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Call of Duty 2

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Title Screen

Call of Duty 2

Developers: Infinity Ward[1], Pi Studios[1], i5works[2] (Mac)
Publishers: Activision[1], Konami[1] (JP 360), Aspyr Media[1] (Mac)
Platforms: Windows, Xbox 360, Mac OS X
Released in JP: March 24, 2006 (Windows), June 15, 2006 (360)
Released in US: October 25, 2005 (Windows), November 17, 2005 (360), May 26, 2006 (Mac)
Released in EU: October 25, 2005 (Windows), November 25, 2005 (360), June 1, 2006 (Mac)


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

Hmmm...
This page is loooong...
Consider grouping related content into additional subpages to ease readability.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • Campaign missions (gullyassault, carchase, raildepot, decoy, rainvillers, burnville, ss_dusty, ss_podtest, tunisia, ambush, dreux, camp,harbor, rainbocage, tarawa, playbook_proto, greenbeach, redbeach1, and medicdriver).
  • Multiplayer maps (sandpit, trainyard, minsk_01, minsk_02, firestation, egypt, desertbunker_infantry, trainwreck, caen, dehaven, 3bridges, carrefour, rivercrossing, solange, desertbunker, carentan_splitscreen, and caen_n).
  • Add information about the cut film grain effect.
  • Add information about the changes to missions such as el daba.
  • Add information about the cut multiplayer vehicles
  • Add missing textures from the cut maps(which aren't leftovers from Cod1)
  • Add unused images from /raw/images.
  • Check all models to see if more are unused.
  • Check what textures do mp_railyard, mp_harbor and Downtown Sniper call for. And if more maps, whether it be singleplayer or multiplayer, have some form of missing texture.

Before people were telling Ramirez what to do, there was a time where Call of Duty was unknown to most of the gaming world and Call of Duty 2 is that time.

Sub-Pages

Cod2 tarawa latrine.png
Unused Prefabs
Unused or old level building assets.
NotesIcon.png
Missing Audio
Audio that can be found referenced in the soundaliases but is missing from the files (apart from stuff found in the debugs).
SoundIcon.png
Unused Audio
Cod2 trenchtest.png
Cut Maps
Cod2 lsm mission training.png
Unused Images

Unused Map

A map named "EffectsEd box" can be played by typing "devmap" in the console commands. Upon spawning you will have no weapons but typing in "give all" in the console commands will give you four Stielhandgranate grenades and the Default Weapon.

Inside the minds of Treyarch: an empty wasteland with no intelligence at all.

Unused Weapons

Default Weapon

CoD2-Default weapon.png

A weapon found in most Call of Duty games. It can be spawned and used by modding.

FG42

CoD2-FG42 pickup Unused.png

A German LMG that was cut. HUD icon and textures still remain.

Panzerfaust

CoD2-Panzerfaust pickup Unused.png

A German rocket launcher. A HUD icon and texture sheet remains, and the coding string "panzerfaust_mp" implies that it was going to be used in multiplayer.

PTRS-41

Hud antitank.png

A Russian anti-tank rifle. HUD icon remains. Maybe a leftover from Call of Duty.

Molotov Cocktails

While there doesn't seem to be an image for the Molotovs, they are mentioned several times in unused audio files.

Removed Characters

  • Tank Commander of Ripper Jack - Originally in at least El Daba , Newvilles and Toujane
  • Sgt Nixon - Was Originally at the start of Hill 400 Assault
  • Pvt. McAllister - Was Originally at the start of Hill 400 Assault
  • Gurewicz - Was Originally at the end of Moscow
  • Major V. S. Zubov - Was Originally mentioned at the end of Demolition

