World At War Map Pack 4
This is a sub-folio of Call of Duty: World at War (Windows).
There were several single and multiplayer levels that were made but later scrapped for various reasons. At that place are no unfinished playable levels, only in that location are leftovers and traces in the game'southward files and SDK.
Contents
- ane Campaign
- one.1 Training
- 1.2 Wing
- 1.3 Holland
- 1.iv Rhineland
- 1.v "Reinforcements En Route" (Prologue)
- i.6 see3
- i.7 oki1
- 1.8 Living Battlefield
- one.9 Firing Range
- 2 Multiplayer
- 2.ane Atoll
- 2.2 Beachhead
- 2.3 Carrier
- 2.4 Cavern
- two.5 Crossing
- 2.six Docks
- 2.7 Domestic dog Test
- 2.8 Encampment
- 2.9 Subway
- 2.10 Wetlands
- 2.11 Broadside
- two.12 Cassino
- two.13 Lagoon
- 2.14 Struggle
- two.xv Trenches
- 2.16 Nightfire
- 2.17 Misc
- 3 Zombies
- 3.ane Map Pack 4
- three.2 Semper Fi Zombies
- iii.3 Nazi Zombie Farm
- iii.iv Farmhouse
Entrada
Grooming
A more traditional training mission, reminiscent of the original's, and Telephone call of Duty 3'southward, training sequences. Level scripts and four screenshots are present in the mod tools, likewise every bit some audio files, (though these are just ambient sounds) remnant in the final game. In the screenshots, nosotros tin see that at this signal in development, character models from Call of Duty 3 were notwithstanding being used.
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Shooting range in Training.
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Pall training in Training.
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Prone training in Training.
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The Obstruction course in Preparation.
Fly
Though it'due south tempting to assume this is an early version of pby_fly, it is in fact a completely unlike mission. Script files for the mission can be found in the modern tools, which are appreciably well annotated. The level is reasonably complex, as the thespian can change its course, depending on whether they preclude intelligence from reaching the enemy.
- Issue i – Watch the South
The player starts in a airplane, with markers spread effectually the map for players to get a feel for the controls. The airplane flies over the embankment which the role player sees their allies storming. Interestingly, the actor would have seen a scout plane at this point. If they chose to destroy it, less reinforcements would exist chosen afterward in the level.
- Event 2 – Support the Footing Troops
The player is joined by their team, with cherry-red smoke mark out targets. The player and then flies over and destroys enemy instalments with their machine gun and rocket launcher. These instalments are guarded by AA guns, which the player must evade. While this is occurring, ground troops volition be storming enemy positions.
- Effect 3 – Dogfighting
The player is alerted to the presence of Japanese planes, when the player is required to fight off a fix number of planes. Equally mentioned in event i, the number of enemies here is adamant by whether the recon airplane was allowed to escape.
- Event 4 – Refuel and Restock
The player flies back to the airfield, where an in-game cutscene will take over. The plane is refuelled and restocked. The plane is so orientated and so the player can resume command of the airplane.
- Effect five – Clean out Bloody Nose Ridge
The player is attacked as they assault the ridge. If the player follows the road to the north of the ridge, they are able to end a convoy, stopping a call for reinforcements. Once the histrion has killed all enemies and destroyed all guns on the ridge, when the actor is instructed to drib the napalm loaded in the refuelling sequence. The Japanese soldiers surrender and the level ends.
The post-obit comments insinuate to what was still to be done with the level:
// TODO List: //----------- // - Weapons // - Objectives // - Waypoints // - Tutorial // - Remove Temp Hud, wait for code to implement it correctly. // Overall stuff to fix: //---------------------- // - Camera Shake when firing MGs. // - Plane Feel // - (LUCAS) Config file for controls // - (LUCAS) Notify for when the actor switches weapon (but for the fly level, player_cmd leap) // - (LUCAS) Problems about camera offset non staying with the airplane during Rolls/Flips. // - target_set() no longer works. // - (LUCAS) Need a friendly_set() similar to target_set, just can't padlock to them. This tin can also be used on Coop Players. // - (LUCAS) Tracers demand to work on player vehicle weapons. // - (LUCAS) Need to exist able to "use" the aeroplane via script, UseBy(); // - (LUCAS) Hud instruments
Holland
Iii levels from the cancelled British campaign. Only level scripts, HD screenshots and some textures remain.
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Starting indicate of Holland role i.
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Some other part of Holland part 1.
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Panther tank incoming on Holland part 1.
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Yet another part of Holland office 1.
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The but remain of Holland role 2 showing the forest part.
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Starting point of Holland role 3.
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British troops fighting High german soldiers.
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Interior of a house.
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Section of a boondocks in Holland role 3.
Rhineland
Three levels from the cancelled British campaign. Simply level scripts and some textures remain.
