------------------------------------------------------------------------
//Infected Team/class Menu
"L4D_pz_team_join_title"    "PLAY AS INFECTED"
"L4D_pz_team_join_subtitle" "Select the class you prefer to play. The class you choose may not always be available when you are ready to spawn."
"L4D_pz_class_select_title" "INFECTED CLASS SELECT"
//--------------------------------------------------------------------------------------------------------
//Survivor Team/class Menu
"L4D_s_team_join_title"             "JOINING THE SURVIVOR TEAM"
"L4D_s_team_join_takeover_title"    "CURRENTLY SPECTATING"
"L4D_s_team_join_subtitle"          "Select an available Survivor"
"L4D_s_team_join_state_inactive"    "(inactive)"
"L4D_s_team_join_state_bot"         "%s1 (BOT)"

These strings seem to refer to a menu that would let you choose a survivor or the Infected in-game. In the final game, you select your Survivor in the lobby (or have one randomly assigned if joining a game in progress), and the game selects which Infected you will be dynamically in the middle of a match.

Unused Vocalizations#

In the same text file, there are strings containing some voice commands from the Left 4 Dead beta (but are also visible in GameTrailers videos).

"L4D_rosetta_help"                  "Help!"
"L4D_rosetta_lightsout"             "Lights Out!"
"L4D_rosetta_watchbehind"           "Watch Behind"
"L4D_rosetta_followme"              "Follow Me"
"L4D_rosetta_staytogether"          "Stay Together!"
"L4D_rosetta_whereareyou"           ""
"L4D_rosetta_welcome"               "You're Welcome"
"L4D_rosetta_heartank"              ""
"L4D_rosetta_hearhunter"            ""
"L4D_rosetta_hearwitch"             ""
"L4D_rosetta_hearboomer"            ""
"L4D_rosetta_hearsmoker"            ""
"L4D_rosetta_grrrr"                 "Grrrr"
  • Seven of these mentioned lines are automatically used, as is "Lights Out!" after a Survivor mentions hearing a Witch. In addition, one of Francis' lines add "They'll see us," is slightly odd as the encountered Witches are always female. However, Common Infected can also be affected and annoyed by the intense light in their direction.
  • The hear%zombieclass% strings were most likely cut out when Survivors would automatically call specific Special Infected out, but for some error in programming they can only call out the Hunter and the Witch. Surprisingly, the vocalizations PlayerHeard%ZombieClass% all make the the Survivor emit a blank line instead of actually speaking the intended line(s).
    • Left 4 Dead 2's Survivors can properly call out all four of the original Specials through custom radialmenus using the "vocalize PlayerHeard%L4D1Zombie" string.
  • The "Grrrr" vocalization is scripted to only be for Hunters, but its soundscript PlayerZombie.Taunt has the randomized sound files commented out and only emits the "null" sound effect.

Upgrades#

A line in the file "intructor_lessons.txt" shows that at one point, upgrades were planned and could be found randomly during levels. They either had a one-time use or persisted until the end of the current campaign. These upgrades are still in the game, but can only be activated by using a SourceMod plugin.

Name

Code String

How it would work

"Kevlar Vest"

#L4D_Upgrade_kevlar_vest_description

"Reduces the amount of damage you take."

"Prevent it"

#L4D_Upgrade_prevent_it_description

"Protects you from a Boomer's bile once."

"Ledge Save"

#L4D_Upgrade_ledge_save_description

"Allows you to pick yourself up from a ledge once automatically."

"Second Wind"

#L4D_Upgrade_revive_self_description

"Revive yourself once."

"Goggles"

#L4D_Upgrade_goggles_description

"Won't get blinded by the Boomer's bile."

"Hot Meal"

#L4D_Upgrade_hot_meal_description

"Increases health to 150."

"Laser Sight"

#L4D_Upgrade_laser_sight_description

"Adds a laser sight but disables the crosshair."

"Combat Sling"

#L4D_Upgrade_combat_sling_description

"Reduces weapon recoil.."

"High capacity magazine"

#L4D_Upgrade_high_cap_mag_description

"Gives you a larger magazine for both of your weapons."

"Hollow point ammo"

#L4D_Upgrade_hollow_ammo_description

"Increases the amount of damage weapons do.."

"Knife"

#L4D_Upgrade_knife_description

"Escape from a Smoker's tongue or get out of a Hunter's pounce once."

"Smelling Salt"

#L4D_Upgrade_smelling_salt_description

"Revive a downed player faster once."

"Ointment"

#L4D_Upgrade_ointment_description

"Allows a player to run faster when wounded."

"Reloader"

#L4D_Upgrade_reloader_description

"Reload faster."