Unused Strings

Multiplayer

REFERENCE LANG_ENGLISH
BOCAGE_OBJ_ATTACKER Capture the Beacon (Yellow Star) and take it to the country manor. (Blue Box)
BOCAGE_OBJ_DEFENDER Defend the Beacon (Yellow Star) from the Axis. Keep it from the country manor. (Blue Box)
BOCAGE_OBJ_SPECTATOR Axis: Capture the Beacon (Yellow Star) and take it to the country manor. (Blue Box)\nAllies: Defend the Beacon (Yellow Star) from the Axis. Keep it from the country manor. (Blue Box)
HIGHLIGHT_REEL Highlight Reel
RE_OBJ_NEUVILLE_OBJ_ATTACKER Capture the Artillery Map (Yellow Star) and take it back to the wooden farm gate. (Blue Box)
RE_OBJ_NEUVILLE_OBJ_DEFENDER Defend the Artillery Map (Yellow Star). Keep the Allies from taking it to the wooden farm gate. (Blue Box)
RE_OBJ_NEUVILLE_OBJ_SPECTATOR Allies: Capture the Artillery Map (Yellow Star) and take it to the wooden farm gate. (Blue Box)\nAxis: Defend the Artillery Map (Yellow Star) and keep the Allies from taking it to the wooden farm gate. (Blue Box)
RE_OBJ_NEUVILLE_SPAWN_ATTACKER Take the Artillery Map from the Germans.\nBring it back to the wooden farm gate.\nThe Artillery Map is the Yellow Star on your compass.\nThe wooden farm gate is the Blue Square on your compass.
RE_OBJ_NEUVILLE_SPAWN_DEFENDER Defend the Artillery Map from the Allies.\nDon't let the Allies take it to the wooden farm gate.\nThe Artillery Map is the Yellow Star on your compass.\nThe wooden farm gate is the Blue Square on your compass.
PANZERFAUST_IS_A_RESTRICTED Panzerfaust is a restricted weapon.
PANZERSCHRECK_IS_A_RESTRICTED Panzerschreck is a restricted weapon.
M9_BAZOOKA_IS_A_RESTRICTED M9 Bazooka is a restricted weapon.
30CAL_IS_A_RESTRICTED Browning .30 Cal is a restricted weapon.
DP28_IS_A_RESTRICTED DP is a restricted weapon.
REFERENCE LANG_ENGLISH REFERENCE LANG_ENGLISH
YOU_ALLIED_PLATOON_LEADER You are the Allied platoon leader! YOU_AXIS_PLATOON_LEADER You are the Axis platoon leader!
IS_PLATOON_LEADER %s is your team's platoon leader. LEFT_PLAYS Left Plays
MIDDLE_PLAYS Middle Plays RIGHT_PLAYS Right Plays
ALL_PLAYS All Plays PREV_PLAY Previous Play
NEXT_PLAY Next Play THIS_PLAY Pick This Play
EDIT_PLAY Edit Play NEW_PLAY New Play
NEW_LEFT_PLAY New Left Play NEW_MIDDLE_PLAY New Middle Play
NEW_RIGHT_PLAY New Right Play CANCEL_NEW_PLAY Cancel New Play
NEXT_SQUAD Next Squad PREV_SQAUD Previous Squad
ADD_SQUAD Add Sqaud DELETE_SQUAD Delete Squad
DELETE_YES Confirm Delete DELETE_NO Cancel Delete
SAVE_PLAY Save Play PLACE_WAYPOINTS Place Waypoints
1_PLACE_WAYPOINT 1. Place Move Waypoint 2_PLACE_WAYPOINT_RALLY_POINT 2. Place Rally Waypoint
2_PLACE_WAYPOINT_DEFEND_POINT 2. Place Defend Waypoint 3_DELETE_LAST_WAYPOINT 3. Delete Last Waypoint
4_PREV_SQUAD 4. Previous Squad 5_NEXT_SQUAD 5. Next Squad
6_DISCARD_PLAY_CHANGES 6. Discard Play Changes 7_SAVE_PLAY_CHANGES 7. Save Play Changes
RETURN_EDITOR Back to Mission List PLAY_TYPE Choose Play Type
ATTACK_PLAY Attack Play DEFEND_PLAY Defend Play
TEAM_TYPE Choose Team Type UPTEAM Allies
DOWNTEAM Axis CHOOSE_OBJ Choose Objective
PREV_OBJ Previous Objective NEXT_OBJ Next Objective
THIS_OBJ This Objective NO_DEFEND_PLAYS_FOUND No defensive plays found
NO_ATTACK_PLAYS_FOUND No offensive plays found LEFT_SQUAD Left Flank
MIDDLE_SQUAD Frontal Attack RIGHT_SQUAD Right Flank
ONE_SQUAD One Squad TWO_SQUADS Two Squad
THREE_SQUADS Three Squad LEFT_MIDDLE Left Middle
PINCER Pincer RIGHT_MIDDLE Right Middle
RALLY_REACHED Rally Point Reached DEFEND_AREA Defend This Area
JOINED_AUTO %s Will Be Assigned A Squad At Mission Start YOU_WILL_JOIN_SQUAD_ONE_NEXT_ROUND You Will Join Squad One Next Round
YOU_WILL_JOIN_SQUAD_TWO_NEXT_ROUND You Will Join Squad Two Next Round YOU_WILL_BE_AUTOASSIGNED_NEXT_ROUND You Will Be Autoassigned A Squad Next Round
JOINED_ONE %s Joined Squad One JOINED_TWO %s Joined Squad Two
RANK_REQUIRED That Weapon Requires A Rank Of %s FIRSTSQUAD 1st Squad
SECONDSQUAD 2nd Squad HLR_CRUSH_KILL Crush
HLR_PISTOL_KILL Pistol Kill HLR_MELEE_KILL Hand-to-Hand Kill
HLR_LONG_RANGE_KILL Ranged Shot HLR_HEADSHOT Head Shot
HLR_FINAL_KILL Final Kill HLR_MULTI_KILL Multi Kill
PRIVATE Private CORPORAL Corporal
SERGEANT Sergeant LIEUTENANT lieutenant
CAPTAIN Captain MAJOR Major
COLONEL Colonel GENERAL General
UNKNOWN Unknown

Multiplayer UI

REFERENCE LANG_ENGLISH Notes
SQUADWARFARE Squad Warfare Cut game mode similar to Rush from Battlefield.

Hill 400 Defend

REFERENCE LANG_ENGLISH
HEAD_BACK_DOWN_THE_HILL Head back down the hill to report in at the HQ in Bergstein.

