the cutting room mirror

Blackout

This is a sub-page of Superliminal/Unused Areas and Objects.

Unused Areas#

GameObject#

SL_Blackout_LFJCBAB_GameObject1.png SL_Blackout_LFJCBAB_GameObject2.png At the end of the starting hallway, where the fake room is supposed to be, is an unused area with three yellow and green walls, an outlet, a doorway and a brown flooring.

Unused Lighting#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Check if these lights are viewable:
    • _Back_Area_A_EM/Lights/PokeReflectionProbes_NoLongerUsedCantDeleteBecausePrefab
    • _Back_Area_A_EM/Lights/ReplaceReflectionProbes (There's six ReplaceRefelectionProbe(s) in here)
    • _Back_Area_Exit/Lighting/Reflection Probes/Reflection Probe (1, 3 & 4)
    • _Generator_Kitchen_D_Dark/Lights/Reflection Probe (70 & 71)_Uneeded
    • _Generator_Kitchen_D_Dark/Lights/LightRoomLights_IThinkThisIsNoLongerUsed/Block1-4 (are these lights or objects?)
    • _LightFlickerJumpCut_Back_Area_B/Interactive/Section/Light/EmergencyLight_001 (26)/Spot Light (0 & 1)

_LightFlickerJumpCut_Back_Area_B#

Unused light 1 off

Unused light 1 on

In the fake room, there is an unused point light (21).

Unused light 2 off

Unused light 2 on

Before the fake room, there is an unused point light (2) that is connected to the double light fixture.

_PostJumpCut#

Unused lights off

Unused lights on

Inside the second room are three unused lights that are, two spot lights (0 & 1) and one point light (2).

_WalkInFreezer#

Unused lights off

Unused lights on

At the end of the hallway, is an unused spot light (2).

_NoWallsPuzzle_Kitchen_A#

Unused light 1 off

Unused light 1 on

At the end of the middle hallway, there is two unused spot lights (0 & 1) that are connected to the double light fixture.

Unused light 2 off

Unused light 2 on

At the start of the middle hallway, there is two unused spot lights (0 & 1) that are connected to the double light fixture.

Unused light 3 off

Unused light 3 on

At the end of the middle hallway, there is an unused spotlight (34) that's near one of the double light fixtures.

_WalkOverPitAndSubwayHallway_EM#

Unused light 1 off

Unused light 1 on

Unused light 2 off

Unused light 2 on

Unused light 3 off

Unused light 3 on

Inside three of the double light fixtures in the hallway is one unused point light.

Unused light 4 off

Unused light 4 on

Near the bulletin board is three unused spotlights (14, 122 & 123).

Unused light 5 off

Unused light 5 on

Behind the portable light stand, is an unused spotlight (48).

_ExitSignLightWithBoxes#

Unused lights off

Unused lights on

Out of bounds near the walkway to the storage room, are two unused spotlights (3 & 6).

_ExitSignLightWithGlassWindow#

Unused lights off

Unused lights on

To the right of the red exit sign, is an unused spotlight (1).

_KnifeAndFlashlight#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if it's possible to enable Lights/AdditionalFlashlightPerfThing.

Unused light 1 off

Unused light 1 on

Unused light 2 off

Unused light 2 on

Unused light 3 off

Unused light 3 on

There are three unused lights in this area. One is above the boxes in the previous room, is an unused spotlight (3). Another is a point light (89) that's on top of the flashlight. The last one is another spotlight (78) that's near the table with the flashlight.

_Generator_Kitchen_D_Dark#

Unused light 1 off

Unused light 1 on

Unused light 2 off

Unused light 2 on

Unused light 3 off

Unused light 3 on

Unused light 4 off

Unused light 4 on

There are 26 unused point lights placed around the room that were probably used for an early turn on lights sequence.

Unused light 5 off

Unused light 5 on

In the area before the l-shaped hallway, there's an unused point light (3) placed by the southwest window.

Unused light 6 off

Unused light 6 on

In the area before the l-shaped hallway, there're two unused spot lights placed by the window to the right of the hallway.

Unused Objects#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if _DoorSlamsInYourFace/Props/Door_Open_002_Common_Struc (11) is visible when enabled.

_SleepClinic#

Filing_Cabinet_Common_Prop (8)_REPLACED#

Filing_Cabinet_Common_Prop (8)_REPLACEMENT (Used)

Filing_Cabinet_Common_Prop (8)_REPLACED (Unused)

The rightmost file cabinet on the right wall has an unused alternate filing cabinet that has less lighting.

_Back_Area_A_EM#

Cube (6)#

SL_Blackout_BAA_Cube_(6).png

Out of bounds, to the right of the fake walkway is an unused brown vertical wall.

_LightFlickerJumpCut_Back_Area_B#

Door_002_Common#

SL_Blackout_LFJCBAB_Door_002_Common.png

In the last doorway, there is an unused door.

Wall_With_Frame_Striped_001_A_Straight_4M_Common_Struc (4)#

SL_Blackout_LFJCBAB_Wall_With_Frame_Striped_001_A_Straight_4M_Common_Struc_(4).png

Out of bounds, behind the fake wall, is an unused green and yellow wall with a red stripe at the bottom.

