During the development of Call of Duty games many things are cut during the process. These changes can range from weapons and characters to entire campaign missions and features.
Campaign[]
Campaign Perks[]
| Name | Icon | Description |
|---|---|---|
| Intruder |
|
Menu icon remains. |
| Lockbreaker |
|
Menu icon remains. |
Vehicle[]
GAZ-63 - An early blockout model of the GAZ-63 can be found in the game files. It's loaded into the memory of the mission Suffer With Me.
General[]
Weapons[]
| Name | Icon | Description |
|---|---|---|
| M4 |
|
Full-auto Assault Rifle. |
| RX4 Storm | Semi-auto Assault Rifle. | |
| TAR-21 | Full-auto Assault Rifle. Replaced by the MTAR. | |
| NS2000 | Pump-action Shotgun that fired explosive rounds. | |
| DTSRS | Bolt-action Sniper Rifle. Also known as the Desert Tactical. | |
| Lynx | Semi-auto Sniper Rifle. Also known as the Gepard GM6 Lynx. | |
| Strela-3 | Vehicle lock-on only Launcher. | |
| XM25 | Missile Launcher. Internal strings suggest it may have been replaced by the War Machine. |
Gallery[]
Multiplayer[]
Maps[]
Two maps have internal remnants, with Promenade being an earlier version of Plaza.
| Name | Description |
|---|---|
| Cruise | Strings remain. |
| Promenade | An earlier version of Plaza. Set in a floating resort above the Indian Ocean, has an entirely different layout. |
Attachments[]
Two Attachments were scrapped.
| Name | Icon | Description |
|---|---|---|
| Ammo Pack | Menu icon remains. Adds more reserve ammunition to your weapon. | |
| Bipod | Menu icon remains. Adds a mountable bipod to your weapon. |
Gamemodes[]
Two gamemodes were scrapped, with Hacker having a finished icon, implying it was scrapped extremely late in development.
| Name | Icon | Description |
|---|---|---|
| Hacker | Point-based free-for-all gamemode. Players would have to disable and then hack neutral AGRs, and were rewarded points for hacking, killing other players, and getting kills with the AGRs. In the latest build of the game, all that remains is the icon. | |
| Purgatory | Use teamwork to kill enemy players and eliminate the entire team. Each time you kill an enemy player, a player on your team will respawn. |
Camouflage[]
| Name | Textu | Description |
|---|---|---|
| Massacre |
|
An unused camouflage with a blotchy red finish, almost resembling blood |
Zombies[]
DLC 5 Remastered Maps[]
Nine remastered maps were developed for a DLC5 Map Pack that was cancelled during development. The idea was revisited for Zombies Chronicles in Call of Duty: Black Ops III.
| Name | Internal | Image | Description |
|---|---|---|---|
| Nacht der Untoten | zm_prototype
|
|
Where it all began: an abandoned airfield suspended in space and plagued by infinite hordes of the undead. |
| Verrückt | zm_asylum
|
|
Welcome to Wittenau Sanitorium, a German asylum with dark corridors, terrifying undead enemies, and even darker secrets. |
| Shi No Numa | zm_sumpf
|
|
Maggot ridden corpses. Bug infested swamp. Hundreds of undead Imperial Army. Choose your tactic and defend for your lives! |
| Der Riese | zm_factory
|
|
The Giant is rising. Face the might of the Nazi Zombies in their heartland. This is where it all began. This is where the master plan took shape. Is this where it all ends? |
| Kino der Toten | zm_theater
|
|
An abandoned cinema packed with swarms of Crawler Zombies and fiery traps. |
| "Five" | zm_pentagon
|
|
The Pentagon is under attack! Washington is going to DEFCON 1 in this installment of "Zombies". |
| Ascension | zm_cosmodrome
|
|
An abandoned Soviet Cosmodrome where unholy creations lurk in the shadows, and dark undead experiments run loose |
| Shangri-La | zm_temple
|
|
A legendary shrine lost in an exotic jungle. Where the undead lurk within a treacherous labyrinth of underground caverns, deadly traps and dark secrets |
| Moon | zm_moon
|
|
I believe that this nation should commit itself to achieving the goal, before this decade is out, of landing a man on the moon and returning him safely to the Earth. (JFK, 1961) |
Original TranZit[]
The original layout of TranZit.
TranZit underwent a rework due to performance and memory budgeting concerns. The original version of TranZit included almost zero lava on the map, heavily decreased fog and smoke effects, and a larger playable area that had to be condensed for the full-release. Several playable gamemodes were also scrapped late during development.