Auto Save

REFERENCE LANG_ENGLISH Notes REFERENCE LANG_ENGLISH Notes
TRAINING Explosives Training Cod1 Leftover PATHFINDER Ready to go Cod1 Leftover
BURNVILLE In the House Cod1 Leftover BURNVILLE2 The Halftrack Cod1 Leftover
BURNVILLE3 Cutting through Houses Cod1 Leftover BURNVILLE4 Church Cod1 Leftover
BURNVILLE5 Flak Attack Cod1 Leftover BURNVILLE6 The Final Run Cod1 Leftover
TRUCKRIDE Truck Ride Cod1 Leftover TRUCKRIDE1 Bridge Cod1 Leftover
TRUCKRIDE2 Motorcycles Cod1 Leftover AIRFIELD Airfield Cod1 Leftover
AIRFIELD1 Distraction Cod1 Leftover CARRIDE Past the Road Block Cod1 Leftover
CARRIDE1 Entering the Town Cod1 Leftover CARRIDE2 Free Kubelwagen Cod1 Leftover
CARRDIDE3 Kubelwagen Escape to HQ Cod1 Leftover BRECOURT Flank Right Cod1 Leftover
BRECOURT1 In the Trenches Cod1 Leftover BRECOURT2 German Bunkers Cod1 Leftover
BRECOURT3 Got the Explosives Cod1 Leftover BRECOURT4 German Retreat Cod1 Leftover
CHATEAU Chateau Cod1 Leftover POWOUTSKIRTS Heading Out Cod1 Leftover
PNIGHT After the Landing Cod1 Leftover PNIGHT1 Bunker Captured Cod1 Leftover
PNIGHT2 New Orders Cod1 Leftover PDAY Defending the Bridge Cod1 Leftover
PDAY2 Bridge Skirmish Cod1 Leftover PDAY3 Stopping the Tanks Cod1 Leftover
PDAY4 Tank Destroyed Cod1 Leftover PDAY5 Tank Eliminated Cod1 Leftover
DAM On the Dam Cod1 Leftover DAM2 Entering the Dam Cod1 Leftover
DAM3 The Control Room Cod1 Leftover DAM4 Below the Turbines Cod1 Leftover
DAM5 At the Base of the Dam Cod1 Leftover DAM6 Starting the Return Cod1 Leftover
DAM7 End of the Long Tunnel Cod1 Leftover DAM8 Back up the Second Elevator Cod1 Leftover
DAM9 Return to the Control Room Cod1 Leftover DAM10 Back to the Top of the Dam Cod1 Leftover
SHIP Welcome Aboard Cod1 Leftover SHIP1 The Armory Cod1 Leftover
SHIP2 Leaving Lower Decks Cod1 Leftover SHIP3 Escape Cod1 Leftover
STALINGRAD On the Boat Cod1 Leftover REDS Suicide Run Cod1 Leftover
REDS1 Room to Room Cod1 Leftover RED2 Sniper Roost Cod1 Leftover
RED3 To the Train Station Cod1 Leftover RED4 Ruins of Stalingrad Cod1 Leftover
PAVLOV Sniper Baiting Cod1 Leftover PAVLOV1 At the Wall Cod1 Leftover
PAVLOV2 Storming Pavlov's House Cod1 Leftover PAVLOV3 Final Defense Cod1 Leftover
PAVLOV4 Staying Alive Cod1 Leftover FACTORY Entering the Factory Cod1 Leftover
FACTORY1 Above the Tanks Cod1 Leftover FACTORY2 Outside the Factory Cod1 Leftover
RAIL Near the Trains Cod1 Leftover RAIL1 Radio Room Cod1 Leftover
TCOUNTRY T34 Assault Cod1 Leftover TCOUNTRY1 T34 Assault Cod1 Leftover
TCOUNTRY2 Tanks Destroyed Cod1 Leftover TTOWN Entering the Town Cod1 Leftover
TTOWN1 Entering the Town Cod1 Leftover TTOWN2 At the Overpass Cod1 Leftover
ROCKET First AA Gun Destroyed Cod1 Leftover ROCKET1 Second AA Gun Destroyed Cod1 Leftover
ROCKET2 Convoy Destroyed Cod1 Leftover ROCKET3 V-2 Rockets Found Cod1 Leftover
ROCKET4 V-2 Rockets Fueled Cod1 Leftover BERLIN First Flak88 Destroyed Cod1 Leftover
BERLIN1 Hold the Line Cod1 Leftover BERLIN2 Storm The Reichstag Cod1 Leftover
BERLIN3 To the Roof Cod1 Leftover GAME Begin Game Autosave Cod1 Leftover
NOGAME No Name Specified Cod1 Leftover BRECOURT5 3 Flaks Detroyed Cod1 Leftover
BRECOURT6 Approaching the Manor Cod1 Leftover TRAININGWEAP Weapons Training Cod1 Leftover
BRECOURT7 Second Documents Captured Cod1 Leftover BRECOURT8 The Last Gun Cod1 Leftover
BURNVILLE1 Sweeping the MG42s Cod1 Leftover DAWNVILLE Finding a Safe Haven Cod1 Leftover
DAWNVILLE1 Following Foley Cod1 Leftover DAWNVILLE2 Acquiring Panzerfaust Cod1 Leftover
DAWNVILLE3 Defending the Church Cod1 Leftover DAWNVILLE4 On to the Northern Approach Cod1 Leftover
DAWNVILLE5 Defending the Northern Approach Cod1 Leftover DAWVILLE6 Pushing them Back Cod1 Leftover
DAWNVILLE7 On to the Mortar Teams Cod1 Leftover DAWNVILLE8 In the Trenches Cod1 Leftover
POWCAMP Entering Camp Cod1 Leftover POWCAMP1 Approaching Tower Cod1 Leftover
POWCAMP2 Entering Common Area Cod1 Leftover POWCAMP3 Entering Kitchen Cod1 Leftover
POWCAMP4 Escorting Ingram Cod1 Leftover POWCAMP5 Exiting Kitchen Cod1 Leftover
POWCAMP6 Returning to Tower Cod1 Leftover POWCAMP7 Returning to Truck Cod1 Leftover
SEWER Entering Hall Cod1 Leftover SEWER1 Past Snipers Cod1 Leftover
SEWER2 Entering Lower Level Cod1 Leftover SEWER3 Approaching Hardpoint Cod1 Leftover
SEWER4 After Bombed Section Cod1 Leftover SEWER5 End Battle Cod1 Leftover
TRAINSTATION Approaching Catwalks Cod1 Leftover TRAINSTATION1 Stairwell Cod1 Leftover
TRAINSTATION2 Entering Building Cod1 Leftover TRAINSTATION3 Exitting Trenches Cod1 Leftover
HURTGEN Regroup With Allies Cod1 Leftover HURTGEN1 Retrieving Documents Cod1 Leftover
HURTGEN2 Documents Acquired Cod1 Leftover STALINGRAD1 Stalingrad Docks Cod1 Leftover
STALINGRAD2 Into Battle Cod1 Leftover STALINGRAD3 The Sniper Leads Cod1 Leftover
PATHFINDER1 Calling in the Cavalry Cod1 Leftover PATHFINDER2 Cutting Through the Opposition Cod1 Leftover

