This is a sub-page of Superliminal/Unused Areas and Objects.
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To do: |
Unused Lighting#
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This needs some investigation.
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_Sleep_Clinic_ Variant_Portal#
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Unused lights off |
Unused lights on |
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The first four lights on the right have four unused spotlights (0, 1, 6 & 7).
_CloudVideoRoom_EM#
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Unused light 1 off |
Unused light 1 on |
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Around the ceiling there are 9 unused ceiling spotlights.
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Unused light 2 off |
Unused light 2 on |
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Near the first arch doorway there's an unused spotlight that's similar to the other lights in the hallway.
_FanAndTower#
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Unused lights off |
Unused lights on |
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Near the bottom-right corner of the room is an unused spotlight (4).
_WindowPortal#
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Unused lights off |
Unused lights on |
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Every fake window hallway has two unused lights, one labelled Point and the other labelled Spotlight.
Unused Objects#
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This needs some investigation.
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_Sleep_Clinic_ Variant_Portal#
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This needs some investigation.
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BSP_SleepClinicWall_002 (2)#
Around the video room is a long unused wall with two doorways that is oddly placed and modeled.
BSP_SleepClinicWall_002 (2)-Merged#
Near the middle of the office area is an unused wall with two doorways that is oddly modeled.
Cube#
Around the video room is a long unused wall with two doorways.
Door_Open_003_Common_Struc#

Suite F has an unused opened door.
_CloudVideoRoom_EM#
Cube (3)-Merged (18)#
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Cube (3)-Merged (58) (Used) |
Cube (3)-Merged (18) (Unused) |
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In the hallway before the video room, there is an unused bottom wall.
Office_CurtainClosed_001 (0-15)#
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Stage_TheaterCurtain_001 (0-18) (Used) |
Office_CurtainClosed_001 (0-15) (Unused) |
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Inside the video room, there is 16 unused curtains that are differently shaped and mostly grey instead of all blue.
_PortalHouse01_ConferenceRoom_E#
Light_Industrial_001_Back_Prop#

Out of bounds, to the west of the room, is an unused industrial light.
Single_DoorFrame#

The cardboard house has an unused door frame.
_CardboardHallway_A#
Barrier(s)#
Interactive/Barrier (Used) |
Props/Hotel_Wall_Doorframe_001 (1)/Barrier (Unused) |
Props/Hotel_Wall_Doorframe_001 (3)/Barrier (Unused) |
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The area has three unused barriers, two that are inside the ending doorway before the portal and one before the luggage room.
Hotel_Wall_Doorframe_001 (2)_PhilHidThis#

On the east portal door in the hallway, is an unused door frame with a barrier that Phil Fortier (Programmer) supposedly hid according to the object suffix.
_TVBackArea#
Outlet_Common_Prop#

On the wall next to the unplugged cord, is an unused untextured normal outlet.
Particle System#
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SparksParticlesLoganThisIsTheGoodOneToCopyIn (Used) |
Particle System (Unused) |
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The unplugged cord has an unused early particle system that has less sparks than the used one. The used one was noted for Logan Fieth (Designer) to copy in this area.
_FanAndTower#
Barrier#
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Interactive/Barrier (Used) |
Props/Hotel_Wall_Doorframe_001/Barrier (Unused) |
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The doorway has an unused barrier that is differently placed from the used one.
Cube#
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Interactive/JengaTower (Used) |
Props/Cube (Unused) |
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Where the Jenga tower is supposed to be, there is an unused smaller tower with low quality texturing.
Cube (32 & 33)#
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Cube (32) |
Cube (33) |
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On the left and right side of the room, there are two unused pillars with different texturing.
Toy_Block_A_Common_Gameplay & Toy_Block_B_Common_Gameplay (1)#

To the left of the fan, there are two unused toy blocks with alphabet letters on them.
_WindowPortal#
Door frame backup (1)#

Near the closed door is an unused larger door frame.
Single_DoorFrame#

The grabbable window portal has an unused door frame.
_NormalizeHallway 2#
Notes:
- Any objects that aren't used here but are used in other NormalizeHallways are not going to be shown since they are all a copy of _NormalizeHallway 1.
- Excuse any of the weird angles these images are taken at, this area has some weird culling when shown through a freecam.
Cube (0 & 1)#

The window portal has two unused basic objects. Cube is the top, left & right parts, and Cube (1) is the bottom part.
Single_DoorFrame#

The window portal has an unused door frame.
_Pool_FlipFlop_New_EM#
Note:
- Not including any disabled objects that are listed inside "_Pool_FlipFlop_New_EM/_Pool_FlipFlop_90DegreeRotate" unless they are unique, because _Pool_FlipFlop_90DegreeRotate is a copy of _Pool_FlipFlop_New_EM but turned 90 degrees east.
Cube (49 & 50)#

Near the big doorway there are two unused pillars.
Cube (52 & 57)#
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Cube (52) |
Cube (57) |
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Out of bounds, near the middle of the hallway are two unused pillars.
SteamRiser#
All around the hallway there is an unused steam layer near the flooring.
_Portal_Pool_Stairstep#
Collider And Trigger#
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This needs some investigation. |
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Barrier (Used) |
Barrier/Collider And Trigger (Unused) |
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The barrier inside the air vent has an unused collider and trigger.
Portal_SingleDoor_IN_FromCastle#
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Portal_SingleDoor_OUT (Used) |
Portal_SingleDoor_IN_FromCastle (Unused) |
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The doorway portal in the air vent has an unused alternate door frame.
_P_ScaleSelfUp_0.25x#
Single_DoorFrame#

The cardboard house has an unused door frame.
TriggerGeneric_OLD_ReplacedwithAbove#

In the small chess box room, there is an unused trigger that has the same use as HandleIncomingPortalVanishing. This was probably used in early development.
WallOfFire#
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This needs some investigation. |
Watch on YouTubeBy enabling "WallOfFire" and not moving yourself or the camera, a giant wall of fire with smoke around it will spawn. Oddly it doesn't go as far as the one in Induction, it only goes from the first archway to behind the north wall in _PortalHouse01_ConferenceRoom_E. It does not have any functionality to kill or damage the player.