The earlier layout of the map featured several smaller houses along an alternative bus route and a larger Power Station similar to a factory. The earlier version of TranZit before the rework can be seen in several pre-alpha images and behind the scenes videos.[1][2]
Original Mob of the Dead[]
Much like the original plans for TranZit, Mob of the Dead also underwent a rework due to performance and memory budgeting concerns. As such, several areas of the map were removed in the pre-alpha build of the map in turn to offer a more compact, albeit still size-able, experience. Some of the areas that were removed in Mob of the Dead would be repurposed in Blood of the Dead, namely the Catwalk to New Industries, the New Industries area itself and the Power House.
Some noteworthy cut features from the final build of the map would have included a mine cart travel system (which would then turn into the fast travel system seen in Blood of the Dead), a much larger Roof area, a vastly expansive new walkable area with enterable buildings that would go beyond the Dock's Bridge called "Sallyport", and a Gondola that would travel directly to the Roof area instead of Cell Block's 3rd Floor.
Easter Egg Quest Early Concept[]
During the concept design phase of the map, Treyarch took heavy inspiration from the movie Escape from Alcatraz, where the main plot of the movie revolved around inmates escaping the island they were trapped in. As such, one of the original ideas for the main quest of the map would revolve around the players escaping the prison by starting in the Cell Block area, moving to the outside Yard, then over to the Lighthouse/Cliffs area, making a stop at the Docks where the inmates craft a makeshift ferry to then finally escape across the bay. They have also envisioned a swimming area that would be infested with sharks, through which the players would have to fend off with a speargun.
Craftables[]
| Name | Description |
|---|---|
| Raft | Players could find pieces of a raft to be used as a shortcut around the edges of the island. Each player would need planks first, then anyone would be able to build the rest of it.
|
| Dummy Decoys | Players can craft dummy decoys of themselves that zombies will attack for a while.
|
| Digging Tool | Could be crafted and placed over loose dirt or cracked walls to create a tunnel/shortcut to another part of the map.
|
Weapons[]
| Name | Description |
|---|---|
| Uber Tesla | Find pieces of an electric chair to create the Uber Tesla, which causes zombies to vibrate, then explode. The explosion leaves blood that causes the zombies to slip around. |
| Boomerang | An infinite ammo weapon that returns to the player when thrown. The player could set up their shots to hit as many zombies as possible in its path from and back to the player.
|
| Prison Shank | |
| Electric Parts | Pull a chunk off the electric chair and use it to electrocute zombies. |
| Prison Riot Gear |
|
| Chain Shotgun | Buildable chain shot gun. The gun would fire off projectiles similar to the ones above that were used to take out sails on sail ships. It would be then used to cut zombies in half to make crawlers when aimed at the mid section and below. The gun's primary item is a ball and chain that would be found around the prison. |
Subsection Maps[]
Cornfields, Nacht der Untoten, Power Station and Tunnel were intended to be subsection maps for TranZit. In the full release, only Bus Depot, Farm, Town and Diner are playable.
| Name | Icon | Description |
|---|---|---|
| Cornfields | The Cornfields were meant to be a subsection map as revealed by unused strings. | |
| Nacht der Untoten | Nacht der Untoten would've been a subsection map for the Containment gamemode according to unused strings. | |
| Power Station |
|
The Power Station was meant to be a subsection map for several gamemodes, including Survival. Its map selection icon is still present within the game files. |
| Tunnel | The Tunnel was meant to be a subsection map as revealed by unused strings. |
TranZit Scrapped Easter Egg[]
In leaked documents that contained an early draft for TranZit's story, one of the Easter Eggs of the map was originally focused around Victis finding a way to resuscitate Ultimis' dead bodies in the Nacht der Untoten building-which had been temporarily displaced due to the detonation of Moon's rockets all over the world-and send them back in time to the day where the original Nacht der Untoten events would have taken place. This may have been a reference to the Call of Duty: Black Ops version of Nacht der Untoten and Verrückt where Ultimis was playable.
TranZit Gamemodes[]
Several gamemodes for the TranZit experience were created and scrapped due to memory limitations. Each mode would be playable on a few sections of the larger map TranZit including additional props such as glowing signs and mode-specific barricades.