Menu

REFERENCE LANG_ENGLISH Notes
TRAINING Training Cod1 Leftover
GREENHORN Greenhorn Cod1 Leftover
STARTTRAINING Start training? Cod1 Leftover
SAVEGAMELIST Save Game List
ALLOW_PANZERFAUSTS Allow Panzerfausts:
ALLOW_FG42S Allow FG42s:
COMPLETED_GREENHORN Completed Greenhorn Cod1 Leftover
XBOX_LIVE Xbox Live Unused on PC
XBOX_LIVE_LOBBY Xbox Live Lobby Unused on PC
QUICK_MATCH_STANDARD Quick Match: Standard Unused on PC
PLAY_A_QUICK_MATCH_WHICH_WILL_NOT_AFFECT_YOUR_RANK Play a Quick Match which will not affect your Rank Unused on PC
QUICK_MATCH_RANKED Quick Match: Ranked Unused on PC
PLAY_A_QUICK_MATCH_WHICH_WILL_AFFECT_YOUR_RANK Play a Quick Match which will affect your Rank Unused on PC
CUSTOM_MATCH_STANDARD Custom Match: Standard Unused on PC
PLAY_A_CUSTOM_MATCH_WHICH_WILL_NOT_AFFECT_YOUR_RANK Play a Custom Match which will not affect your Rank Unused on PC
CUSTOM_MATCH_RANKED Custom Match: Ranked Unused on PC
PLAY_A_CUSTOM_MATCH_WHICH_WILL_AFFECT_YOUR_RANK Play a Custom Match which will affect your Rank Unused on PC

Subtitle

REFERENCE LANG_ENGLISH Notes
DECOYTRENCH_BS4_PLANTEXP3 "Davis! Disable that 88 with your explosives!" Objective Cut
DECOYTRENCH_BS4_PLANTEXP "Davis! Plant your explosives on that flak gun!" Objective Cut
DECOYTRENCH_BS4_PLANTEXP2 "Take out that flak gun! Use your explosives!" Objective Cut
ALAMEIN_BS1_BATTALIONHELP Battalion said you guys could use some help.
ALAMEIN_BS2_KNOCKOUTMOTARS Knock out those mortar teams!
ALAMEIN_BS3_PANZERTANK Panzer tank!
ALAMEIN_BS3_REPLACEMENTS Replacements coming up!
ALAMEIN_HQR_BLOODYFINDWORKEND (radio) Prepare to receive new orders at 0900 on this frequency. Until then, get your men to brew up and get some rest while you can. Division out.
ALAMEIN_PRC_DESTROYLORRY Destroy that lorry!
ALAMEIN_PRC_ENEMYPANZERS Enemy panzers on the ridge!
ALAMEIN_PRC_FIREONVEHICLE Fire on that vehicle!
ALAMEIN_PRC_HEREREPLACEMENTS Here are the replacements!
ALAMEIN_PRC_MORTARS Mortars! Don't stop! Keep moving!
ALAMEIN_PRC_PANZERTANK Panzer tank! Use that field gun in the pit over there!
ALAMEIN_PRC_SENTYOUGUYS So they sent you guys?
ALAMEIN_PRC_SHOWSOVER So they sent you guys?
ALAMEIN_PRC_SUPPRESSLORRY Suppress that lorry!
ALAMEIN_PRC_USEANTITANK Use that anti-tank gun!
ALAMEIN_PRI_SCHRECKTRENCH1 Davis! There's panzerschrecks in the trenches! Use them to take out the tanks!
ALAMEIN_PRI_SCHRECKTRENCH2 Davis! Grab a panzerschreck from the trenches and take out those tanks!
ALAMEIN_PRI_USEFLAKNORTH1 Sergeant Davis! Get on the flak gun to the north and take out those tanks!
ALAMEIN_PRI_USEFLAKSOUTH2 Sergeant Davis! Get on the flak gun to the south and take out those tanks!
DEMOLITION_RS1_FINALORDERS Viktor, go with Vasili and report to Major Zubov! The rest of us will secure this area against a counterattack.
MOSCOW_GUREWICZ_IAM (prisoner speaking in German)
MOSCOW_GUREWICZ_IAMCOMMISSAR (prisoner speaking in German)
MOSCOW_RS4_PANZERTANKPANZER TANK! PANZER TANK!

