the cutting room mirror

Cubism

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

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check what Sound/MOSTMusicPlayer & Heartbeat01 do when enabled.

Unused Areas#

OldAreaPastCautionTape#

SL_Cubism_OAPCT.png

Right where the blocked-off hallway is supposed to be is an unused early hallway with unfinished and/or removed geometry. All that is left is a blue wall with a door, a white bucket, a folding table, an air duct pipe, a wall outlet, and two ceiling lights.

Unused Lighting#

_Cube_Splits_In_Half_Museum_C#

Unused lights off

Unused lights on

Inside the enclosed room is an unused spotlight (21).

_Floor_Cube_Museum_D#

Unused light 1 off (Point light (0-6))

Unused light 1 on (Point light (0-6))

Unused light 2 off (Point light (6 & 7)_TEMP)

Unused light 2 on (Point light (6 & 7)_TEMP)

There are 9 unused lights in this area. Seven point lights (0-6) for every lit ceiling light, and two red point lights (6 & 7)_TEMP in the blocked-off hallway which both seem to be placed for temporary purposes (based on object name).

Unused Objects#

_Back_Area_A_Large_Pipes#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if Interactive/AmbienceMessedUpMusic is actually used.

Pallet_Stack_004_Back_Prop (217)#

SL_Cubism_BAALP_Pallet_Stack_004_Back_Prop_(217).png

On the left side of the hallway, is an unused and unlit stack of wooden pallets.

_First_Cube_Museum_A#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out if "Interactive/TriggerVO" is actually triggerable when enabled.

Outlet_Common_Prop (6)#

SL_Cubism_FCMA_Outlet_Common_Prop_(6).png

Near the end of this room is an unused beige wall outlet, placed on the left wall.

_Cube_Splits_In_Half_Museum_C#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out if "Interactive/TriggerVO (1)" is actually triggerable when enabled.

CubeHalves (1)#

SL_Cubism_CSIHMC_CubeHalves_(1).png

Near where the die is supposed to be, are four unused grabbable cubes halves. Weirdly, one of the halves does spawn in the same place as one of the other cube halves (pb-Cube-83238 & pb-Cube-83238).

GroundHoleThing#

SL_Cubism_CSIHMC_GroundHoleThing.png

In the next room is an unused floor portion with a different flooring, cube and a green wireframe-like rectangular cube around it.

Pipe_Small_Straight_12M_A_Museum_Struc (2)#

SL_Cubism_CSIHMC_Pipe_Small_Straight_12M_A_Museum_Struc_(2).png

Near the ladder is an unused tall vertical pipe.

_Floor_Cube_Museum_D#

BSP_SleepClinicWall_002 (1)#

SL_Cubism_FCMD_BSP_SleepClinicWall_002_(1).png

Inside the blocked off hallway is an unused wall with a doorway.

GroundHoleThingv2#

SL_Cubism_FCMD_GroundHoleThingv2.png

Near the grabbable floor piece is an unused floor piece with an untextured pink top and a wooden bottom. Most of it is obscured by the used flooring.

_Vending_Machine_Back_Area_EM#

Checkpoint_DISABLED#

SL_Cubism_VMBA_Checkpoint_DISABLED.png

At the start of the crawl space is an unused checkpoint trigger. The used checkpoint is actually placed near the grabbable air duct cover.

_Warped_Cubes_Museum_E#

Portal Cubes#

SL_Cubism_WCME_Portal_Cubes.png SL_Cubism_WCME_Portal_Cubes2.png In the room after this are two unused dice blocks and two unused cubes. The dice blocks were probably used for developing the projection while the two cubes are unknown. (Unsure why the objects are placed in _Warped_Cubes_Museum_E and not _Wall_Projection_Cube_Museum_F).

_Scroll_Hollow_Museum_G#

Air_Duct_Cover_Common_Prop (6)#

Air_Duct_Cover_Common_Prop (5) (Used)

Air_Duct_Cover_Common_Prop (6) (Unused)

The air duct to the right of the room has an unused alternate covering where it has no backing. Oddly enough, the air duct on the left side of the room uses this air duct covering.

Color_Cube_001_Museum_Gameplay (1)#

SL_Cubism_SHMG_Color_Cube_001_Museum_Gameplay_(1)1.png SL_Cubism_SHMG_Color_Cube_001_Museum_Gameplay_(1)2.png In front of both outlets are unused low-poly Rubik's-like color cubes.

Outlet_Common (20)#

SL_Cubism_SHMG_Outlet_Common_(20).png

In the same place as the grabbable outlet on the right wall is an unused static outlet.

ToyCube(s)#

SL_Cubism_SHMG_ToyCubes.png

For almost every grabbable object (excluding the two air ducts) there is an unused blue toy cube.

_Giant_Cube_Museum_J_EM#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out if "Interactive/CubePieces (2)/pb-Cube-83238 (8)" is possible to be visible if enabled.

Checkpoint_DISABLED(s)#

Checkpoint_DISABLED #1

Checkpoint_DISABLED #2

At the start of both the room where the cubes fall apart and the giant cube room, there are unused checkpoints. The only used checkpoint is in the room with the exploding cube.

_First_Cube_Museum_A (1)#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out if "Interactive/TriggerVO" is actually triggerable when enabled.

pb-Cube-83238 (2)#

SL_Cubism_FCMA1_pb-Cube-83238_(2).png

The top piece of the die in this room goes unused.

VoiceBoombox_Current_7B#

SL_Cubism_FCMA1_VoiceBoombox_Current_7B.png

Out of bounds, past the door on the first floor that was open, is an unused boom box with an unused Glenn Pierce voice clip.

Transcript (taken from the subtitles):

Hello, my name is Dr. Glenn Pierce, and in some cases, patients who are lost may find that the mind creates slight physical obstructions...
... To prevent them from finding their way back to the proper therapeutic path.
Please don't take this personally - we believe this is your brain attempting to help you become a better person!