"Flashbulb"

#L4D_Upgrade_flashbulb_description

"Unknown"

Unused Weapon#

Listed in the "game_sounds_weapons.txt" soundscript is a listing called "Blinding Flash". There is no way to use it but based on the name it may have worked as a flashbang.

Skills#

Also hidden in the files are skills but unlike the upgrades there is no way to activate them and if you try to you will lose control of the character your playing as. Some of the skill names make references to classes in Team Fortress 2.

55. aPackrat
56. aCommando
57. aOpenfire
58. aDefender_0
59. aGuide
60. aKnuckles
61. aEngineer
62. aSprinter
63. aGroupie
64. aClimber
65. aSoldier
66. aDemolitions

Changed Autoshotgun Stats#

The Autoshotgun's weapon file has comments in it that seem to have been added at one-point-to-note changes, but were never removed. According to the notes, the Autoshotgun had lower accuracy, higher spread, fired 10 pellets instead of 12 per shot and had a 9 round magazine instead of 10 at one point.

Map List#

The maplist.txt file mentions some maps that were removed from the final game. Most of them are test maps.

backgroundstreet
perftest
test_box
nav_test
transition_test01
transition_test02
transition_infinite01
transition_infinite02

Debug Configuration Files#

test_scout.cfg is a simple debug configuration file that references the cut Screamer enemy. Similar configs also exist for all the other Special Infected.

sv_cheats 1
bot_stop 1
z_survivorlimit 1
alias do_spawn "z_spawn screamer"
do_spawn

Unused Sounds#

Hunter#

Several unused sound effects for the Hunter. The reason why they are named "zombiedog" in the game files is because the sounds were labeled as such in the SFX Kit by Joey Kuras, where they are sourced from.

Death: Growl: Hurt:

Missing Sounds#

Missing sounds that are called by various commented-out scripts within the game's sound script files.

Missing File

Notes

level_sounds_general.txt

ambient/water/seaice1_loop.wav

ambient/energy/weld1.wav

ambient/energy/weld2.wav

ambient/machines/floodgate_move_long1.wav

ambient/water/water_pump_drainin1.wav

ambient/water/water_pump_drainout1.wav

ambient/water/drip_loop1.wav

ambient/machines/razor_train_wheels_loop1.wav

ambient/alarms/razortrain_horn1.wav

ambient/alarms/train_horn2.wav

ambient/machines/train_freight_loop2.wav

ambient/alarms/apc_alarm_pass1.wav

ambient/alarms/apc_alarm_loop1.wav

ambient/materials/metal_rattle2.wav

physics/body/body_medium_impact_hard1.wav

ambient/levels/generic/dam_water_loop2.wav

hl1/ambience/deadsignal2.wav

game_sounds_terror.txt

UI/TheHeroWithin.wav

UI/TheLittleHeroWithin.wav

tutor/TutorStartLesson.wav

These sound effects were for an earlier version of the hint system.

tutor/TutorEndLesson.wav

tutor/WitchIntro.wav

tutor/HunterIntro.wav

tutor/SmokerIntro.wav

tutor/BoomerIntro.wav

tutor/TankIntro.wav

vehicles/helicopter/helicopter_pilot_congratulations.wav

game_sounds_weapons.txt

weapons/pistol/gunfire/pistol_fire_silenced.wav

At some point, all firearms were able to be silenced.
Note that the Hunting Rifle would have reused the same silenced gunshot as the Assault Rifle.

weapons/SMG/gunfire/smg_fire_1_silenced.wav

weapons/shotgun/gunfire/shotgun_fire_1_silenced.wav

weapons/auto_shotgun/gunfire/auto_shotgun_fire_1_silenced.wav

weapons/rifle/gunfire/rifle_fire_1_silenced.wav

weapons/flaregun/gunfire/fire.wav

Sounds for a cut flare gun.

weapons/flaregun/gunother/burn.wav

weapons/law_rocket/Gun_DrawSelect_Weapon06.wav

Sounds for a cut LAW rocket launcher.

weapons/law_rocket/RocketLauncher_Shot40.wav

weapons/law_rocket/Rocket_Missile_Loop18.wav

weapons/law_rocket/Explo_Large_03.wav

weapons/pinpull.wav

Flash#

The unused sound effect associated with the cut "Blinding Flash" weapon/upgrade.

Platform Differences#

To do:
Screenshot of the Xbox 360 title screen.

  • The Xbox 360 version of Left 4 Dead uses live background maps, much like Half-Life 2 and its episodes, unlike the PC version which uses pre-rendered videos. The loading screen graphic for the street background map can still be found in the PC version, unused. As a matter of fact, it is based on an earlier version of said map, as seen in pre-release media.

Xbox 360

PC