Script

REFERENCE LANG_ENGLISH Notes
OBJ_FOLEYDEBRIEF Debrief with Captain Foley at the crossroads. Cod1 Leftover
HINT_CANT_OPEN_DOORS This door cannot be opened. You never need to try to open closed doors. Cod1 Leftover

Script Platform

REFERENCE LANG_ENGLISH Notes
HINT_TRAINING_SWITCHTOGRENADE Press [&&1] to switch to your grenades. Cod1 Leftover
HINT_USECINDERBLOCKWALL Approach the cinder block wall and press your USE key [&&1] to plant the explosives. Cod1 Leftover
HINT_SWITCHTOGRENADE Press [&&1] to switch to grenades Cod1 Leftover

Weapon

REFERENCE LANG_ENGLISH
FG42 FG42


Leftover Decoy Files

In iw_07.iwd remains 4 leftover files from the original Decoy level before being remade into Decoy Trenches.

decoy.gsc

Level: 		DECOY
Campaign: 	British
Objectives:
		1. ?
		
============================================================================*/

#include maps\_utility;
#include maps\_fx;
#include maps\_anim;

main()
{	
	setExpFog (0.0001,  0.0667, 0.0941, 0.1412, 0);
	
	//// Load External Scripts
	maps\_load::main();
	maps\decoy_fx::main();
	maps\decoy_anim::main();
}


decoy_amb.gsc

#include maps\_ambient;
main()
{
	// Set the underlying ambient track
	level.ambient_track ["exterior"] = "ambient_toujane";
	thread maps\_utility::set_ambient("exterior");
		
	ambientDelay("exterior", 6.0, 10.0); // Trackname, min and max delay between ambient events
	ambientEvent("exterior", "elm_windgust1",	1.0);
	ambientEvent("exterior", "elm_windgust2",	1.0);
	ambientEvent("exterior", "elm_windgust3",	1.0);
	ambientEvent("exterior", "null",			0.3);
		

	ambientEventStart("exterior");

	level waittill ("action moment");

	ambientEventStart("action ambient");
}	
	


decoy_anim.gsc - This contains the original subtitles for the cut voice lines which can be found sorted below.


decoy_fx.gsc

main()
{
	level._effect["mortar"]					= loadfx ("fx/impacts/dirthit_mortar.efx");
	level._effectType["mortar"]				= "mortar";
	
	level._effect["artillery"]				= loadfx ("fx/impacts/largemortar_dirt3.efx");
	level._effectType["artillery"]			= "artillery";
	
	level._effect["bomb"]					= loadfx ("fx/impacts/largemortar_dirt3.efx");
	level._effectType["bomb"]				= "bomb";

	level.mortar 							= level._effect["mortar"];	 

	level._effect["mortar_impact"]			= level._effect["mortar"];
	level._effectType["mortar_impact"]		= level._effectType["mortar"];

	level._effect["german flare"]			= loadfx ("fx/smoke/flare.efx");
	level._effectDuration["german flare"]	= 20;	
}


