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Cyberpunk 2077/Incomplete and Unused Areas

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This is a sub-page of Cyberpunk 2077.

Areas in Cyberpunk 2077 that were removed, left unfinished, or never made accessible in the final game.

Hmmm...
To do:
• Cover Phantom Liberty

• The Anthony Harris School has a lot of extra places and rooms you don't get to normally see.

• Good source of information: [1] , [2].

Transportation

NCART Stations

On release, the game contained a number of unusable and inaccessible stations for Night City's NCART rapid transit system. While some could be used as fast travel points from street level, full functionality wasn't restored until Patch 2.1, and even following this patch, some stations remained unused.

Hmmm...
To do:
  • Add the rest of the pre-2.1 stations
  • Compare to post 2.1 to see what remains unused

Pacifica Stadium

While a Pacifica Stadium station was added with Patch 2.1, this only utilizes the lower platform, and the platform directly in front of the stadium remains unused. Notably, this lower platform is the more unfinished of the two pre-2.1.

Japantown-Heywood-Santo Domingo Highway

An elevated highway connects the Westbrook neighborhood of Japantown with The Glen and Wellsprings in Heywood, and Santo Domingo in Arroyo. All entrance and exit ramps are blocked by a mix of construction equipment, concrete barriers, and garbage, though these are easily scaled by the player on foot, and a car can be maneuvered past the blockade in Japantown. No cars or pedestrians spawn here, and past the on and off ramps, detail is limited. This area was restored and reconnected to the wider road network with Patch 2.1.

Shooting Ranges

There are several shooting ranges, hidden behind locked doors at the back of Rifles & Pistols and 2nd Amendment gun stores.

Downtown

The range here is fully modeled, and has NPCs who loiter, inspect the gun cases, and use the range. However, the player cannot use it as the targets never flip down.

Westbrook

This range is the most complete out of all three. Using the computer next to the desk, you can open the door to the range and start a scored shooting competition that turns on the moving & reactive targets, as compared to the other ranges where you have to clip through the door and the targets are permanently inactive.

Pacfica

The final range is located in Pacifica. This range is in a disheveled state, and covered with a notable amount of trash and graffiti.

Watson District

The Watson District is described as "a sad and desperate place" and "one of Night City's poorest districts". It contains the following unused areas:

Arasaka Waterfront

While Arasaka Waterfront is an accessible district in-game, a large portion of it is an Arasaka corporate campus that is locked off from the player. Portions of the interior campus are still modeled, but blocked behind garage doors and Arasaka security.

Northside

Unused loot area

Located up by the NCART tracks just north of the market at the docks in Northside, is an area behind a locked door with some loot placed out, that oddly can't be interacted with at all. In the day one unpatched version of the game this area can be accessed as the door is unlocked, and you can interact with the loot that is placed here. If you in a patched version of the game approach the locked door from the side where the loot is you will get teleported through it, presumably as a safeguard to prevent any players on old save games from being stuck up there.

Westbrook District

The Westbrook District is described as "the home to many wealthy elites, celebrities, and corporations of Night City". And it contains the following unused areas:

North Oak Club & Casino

Near the neighborhood of North Oak is a large, completely unused casino building. While it is referenced by in-game advertising and is visible on the world map, it is completely inaccessible as it is located outside the map borders and walled off. While it lacks any interior detail, the exterior decks are decorated with chairs, trees, a pool, a bar, and umbrellas.

A tunnel accessible from North Oak leads towards the casino, but is blocked with a metal gate and construction equipment, and the entrance has been recycled as an encounter space for a NCPD mission. Past the barriers, the tunnel continues into the North Oak Casino area, but is covered up by a hill.

In the files, the model for the casino exterior is named exclusive_club_cpo_architecture, suggesting a connection to the cut Cyberpunk Online functionality.

Aerial & Map View

Club & Casino

Tunnel

City Center

The City Center is described as the "central business district (CBD) of Night City, the biggest commercial hub of the metropolitan area". And it contains the following unused areas:

Metal Heaven

Hmmm...
To do:
Take photos of:
  • The NCPD investigation in the front of the building.
  • The floating characters inside the building.

Metal Heaven is in the Night City Sourcebook described as being a high-end music store. In the game, the building is inaccessible, both in terms of the building having an interior and the player being able to access the exterior of the building, as the walkways leading to it are blocked off. In front of the building there is some sort of NCPD investigation taking place.

In patched versions of the game the mesh of the exterior has been very heavily simplified and also its textures have been very heavily compressed. This may have been done by the developers as part of optimizing the game before release. In the unpatched version of Cyberpunk 2077 however, the exterior of the building is much more detailed. The Metal Heaven sign and the window display areas of the building are more detailed, with the windows having either a cassette tape theme or a Samurai theme.

There are in addition also floating characters inside the building.[1] These consist of two groups, the first one being members of a band playing various instruments and the second group being a crowd who cheers on the band. The band are floating slightly higher above the crowd, indicating they are standing on something that used to be a stage. The spawning process of these characters are likely controlled by the file cct_dtn_metal_heaven_com.community in the folder base\open_world\community\city_centre\downtown\community\. This file also shows that these characters will only spawn at night.