_PostJumpCut#

GameObject#

SL_Blackout_PJC_GameObject.png

Placed in the middle of the first room is another wall which is almost identical to the used wall with a doorway. Only difference being the doorframe is green instead of blue.

Cube (67 & 70)#

Disabled

Enabled

The left & right walls in the first room, have unused black variants.

_NoWallsPuzzle_Kitchen_A#

Door_003_Common_A_BackStruc (1 & 2)#

SL_Blackout_NWPKA_Door_003_Common_A_BackStruc_(1_&_2).png

Before the next room with the pit, is two unused doors with grated glass windows.

ObjectsAlbertRuthlesslyGotRidOf#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically:

  • Take a proper picture of these props: (The area is too dark for proper pictures to be taken, even with the lights that can be enabled).
    • Cafeteria_Island_Tray_001_Prop (0 & 1)
    • Kitchen_BigPot_001_ (0-2 & 4) [Pretty sure the pot's handles are the only thing that has proper texturing on the object, everything else is too dark.]
    • Knife_Rack_001_Kitchen_Prop [Each of knifes' grip are the only thing that have proper texturing, everything else is too dark.]
    • Prep_Fridge_0001_Kitchen_Struc (0 & 1)
    • Prep_Sink_001_Kitchen_Prop [The sink's piping is the only thing that has proper texturing, everything else is too dark.]
    • Prep_Steam_Kettle_Kitchen_Prop
    • Prep_Stove_Kitchen_Prop

Around the room are 27 unused objects that seem to be "deleted" (according to the GameObject name) by Albert Shih, the director of the game.

Blood_Splatter_004_Kitchen_Prop & Blood_Splatter_005_Kitchen_Prop (3)

SL_Blackout_NWPKA_Blood_Splatter_45.png

In the middle hallway, on the floor next to the portable light is, are two unused bloody handprints.

Cafeteria_Bowl_001_Prop

SL_Blackout_NWPKA_Cafeteria_Bowl_001_Prop.png

Out of bounds, to the northwest of the middle room is an unused bowl.

Cafeteria_Plate_001_Kitchen_Prop (0 & 5)

SL_Blackout_NWPKA_Cafeteria_Plate_001_Kitchen_Prop_(0_&_5).png

Out of bounds, to the northwest of the middle room is, are two unused plates.

Cardboard_Box_004_A_Back_Prop

SL_Blackout_NWPKA_Cardboard_Box_004_A_Back_Prop.png

Out of bounds, to the right of the middle room is an unused cardboard box.

Cardboard_Box_004_B_Back_Prop

SL_Blackout_NWPKA_Cardboard_Box_004_B_Back_Prop.png

Out of bounds, to the left of the middle room is an unused open cardboard box.

Cardboard_Box_006_A_Back_Prop

SL_Blackout_NWPKA_Cardboard_Box_006_A_Back_Prop.png

Out of bounds, to the left of the middle room is an unused open cardboard box.

Kitchen_Fryingpan_001_Prop (0, 2 & 5)

Kitchen_Fryingpan_001_Prop

Kitchen_Fryingpan_001_Prop [Brightness turned up]

Kitchen_Fryingpan_001_Prop (2)

Kitchen_Fryingpan_001_Prop (2) [Brightness turned up]

Kitchen_Fryingpan_001_Prop (5)

Kitchen_Fryingpan_001_Prop (5) [Brightness turned up]

Out of bounds, in the middle of the two walkways are three unused pots.

Light_Industiral_003_Back_Prop (3)

SL_Blackout_NWPKA_Light_Industiral_003_Back_Prop_(3).png SL_Blackout_NWPKA_Light_Industiral_003_Back_Prop_(3)_Spotlight(3).png On the middle hallway's ceiling is an unused ceiling light that comes with its own spotlight (3).

Prep_Table_001_Kitchen_Prop (3)

SL_Blackout_NWPKA_Prep_Table_001_Kitchen_Prop_(3).png

Out of bounds, to the northwest of the middle room is an unused black table with a frying pan, a bowl, five plates, a knife & a tray.

Trash_Can_002_Common_Prop

SL_Blackout_NWPKA_Trash_Can_002_Common_Prop.png

Out of bounds, to the right of the middle room is an unused trash can.

_WalkOverPitAndSubwayHallway_EM#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Check if these objects are actually used:
    • Interactive/_P_WalkOverDarkPit01/ReturnPitSet (3) (There seems to be some black walls and a teleport object).
    • Interactive/Chess_Piece_Common_Gameplay_Prop (8) (Might need to use a clean save).

Bridge#

SL_Blackout_WOPASH_Bridge.png

In the pit room is twelve unused rectangular boards that make a bridge.

chess__pawn_4__1_#

SL_Blackout_WOPASH_chess_pawn_4_1_.png

Out of bounds, behind the bulletin board, is an unused pawn piece.