Subtitles

REFERENCE LANG_ENGLISH Notes
decoy_prc_allrightlads All right lads, time to wake up the Jerries. Come on, Rommel is waiting!
decoy_prc_rememberboys Remember boys, these are unmanned decoy tanks! Every last one of them! Nothing more than a wooden shell over a measly jeep, without anyone inside, so don’t count on them to save you!
decoy_mac_pompous Pompous git.
decoy_prc_ Flare! Get down! File name not complete
decoy_mac_ Aw, bloody hell, the Leftenant’s dead! File name not complete
decoy_bs1_ The Jerries have us zeroed! What the hell do we do now? File name not complete
decoy_mac_ We STAY, and we FINISH THE MISSION! File name not complete
decoy_bs2_ You’re mad! We’ll never get past those guns File name not complete
decoy_bs3_ Or those mortars! We must fall back! File name not complete
decoy_prc_ Keep it together lads! MacGregor’s right! We KEEP FIGHTING! File name not complete
decoy_bs1_ Smoke grenades! Use your smoke grenades! Sound file name is missing from the file but It should be British 1 based on the level.scrsound reference.
decoy_prc_ Bollocks to that! Get down from the ridge, lads! Back down from the ridge! File name not complete
decoy_prc_ Corporal! Flanking mission! We’ll take the men around that hill to the north and flank Jerry on the right! Let’s go! File name not complete
decoy_prc_ Everybody, let’s go! Move move move! Come on! File name not complete
decoy_prc_ Corporal! Get over here! You’ll get yourself killed! File name not complete
decoy_bs1_ Corporal! Get back here! Stay in cover! We’ve got to break through their right flank! Sound file name is missing from the file but It should be British 1 based on the level.scrsound reference.
decoy_bs2_ Where the bloody hell are you going Corporal? You’ll get yourself killed nodding off like that! File name not complete
decoy_bs3_ Corporal! You’re going to get yourself killed! The Germans have the area zeroed in! File name not complete
decoy_prc_smokegrenades Smoke grenades! Get some smoke out there!
decoy_bs2_throwsmoke Throw out smoke grenades!
decoy_bs1_chucksmoke Chuck Smoke Grenades Lads!
decoy_bs3_smokebombs Smoke bombs!
decoy_prc_suppresspillboxes Suppress those pillboxes!
decoy_prc_brengun Bren gun! On that pillbox! Now!
decoy_prc_rogersbase Rogers! Base of fire on you!
decoy_bs2_baseoffire Base of fire! Base of fire!
decoy_prc_staylow Stay Low!
decoy_mac_keepmoving Keep moving!
decoy_bs3_keepdown Keep your head down!
decoy_prc_stayintrenches Stay in the trenches!
decoy_prc_grabthatmap PLAYERNAME! Grab that map!
decoy_prc_checkbunker PLAYERNAME! Check this bunker for enemy intelligence!
decoy_prc_getthatmap Get that map, hurry!
decoy_mac_stupidmaps We haven’t got time to collect a load of stupid maps!
decoy_prc_shutitmac Shut it MacGregor!
decoy_mac_but But!
decoy_prc_keepmouthshut I said keep your bloody mouth shut Private!
decoy_prc_searchpillbox Search this pillbox!
decoy_prc_checkinside PLAYERNAME check inside!
decoy_prc_gotsomething Got something? Fine, let’s go.
decoy_prc_goodnicefind Good. Nice find.
decoy_mac_comeon Come on, we’ve got to move on.
decoy_prc_ammodump PLAYERNAME, here’s the ammo dump!
decoy_prc_watchperimeter MacGregor! Watch the perimeter!
decoy_mac_bloodyhell What the bloody hell do you think I’m doing?
decoy_prc_armexplosives PLAYERNAME, arm the explosives, we need to destroy this place, quickly!
decoy_prc_whatstherumble What’s that rumble?
decoy_mac_panzers Sir! Panzers on the way!
decoy_bs3_enemytanks Enemy tanks!
decoy_prc_fallback Fall back!
decoy_prc_manguns Man the field guns!
decoy_prc_backtoline Get back to the line!
decoy_mac_fallback Fall back!
decoy_prc_comeonlads Come on lads! Back to our lines!
decoy_prc_backtotrenches Back to the trenches!
decoy_prc_brenguncarrier Let's go, everybody get on the Bren Gun carrier! Move!
decoy_mac_decoys They’re firing at the decoys!
decoy_prc_planisworking That’s good! The plan is working! When we get back to our lines, we use the anti tank guns to destroy them.
decoy_mac_lovely Sounds lovely!
decoy_bs1_antitank Corporal! Corporal PLAYERNAME! There are some anti tank weapons just behind me!
decoy_bs2_pillboxsouth Corporal, get in that pillbox to the south and grab an anti tank gun!
decoy_prc_illumination Illumination!
decoy_prc_sendupflare Send up a flare!
decoy_prc_getreadylads Get ready lads!
decoy_prc_anotherflare Another flare! Send up another flare!
decoy_bs2_flareup Flare up!
decoy_mac_needflare Flare! We need a flare!
decoy_prc_fireupaflare Fire up a flare, lads!
decoy_prc_dontlettanks Don’t let the tanks get by!
decoy_prc_keeptheirarmor Keep their armor from breaching the lines!
decoy_prc_takearmorout Take that armor out!
decoy_bs3_reinforcements Reinforcements are here
decoy_prc_montysenthelp Monty sent us some help!
decoy_mac_bloodytime ‘Bout bloody time!
decoy_bs3_whatsproblem Oi! Whats your problem Mac!
decoy_mac_buggeroff Ah bugger off Willie.
decoy_bs2_jerrystopping Look the Jerrys are stopping
decoy_prc_retreating We’ve stopped them lads! They are retreating!
decoy_mac_giveemhell Give em hell! Send em packing!
decoy_mac_tellrommel Tell Rommel you’ve been beat by the boys of the 6th Armored!
decoy_prc_wirelessset Corporal! Corporal Playername. Get to the bloody wireless set. Report in to Monty that we’ve out foxed the desert fox.

Unused/Unfinished Models

"Gully" models

Signs

Domes

Windows

Cliffs

Vehicles

Misc

Missing Models

Several of the cut maps have models which aren't leftovers from the original Call Of Duty and were completely cut from Call Of Duty 2.