Militech Building

The Militech Building has an inaccessible partial interior, decorated with couches, display cases, and stairs that lead to a large AV docking bay above.

Heywood District

Wellsprings

Homeless Camp

This area was made for the cut quest mq009. Here V was supposed to meet the homeless main character Ken for the first time and would have helped him from being attacked by a group of other homeless people. The attack would have taken place somewhere close to the street and afterwards Ken would have taken V to his living area further inside the camp, where he would have had his first talk to V about Enid, who was Ken’s daughter.

Sewage Pumping Station

Hmmm...
To do:
Record or extract the sounds emitted.

A building that was made for the cut quest q111, as indicated by the name of the building's LOD model, loc_q111_pumpstation.mesh. Quest objective strings show that this building would have been entered during the quest by V as part of the investigation into their own murder, where V would have found and questioned a character named Colonel Cross who used the building as a hide-out.

There is nothing inside the building, except for three sound emitters. These emitters emit electrical humming noises near the entrance of the building, "industrial sounds" throughout most of the building and a louder and more intensive variant of the industrial sounds at a slightly raised spot near the bottom of the southern center of the building.

The parking lot outside is used in the quest I Fought the Law after the car ride with the Peralez's. A personal Artstation page by an Environment Artist who worked on this location mentions that the place "required rework". [2] The phrase "required rework" suggests that the location was reworked from the cut quest into its current usage in I Fought the Law.

Santo Domingo District

Arroyo

Capitan Calientes Fish Factory

A factory made for the cut side quest sq022. Some floating props, doors and paths for NPC's remain. Curiously, something named a "Flathead Activator" can be scanned inside the factory.

Prototype Night City Areas

Several leftover files from an early map, 01_nightcity, which contained a blockout of Watson managed to slip into the archives of the final game. These leftover files consist mostly of cubemaps belonging to the map, some textures and also some meshes of buildings, smaller objects and entire districts remain. This version of the map was worked on by the developers between at least 2015 and 2017, as one of the textures used in this map features a photo of a rugby player playing in the 2015 Rugby World Cup and one of the filenames related to a demo set in this map is suffixed with 2017. The outskirts of the Harbor South district appear to have been never finished, meaning that this map may have only been built as form of testbed for the developers of getting the look and feel of Night City and the game in general feel right, rather than this map being intended to be used in the final game.

Harbor South

Hmmm...
To do:
Figure out a good way of visualizing the harbor_south_proxy.mesh file. It's huge! (In terms of distance/scale)

Several cubemaps and a rough mesh of an LOD proxy containing the entire Harbor South district of the map exists. It appears to have been relatively finished for a prototype map, with most buildings having textures. This district contained the Steinbeck building, which is the place where V's apartment was located.

harbor_south_lighting_[id].envmap/harbor_south_reflection_probes_[id].envmap

Plenty of cubemaps used for some lighting related purpose exists in the files, and can be used to show how the entire district complete with meshes and textures would have looked like. The cubemaps available in the game archives appear to have been generated on at least three different revisions of the map. The first revision doesn't appear to contain some landmarks such as the Steinbeck building, while the second one does but contains some work in progress content like untextured lightpoles, and the third revision seem to be the most polished revision. The cubemaps of the first two photos in the gallery appear to have been generated in almost the same spot on the map, but with the close surrounding areas looking very different, showing some progress of the work performed on the blockout by the developers. The first photo is from the first revision of the map, while the second photo is likely from the third revision as the lightpoles are textured.

Bar

An interior of a bar that appears to have been actively worked on, undergoing at least one art pass.

Outskirts

The outskirts of the district consists mainly of floating roads and buildings, and with the bottom base map layer often visible. Likely not intended to be a playable area of the map.

Underground Walkway

Shipyard

This district contained seemingly only an early version of the All Foods Factory, seen in the final game in the The Pickup quest. The factory seems to have had a lot of work done to it and was in quite a polished state. Cubemaps from what is likely an early revision of this district refer to this location as a laboratory.

labolatory_[id].envmap

loc_meat_factory_lighting_[id].envmap

Exterior

Steinbeck Building

The Steinbeck building was made for the earlier version of Night City, 01_nightcity, and seems to have had plenty of work done to it. This building was used during the development of the game until at least 2017, as the folder base\weather\demo_2017 contains several files prefixed with "demo_steinbeck". This building contained an early version of V's apartment.

loc_steinbeck_proxy.mesh

An untextured LOD proxy of the building, which shows how the exterior of the building would have looked like.

door_custom_d_steinbeck.mesh

A door made for the building that is blue and bronze in color, rather than white as most other assets for the building are.

steinbeck_building_interior_floor_tiles_d.xbm

A floor texture belonging to the building.

loc_steinbeck_lighting_[id].envprobe

Plenty of cubemaps used for some lighting related purpose exists in the files, and can be used to show how the interior and exterior of the building complete with assets would have looked like.

V's apartment

These cubemaps belong to what is likely an early version of V's apartment.

Hallways
Exterior

One cubemap for the exterior of the building exists. It shows some of the areas surrounding the building, with some stores, a megabuilding and vehicles visible. The Steinbeck building is the brown building seen on the third and fourth tile of the center row in the cubemap.

References