Collider (4 & 19-21)#

Collider (4)

Collider (19)

Collider (20)

Collider (21)

Out of bounds, there are four unused colliders placed in this area's BSP objects. one of them is placed above the hallway, while the other three are placed above the kitchen which are hard to see because of the lighting.

Decal_208_A (20)#

Decal_208_A (22) [Used]

Decal_208_A (20) [Unused]

On the south wall of the pit, is an unused alternate blood decal that is tad bit darker than the used one.

Fire_Extinguisher_Common_Prop#

SL_Blackout_WOPASH_Fire_Extinguisher_Common_Prop.png

Next to the first door in the hallway is an unused interactive fire extinguisher.

LaserLargeWarehouse-Lights-SmallDomeLights-1#

SL_Blackout_WOPASH_LaserLargeWarehouse-Lights-SmallDomeLights-1.png

Out of bounds, above the pit room, is an unused light fixture that flickers on and off.

SilhouetteMan (1)#

SL_Blackout_WOPASH_SilhouetteMan_(1).png

Out of bounds, behind the bulletin board, is an unused cardboard cutout of a person.

_WalkBackwards_Kitchen#

ObjectsAlbertRuthlesslyDeleted#

SL_Blackout_WBK_ObjectsAlbertRuthlesslyDeleted1.png SL_Blackout_WBK_ObjectsAlbertRuthlesslyDeleted2.png Around the room are 83 unused objects separated into two lines that seem to be "deleted" (according to the GameObject name) by Albert Shih, the director of the game. One line is placed next to the end of the walkway while the other is placed out of bounds near the west wall. The objects that are disabled are: 11 groups of food containers, 71 cardboard boxes & 1 recycling bin.

PlasticStripDoorWithCloth_DISABLED_BECAUSE_DOOR_IS_HERE#

SL_Blackout_WBK_PlasticStripDoorWithCloth_DISABLED_BECAUSE_DOOR_IS_HERE.png

Where the second door is located is an unused plastic strip that is the same as the one in the previous door. It was probably disabled because it would cause problems with the door closing.

_ExitSignLightWithBoxes#

Exit_Sign_001_Common_Gameplay#

SL_Blackout_ESLWB_Exit_Sign_001_Common_Gameplay.png

Out of bounds, east of the start of the area, is an unused exit sign.

_KnifeAndFlashlight#

Carrot_001_Kitchen_Prop#

SL_Blackout_KAF_Carrot_001_Kitchen_Prop.png

Out of bounds, behind the diet soda boxes in the previous room, is an unused carrot.

_Generator_Kitchen_D_Dark#

Cardboard_Box_003_A_Back_Prop (1), Cardboard_Box_004_A_Back_Prop & Cardboard_Box_001_A_Back_Prop (1)#

SL_Blackout_GKDD_Cardboard_Boxes_341.png

Out of bounds, to the southeast of the room, is three unused cardboard boxes of varying sizes.

OpaqueGlasses#

SL_Blackout_GKDD_OpaqueGlasses1.png SL_Blackout_GKDD_OpaqueGlasses2.png Around the room, for every transparent glass cup there is an unused coffee mug.

Shelving_001_Back_Prop (4)#

SL_Blackout_GKDD_Shelving_001_Back_Prop_(4).png

Out of bounds, to the southeast of the room, is an unused green shelf that's laid on its side.

Other#

(For unused objects that appear in both areas or in the root of the scene library.)

PlasticStripDoor#

SL_Blackout_WBK_PlasticStripDoor2.png

In each door with a plastic strip, is an unused plastic strip that is longer than the used one.

SpeechBubble#

SL_Blackout_SDE_SpeechBubble.png

Each pawn has an unused speech bubble next to it, that is identical to the one used in the developer commentary.

HalloweenMarketingStuff#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if this was actually used for any released marketing material.

SL_Blackout_HSM1.png SL_Blackout_HSM2.png In the hallway after _WalkOverPitAndSubwayHallway_EM, after you walk up the stairs, there is an unused pawn hiding behind the wall. It does have a trigger that makes it lean to the left for a second and then go back, but it doesn't disappear like the other chess pieces.

SecretDogEnding#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check the objects inside Looping_Hallway/_WalkOverPitAndSubwayHallway_EM for anything that's not copied from the original area.

Alarm_Clock_Gameplay_Prop#

SL_Blackout_SDE_Alarm_Clock_Gameplay_Prop.png

On top of the end table is an unused alarm clock that has flipped textures that read: 23:59 PM

ChessPieceLeansAroundCorner02#

SL_Blackout_SDE_ChessPieceLeansAroundCorner020.png SL_Blackout_SDE_ChessPieceLeansAroundCorner025.png SL_Blackout_SDE_ChessPieceLeansAroundCorner0202.png When you backtrack through the rooms, there are two unused chess pieces. One is in the hallway after _KnifeAndFlashlight, one is placed before the pit room and one is placed east of the generator room.

Collar#

SL_Blackout_SDE_Collar.png

Each pawn (excluding the one used in HalloweenMarketingStuff) has an unused red collar placed around its neck area.

LightSwinging#

SL_Blackout_SDE_LightSwinging.png

Near the door to the dog ending is an unused swinging light.