  • window_warsaw_white_a
  • window_warsaw_white_a_curtain2
  • window_warsaw_white_a_tape2
  • window_warsaw_white_b
  • window_warsaw_white_b_curtain
  • window_warsaw_white_b_tape
  • window_warsaw_white_c
  • window_warsaw_white_c_curtain
  • window_warsaw_white_c_curtain2
  • window_warsaw_white_c_tape
  • egypt_rock_big_1
  • egypt_rock_big_2
  • egypt_rock_big_3
  • egypt_rock_big_4
  • egypt_rock_big_5
  • egypt_rock_big_6
  • egypt_rock_big_7
  • egypt_rock_big_8
  • egypt_rock_big_9
  • egypt_rock_big_10
  • egypt_rock_big_11
  • egypt_rock_big_14
  • caen_grasstuft_1
  • caen_grasstuft_2
  • caen_grasstuft_3
  • caen_grasstuft_4
  • mp_vehicle_m2
  • mp_vehicle_m2_d
  • mp_vehicle_american_sherman
  • mp_vehicle_american_jeep
  • mp_vehicle_kubelwagon_normandy
  • seawall1
  • seawall2
  • vlog8
  • vlog10
  • vlog12
  • vlog14
  • pillbox1
  • palmtree1
  • palmtree2
  • palmtree3
  • palmtree4
  • palmtree4_d
  • palmtree5
  • palmtree6
  • seawall1_single
  • seawall2_single
  • trenchwall1
  • trenchwall1_single
  • trenchwall1_SINGLE
  • trenchwall2
  • trenchwall2_single
  • tree_snow_river_birch_xl_a
  • tree_snow_oak_destroy_a
  • tree_caen_thicktrunk_01
  • tree_caen_shortthicktrunk_01
  • tree_winter1
  • tree_oak_birch_tree_line_a
  • tree_oak_birch_tree_line_b
  • tree_snow_oak_lg_a
  • furniture_officechair
  • furniture_officechair_d
  • furniture_couch
  • furniture_chinacabinet
  • furniture_chinacabinet_d
  • weapon_mp_m9bazooka
  • weapon_mp_degtyarev
  • vehicle_tigertank_destroyed
  • mp_conelight
  • mp_wallcagelight
  • mp_hanglight
  • mp_8cmkurz
  • caen_collapsedwall_1
  • caen_collapsedwall_2
  • vehicle_sdkfz
  • grasstuft_test_01
  • grasstuft_test_03
  • tunisia_wall01
  • tunisia_wall02
  • tunisia_wall04
  • tunisia_endcap02
  • tunisia_wall06
  • tunisia_twallu
  • tunisia_corner01
  • tunisia_endcap01
  • tunisia_twallflat
  • tunisia_wall05

Unused/Unfinished Textures

These textures can be seen in the Mod Tools provided by Infinity Ward , they appear as a developer case texture in various colours.