"Reinforcements En Route" (Prologue)
An introduction to the game that replaced training before existence itself cut. The level would have started with the player beingness awoken, alerted by an officer that Japanese forces were budgeted and they were depression on supplies. The histrion would have so fought off three waves of Japanese soldiers. The level would have either ended with the player running out of ammo or a timer running out. The level script, a file in the soundaliases folder, some animations, and a string file remain.
- Prologue.str
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| INTROSCREEN_TITLE | "Reinforcements En Route" | |
| INTROSCREEN_DATE | May 29, 1945 | |
| INTROSCREEN_PLACE | Somewhere Dark and Far From Dwelling house | |
| INTROSCREEN_INFO | 1st Marine Partition - Dog Company |
see3
Mentioned in the progress tracker. Would have been the third mission based in Seelow, meanwhile there is only two in the final game. No mention of information technology is otherwise found in the mod tools or the final game.
oki1
Mentioned in the progress tracker, this would have been the first mission based in Okinawa. The first level in the last game that is based in Okinawa is Blowtorch & Corkscrew, and this has codename oki2. A very basic script file and some assets (such as the skybox) are found in the modernistic tools.
Living Battleground
This map takes identify on an isle. This map was besides what Zombies was originally going to be like. Instead of fighting zombies, you lot are fighting Japanese soldiers. The map itself is mostly polished but is unfinished. One of the buildings can actually be destroyed past shooting or meleeing or exploding the wood off. A log can be found on the map that looks like it was later brought into the zombies map, "Shi No Numa" and appears to be more detailed. Touching the log while it'south moving can kill you lot and other japanese soldiers. This would have as well been a test map for some of Campaign's stuff like all of the expiry cards beingness in one spot of the isle to exam out earning death cards. Various floating lanterns tin exist spotted all over the map and some boats with no driver roams in the water.
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Starting area for "Living Battlefield".
Firing Range
This map is a test map that is used to examination all of the weapons in entrada fashion. Various textures can be seen exclusively in the map itself. Some of the weapons in the map are non in Campaign sadly. If your crosshair is on some of the objects, the object will motility upwards and down interestingly.
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Starting area for "Firing Range".
Multiplayer
Atoll
Marine Raiders vs. Royal Army.
The following strings are found in mpui.str in the mod tools:
| REFERENCE | LANG_ENGLISH |
|---|---|
| ATOLL | Atoll |
| DESC_MAP_ATOLL | Pocket-size-medium pacific island. Great for Free-for-all, Team Deathmatch and War. |
A loadscreen and minimap tin additionally exist constitute in the game's files:
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Loading screen for Atoll.
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Unfinished minimap of Atoll.
Beachhead
Marine Raiders vs. Regal Ground forces.
The following strings are found in mpui.str in the mod tools:
| REFERENCE | LANG_ENGLISH |
|---|---|
| BEACHHEAD | Beachhead |
| DESC_MAP_BEACHHEAD | Fight through the bloodied sand. Good for big vehicle matches. |
Possibly based off "Little Resistance". A loadscreen and a minimap remain.
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Loading screen for Beachhead.
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Overhead view of Beachhead.
Carrier
Marine Raiders vs. Purple Ground forces. It'south...an shipping carrier covered with Corsairs. Only WIP loadscreens and a minimap remain.
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Loading screen for Carrier.
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Minimap of Carrier.
Cavern
Marine Raiders vs. Majestic Army. An unknown Japanese cave. Only text strings, loadscreen and minimap remain.
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Loading screen for Cavern.
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Overhead view of Cave.
Crossing
A remnant of this map can be constitute in mpui.str. (simply "Crossing" with reference CROSSING) Nosotros tin likewise find mp_crossing.csv in zone_source. mp_crossing.gsc exists, but it is a re-create of an early on version of mp_downfall.gsc. (or only part of it was taken)
Docks
Marine Raiders vs. Imperial Army. Only text strings, loadscreen and minimap remain. Replaced with "Sub Pens" in the concluding game. Though a very similar map, called Shipyard, was due to announced in Black Ops, this was also later cut.
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Loading screen for Docks.
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Overhead view of Docks.
Canis familiaris Test
A test map made for testing domestic dog pathfinding.
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Minimap for Dog Test.
Encampment
Cherry Ground forces vs. Wehrmacht. A remnant of this map can exist plant in mpui.str. (only "Encampment" with reference ENCAMPMENT) While there is no corresponding csv in zone_source, we do in this case accept mp_encampment.gsc, which is indeed unique, though simply setting up lighting and teams. Minimap setup is commented, stating that no minimap had been developed yet.
Subway
Marine Raiders vs. Imperial Army. Only loadscreen and minimap remain. Replaced with "Station".
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Loading screen for Subway.
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Overhead view of Subway.
Wetlands
Red Army vs. Wehrmacht. mp_wetlands.gsc can be institute, likewise as mp_wetlands.csv in zone_source.