| Name | Description |
|---|---|
| Cleansed | Outlast the other players on your team. Dead players become Zombies. Game ends when only one player is left standing. |
| Containment | Stay alive for as long as you can and prevent Zombies from escaping. Game ends when one team survives. Played on the subsection map Nacht der Untoten. |
| Dead Pool | Reach the end before your teammates. Strings imply that Meat was usable in this mode. |
| Meat | Grab the meat and throw it. Zombies will only attack you if your team's side has the meat. |
| No Man's Land | Survive endless waves of multiple enemy types. Game ends when all players die. |
| Pitted | Survive endless waves of multiple enemy types. Game ends when one team survives. |
| Race | Kill the necessary amount of Zombies to open your door and reach the end. First team to survive or reach the end wins. Strings imply that Meat would also be usable in this mode. |
| Returned | Nothing is known about this mode. |
Turned Gamemodes[]
Turned originally had an alternate gamemode type alongside Reverse Gun Game, and Shotgun. This mode would've been called "Classic", and involved a slightly modified Reverse Gun Game weapon progression list. The modified weapon progression list remains within the game scripts, and would've been:
Original Origins[]
Origins was originally planned to be a lot bigger, similar to TranZit. Cut areas include a Village that can still be seen in concept art, a Farmhouse, Main Chamber, and Graveyard. These areas were removed due to memory limitations and optimization concerns. Some of the trenches that would've been used to access these areas can still be seen outside the map.
In a pre-alpha build of Origins, it was revealed that a small section of the Village that was previously seen in the concept art for the map and the Graveyard were almost completely modeled and textured, before being ultimately cut from the map's final version. In this early build of Origins:
- The Village was a medium-sized playable area with several bombarded buildings around the Church;
- The tank pathways next to the church were slightly longer as some of them would be surrounded by the buildings of said Village;
- The Church was moved further up North to make more room for the Village's playable area;
- The area where Generator 6 and Freya's right foot would pass through did not exist;
- The Graveyard would be a small area south of the Church that would house a Flogger in the middle;
- There would be a common area on the Church's current site that would have an extra Generator on it;
- Juggernog would be located around said common area;
- The Church had a Generator located within it;
- The dirt path to the Church that would lead the player to a Lightning Staff Part was completely accessible from the ground;
- An elemental tunnel was located beneath one of the bombarded buildings;
- Several records and buildable parts were located around the Village.
Perk-a-Colas[]
Several Perk-a-Cola ideas were in development during the concept phase of Mob of the Dead, but were either ultimately abandoned or reworked into future perks/power-ups/augments.
| Name | Description |
|---|---|
| ElectroLike | Makes player immune to electricity damage. |
| Handyman Tea | Need one fewer item for crafting/craft faster |
| Dead Repellent | Once consumed, about 50% of zombies around the player will ignore the player and go after other players. Chance drops if more players consume the cola. |
| Bottomless Mug | Starts working when player's ammo reaches zero. It will slowly give ammo of 5 rounds per 5 seconds for a maximum of the weapon's clip size. Will stop working at max clip size and will work again when ammo reaches zero. |
| Zombie Blood | This perk machine gives you a bottle of zombie blood. Instead of drinking it like the other perks, the player will pour it on top of their head. Quickly, the player will see a lot of blood moving down their screen. This perk will make the zombie ignore you over a certain amount of time. When you first started using the perk, all zombies will ignore the player because they will think the player is one of them. As the screnn slowly becomes clear over time (the same amount of ime for this effect to go away), more and more zombies will start going after the player again. Eventually, all the zombies will attack the player like normal when the blood is all gone from the player's screen. |
| Ghost Juice | Increases the length at which you can remain in the Afterlife and increases the strength of your electric powers. |
| Rollorade | Lets the player reroll the Mystery Box each time the player pays for it. |
| Ammo Cooler | Player slowly regenerates ammo while not firing to fill one clip worth. |
| Chief No-Bull's Fire Tonic Water | Basically acts as stopping power, bullets do extra fire damage.
|
| Electric Cherry (chairy?) | Same as above, but this time the damage is electric themed.
|
| Hard-Knock Knockwurst Squeezin's | Perk that gives all melee attacks knockback. Knockbacked zombies fly back like when they're hit by the Thunder Gun. Also lets you punch through weak walls to get to new areas of the map.
|
| Pruno/Prison Wine | An alcoholic liquid variously made from apples, oranges, fruit cocktail, ketchup, sugar, and possibly other ingredients, including crumbled bread. Doubles the time out on revives in co-op play, allowing a larger window for your allies to revive you, as well as a boost to weapon damage when in Last Stand. It will also extend the time available in the Afterlife. |
Note: The aforementioned perk descriptions are taken directly from the concept design files.
Cut Juggernog Jingle[]
In a leaked build of Black Ops II, the jingle for Juggernog in Mob of the Dead was present, though it was mixed differently with accompanying static and distorted audio. It was later cut from the release build.
Power-Ups[]
| Name | Icon | Description |
|---|---|---|
| Meat | Game files remain. Exclusive to gamemodes such as Meat and Race. It's functionality was similar to a Monkey Bomb by being a throwable that would attract Zombies. | |
| Zombie Head |
|
Game files remain. Exclusive to the Grief gamemode. It's functionality was similar to the Meat. The head belongs to Edward Richtofen. |




