  • dawnville2_brick_wall01
  • dawnville2_carpet_floor01
  • dawnville2_chimney_pipe01
  • dawnville2_clay_rooftiles01
  • dawnville2_concrete01
  • dawnville2_concrete_trim01
  • dawnville2_concrete_trim02
  • dawnville2_concrete_trim03
  • dawnville2_concrete_trim04
  • dawnville2_concrete_trim05
  • dawnville2_concrete_trim06
  • dawnville2_plaster_wall01
  • dawnville2_plaster_wall02
  • dawnville2_plaster_wall03
  • dawnville2_plaster_wall04
  • dawnville2_plaster_wall05
  • dawnville2_plaster_wall06
  • dawnville2_plaster_wall07
  • dawnville2_plaster_wall08
  • dawnville2_plaster_wall09
  • dawnville2_plaster_wall10
  • dawnville2_plaster_wall11
  • dawnville2_railroad_ties01
  • dawnville2_roof_trim01
  • dawnville2_rubble01
  • dawnville2_rubble01_blend
  • dawnville2_sidewalk01_face
  • dawnville2_sidewalk01_top
  • dawnville2_stone_wall01
  • dawnville2_tile_floor01
  • dawnville2_wall_paper02
  • dawnville2_wall_paper03
  • dawnville2_wartorn_brick01
  • dawnville2_wartorn_brick02
  • dawnville2_wartorn_brick03
  • dawnville2_wartorn_brick04
  • dawnville2_wartorn_brick05
  • dawnville2_wartorn_brick06
  • dawnville2_wartorn_brick08
  • dawnville2_wood_door01
  • dawnville2_wood_door02
  • dawnville2_wood_door03
  • dawnville2_wood_shingles01
  • dawnville2_wood_shingles02
  • dawnville2_wood_shingles03
  • dawnville2_wood_shutter01
  • dawnville2_wood_shutters01
  • dawnville2_wood_shutters02
  • dawnville2_wood_trim01
  • dawnville2_wood_trim02
  • dawnville2_wood_trim03
  • dawnville2_wood_trim04
  • dawnville2_wood_trim05
  • duhoc_brick_stepface1
  • duhoc_brick_steptop1
  • duhoc_bunker_beam1
  • duhoc_bunker_beamside1
  • duhoc_bunker_floortrim01
  • duhoc_farm_extwall1
  • duhoc_farm_extwall2
  • duhoc_farm_extwall3
  • duhoc_farm_intwall1
  • duhoc_farm_intwall2
  • duhoc_farm_intwall3
  • duhoc_wood_beam1
  • duhoc_wood_beam2
  • duhoc_wood_floor1
  • duhoc_wood_roof1
  • duhoc_wood_roof2
  • duhoc_wood_roof3
  • duhoc_wood_roofunderside1
  • duhoc_wood_shudder1
  • duhoc_wood_stepface1
  • duhoc_wood_steptop1
  • egypt_mosque_floor1
  • egypt_mosque_flr_cling_trim1
  • egypt_mosque_interiorwall2trim
  • egypt_mosque_pillar
  • egypt_mosque_stairside
  • egypt_mosque_stairtop
  • egypt_plaster_arch1trim
  • egypt_plaster_interiorwall1
  • egypt_plaster_interiorwall3
  • egypt_roughdirt_road
  • egypt_sandstone_towerwall
  • egypt_wood_tallarchdoor
  • egypt_wood_tallarchdoor2
  • hill400_bunker_beam01_side
  • hill400_bunker_ceiling01
  • hill400_bunker_door01
  • hill400_bunker_extfloor01
  • hill400_bunker_exttrim01
  • hill400_bunker_extwall02
  • hill400_bunker_floor01
  • hill400_bunker_floortrim01
  • hill400_bunker_intwall01
  • hill400_bunker_roof01
  • hill400_bunker_step01_side
  • mtl_hill400_door_02
  • mtl_hill400_roof_03
  • mtl_hill400_trim_ext_03
  • mtl_hill400_wall_ext_08
  • mtl_hill400_wall_ext_09
  • mtl_hill400_window_decal_01
  • mtl_hill400_window_decal_02
  • mtl_hill400_window_decal_03
  • stalingradwinter_door_metal01
  • stalingradwinter_door_metal02
  • stalingradwinter_door_wood01
  • stalingradwinter_door_wood02
  • stalingrad_brick_trim01
  • stalingrad_concrete03
  • stalingrad_concrete_base
  • stalingrad_dk_gravel
  • stalingrad_dk_wood
  • stalingrad_floor_core
  • stalingrad_floor_wood01
  • stalingrad_ground_dirt
  • stalingrad_ground_dirt_a
  • stalingrad_ground_mud
  • stalingrad_ground_rubble
  • stalingrad_ground_rubble_a
  • stalingrad_interiorwall01
  • stalingrad_mt_door
  • stalingrad_mt_pipe01
  • stalingrad_mt_pipetrim01
  • stalingrad_mt_pipetrim02
  • stalingrad_mt_pipetrim03
  • stalingrad_mt_pipe_interior
  • stalingrad_mt_roof01
  • stalingrad_mt_trim01
  • stalingrad_plank_core
  • stalingrad_plank_side
  • stalingrad_platform_trim
  • stalingrad_roof_inner
  • stalingrad_wd_door
  • stalingrad_wd_platform
  • stalingrad_wd_roof01
  • stalingrad_wood_core
  • tunisia_dirt_road

Missing Textures

Several of the cut maps have textures which aren't leftovers from the original Call Of Duty and were completely cut from Call Of Duty 2.

  • dirt_desert_farm1
  • mp_oak_med_a
  • mp_river_birch_lg_a
  • hedgerowbackdrop_01_mp
  • egypt_roughdirt_04_mp
  • stalingradwinter_rubble_decal
  • stalingradwinter_decal_windowborder03
  • stalingradwinter_floor_stone01
  • toujane_plasterwall_top_s
  • toujane_rooftop1
  • toujane_interior_wall2
  • mtl_caen_rubble_blend_01
  • mtl_caen_roof_05
  • mtl_caen_trim_ext_foundation_01
  • mtl_caen_core_floor_01
  • mtl_caen_core_floor_02
  • mtl_caen_wall_ext_stone_02
  • mtl_caen_wall_ext_stone_03

Missing Textures (ingame)

mp_railyard

Cod2 missing texture mp railyard.jpg

mp_harbor

Cod2 missing texture mp harbor.jpg

Downtown Sniper

Cod2 missing texture dowtown sniper.jpg


Demo Files

Two demos made by Infinity Ward for the missions "El Daba" and "Duhoc" dated August 11th, 2005 can be found in iw_00 though neither of these can be played due to a version mismatch.

Crusader Player Model

By using "noclip" in the mission Crusader Charge, you can see that the Crusader Tank you are in is a low-poly and low-detailed model.

Crusader Tank by Ms. Jill's kindergarten class.

Regional Differences

Hmmm...
To do:
Hi-res screenshots of the alterations in the German version.

According to the German Strafgesetzbuch §86a, the usage of unconstitutional symbols (Nazi symbolism, basically) is forbidden outside of certain contexts such as research and teaching. As a result, the swastikas and other explicit references to the Nazi regime were removed from the German version of the game.

You can see a direct comparison of both versions of the game at this German-language website.

(Source: Schnittberichte)

References