The following strings are plant in mpui.str:
| REFERENCE | LANG_ENGLISH |
|---|---|
| WETLANDS | Wetlands |
| DESC_MAP_WETLANDS | Large wet farmland. Good for large vehicle maps. |
The loadscreen and minimap can also be found:
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Loading screen for Wetlands.
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Overhead view of Wetlands.
Broadside
Ruby Army vs. Wehrmacht. mp_broadside.gsc tin exist found, equally well every bit mp_broadside.csv in zone_source.
The post-obit strings are institute in mpui.str:
| REFERENCE | LANG_ENGLISH |
|---|---|
| BROADSIDE | Broadside |
| DESC_MAP_BROADSIDE | The Broadside map |
The last string is obviously a placeholder.
Cassino
Red Army vs. Wehrmacht. Probably a remake of "mp_cassino" from Call of Duty: United Offensive. Only the map scripts still be.
Lagoon
Marine Raiders vs. Majestic Army. Only the map scripts even so be.
Struggle
Red Ground forces vs. Wehrmacht. Only the map scripts still exist.
Trenches
Ruddy Army vs. Wehrmacht. Merely the map scripts still exist.
Nightfire
Co-ordinate to Community Managing director Josh Olin the map Nightfire was intended to be in the retail game but was left unfinished due to time constraints. Among those remains is a early minimap.
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Early on minimap for Nightfire.
Misc
| | To do: Bank check if whatsoever of these are leftovers from Call of Duty three. |
These maps are non accompanied with scripts or strings and are hence accounted "pocket-sized". Some are leftovers from Call of Duty 4.
- Argun - Leftover from Call of Duty 4.
- Bautzen - Hill-acme town in Germany. Only the csv file in zone_source remains.
- Canal - Leftover from Call of Duty 4.
- Cellblock - Leftover from Call of Duty 4.
- Facility - Leftover from Telephone call of Duty iv.
- Wood - Leftover from Telephone call of Duty four.
- Garden - Only the csv file in zone_source remains.
- Grave - Leftover from Phone call of Duty 4.
- Invasion - But the csv file in zone_source remains, along with a blanked/placeholder loadscreen. This is distinct from the cutting map from Telephone call of Duty iv, as tin can be seen in earlier builds of the game.
- Mansion - Leftover from Telephone call of Duty iv.
- Palace - Leftover from Call of Duty four.
- Stone - Only the csv file in zone_source remains.
- Roofs - Only the csv file in zone_source remains. Not to be confused with mp_rooftops below.
- Rooftops - Leftover from Call of Duty 4.
- Sandtrap Only the csv file in soundaliases remains.
- Shipment - Leftover from Call of Duty four.
- St. Joost - Simply the csv file in zone_source remains.
- Toujane - Leftover from Call of Duty 2.
- Trenches - Only the csv file in zone_source remains.
- Vacant - Leftover from Phone call of Duty 4.
Zombies
Map Pack 4
Originally, World at War was to have 4 map packs. The fourth was later cancelled. While this was first thought to exist considering information technology would autumn too close to Modern Warfare two's release, it was revealed by Jason Blundell that this map pack was cancelled due to the state that Black Ops' campaign was in early in development. (developers were therefore reallocated to work on Blackness Ops) Information technology is only known, according to Blundell, that iii zombies maps would be included. Whatever multiplayer maps that were to be included are currently unknown. Evidence and strings for these can exist establish by creating a memory dump of the game. The panel codenames used for these levels are retained in their Black Ops counterparts.
- Theater
This level has the description "How-do-you-do, and welcome to another episode of Zombie Piece Theater". This level ended upwardly becoming Kino der Toten in Black Ops.
- Paris
This level does non accept a description, but was carried over to Black Ops and was revised to get Moon.
- Coast
This level has the description "Feature Test Map (Dev Only)". It ended upward condign Telephone call of the Dead in Black Ops.
Semper Fi Zombies
Through creating a memory dump of the Xbox Magazine demo of this game, (built September 2008) we can find reference to a zombies map assault the beaches of Makin. This is listed alongside Nacht der Untoten, Verrückt and Farm meaning that it was either intended for inclusion in the base of operations game or the get-go map pack. A script file, nazi_zombie_makin.gsc, remains in the modern tools, but is only 100 bytes and contains very little of notation. (nothing across what was probably auto-generated)
Nazi Zombie Farm
Script files (more substantive than those found for the in a higher place map) and prefabs for this map can found in the mod tools, as well as references that can be found through memory dumps. As higher up, it was probably intended to exist included in either the base game or the get-go map pack. This map may take concluded up becoming Farm in Black Ops II.
Farmhouse
A script file, nazi_zombie_farmhouse.gsc, can be found pertaining to this mission. Information technology is maybe an early on version of Farm above, but could be a different map entirely. There are references to the Opel Blitz and Type 94 Truck inside, with most of the script file being dedicated to setting upwards fog for split-screen multiplayer.
Source: https://tcrf.net/Call_of_Duty:_World_at_War_(Windows)/Cut_Maps

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