the cutting room mirror

Induction

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

Unused Lighting#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if "TC_ShrinkLargeCube/_SideRoom/Lighting/Back_Area_B_Post (1)" is visible in the map.

TC_TurnAroundRoom#

Unused lights off

Unused lights on

There is one unused point light (2) in the middle of the room.

TC_PawnThruHoleRoom#

Unused lights off

Unused lights on

There is an unused reflection probe light (19) around the room that can only be visible if "OnlyDrawProbeWhenInView" is turned off in it's components.

TC_CubeThroughHoleWithGrates#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out why "Spot Light (5)_this light is broken I dunno why" is not working.

Unused lights off

Unused lights on

There is six unused point lights (0-5) on the ceiling.

TC_PortalHallway#

Unused lights off

Unused lights on

Inside the red display room, is an unused red spot light (6) that is only visible from the other side of the window.

TC_BackAreaFallHall#

Unused light 1 off

Unused light 1 on

Unused light 2 off

Unused light 2 on

There is two unused point lights (both labelled "Point Light (1)"), one for the first hallway lamp and the back of the cloud room.

Unused Objects#

TC_TurnAroundRoom#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if Interactive/_DeskRoom/_DeskRoom_S/Props/DeskGroup/OfficeHallway-Prop-Plant-1 is visible. It's enabled but it isn't at its set coordinates.

Filecabinet 1#

SL_TC_Filecabinet_1.png

To the left of the table is an unused file cabinet.

Office Wall 1#

SL_TC_Office_Wall_1.png

Behind the table is an unused office wall.

TC_Hallway#

Chess_Piece_Rook_Common_Prop#

Chess_Piece_Rook_UpRes_White_Common_Prop (1) (Used)

Chess_Piece_Rook_Common_Prop (Unused)

Near the rook is an unused rook. This was probably used in early development since the used rook has "UpRes" in its model name.

Label#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: See if it's possible to screenshot without the Wet_Floor_Sign_Common 1 obscuring it.

SL_TC_Label.png

On the wet floor sign, there is an unused alternate label that says "TO JUMP" but has different placement and a longer end for the J. This is a leftover object from the Epic Games builds.

TC_GrabALotOfStuff#

Chess_Piece_King_Common_Prop (1)#

Chess_Piece_King_UpRes_White_Common_Prop (Used)

Chess_Piece_King_Common_Prop (1) (Unused)

To the top left of the room, where the king is, is an unused king near it. This was probably used in early development since the used rook has "UpRes" in its model name.

Chess_Piece_Rook_Common_Prop (1)#

Chess_Piece_Rook_UpRes_White_Common_Prop (Used)

Chess_Piece_Rook_Common_Prop (1) (Unused)

To the bottom right of the room, where the rook is, is an unused rook near it. This was probably used in early development since the used rook has "UpRes" in its model name.

TC_FirstButtonRoom#

Chamber_ModularWall_Doorway_001 (6)#

Front

Back

In the middle of the room, where the first exit door is an unused exit wall with less lighting and no green line on the back. The used exit wall has a line on the back.

TC_HallwayPawnIllusion_EM#

chess: pawn 4 (8)#

SL_TC_chess_pawn_4_(8).png

Right where the pawn illusion's bottom starts is an unused pawn piece. This was probably used for the texture, but this model doesn't have the same reflection lighting as the texture in the back.

GDC2020_Objects#

SL_TC_GDC2020_Objects.png

In the entrance hallway, before the room where you're supposed to the pawn onto the button, is some unused objects that seem to be used for the 2020 Game Developer's Conference, but was cancelled due to COVID-related reasons, so these objects got repackaged for the Steam Game Festival: Spring Edition 2020. There is brick wall that is in place of where the doorway is supposed and an alarm clock that if activated, sends you to the next level.

TC_PawnThruHoleRoom#

ActiveSequenceLight (1)#

Door_001_Common_Prop

Door_001_Common_Prop (1)

Out of bounds and near the small hallway before this room is two unused doors with a red light shining on west door.

Note: Almost all of the objects in here are disabled. Here's the scene hierarchy for reference:

  • ActiveSequenceLight (1) (Enabled by default, everything below [unless specified] is disabled)
    • FollowingBlocker (1)
      • Door_001_Common_Prop (Enabled by default, west door)
      • Door_001_Common_Prop (1) (Enabled by default, east door)
    • ActiveSequenceTrigger (Unknown if visible)
    • pointRed (The red light that is shining on the west door)

Cube (13)#

SL_TC_Cube_(13).png

Out of bounds and west of TC_CubeThroughHoleWithGrates, is an unused green rectangle. It is unknown why it's connected TC_PawnThruHoleRoom.

NoItemsPoster (1 & 2)#

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: Dump textures.

NoItemsPoster (1)

NoItemsPoster (2)

They really don't want you to bring items to the next room.
They absolutely don't want you to bring items to the next room.

Out of bounds and west of the hallway before the RampPuzzle, are two unused "No Items" posters.

TC_RampPuzzle#

To do:
Document these objects:

  • Interactive/InvisCollider (Find out how to make visible)
  • Interactive/Barrier (This is in a weird location where it's not really visible)

Chamber_ModularWall_05 (169)#

SL_TC_Chamber_ModularWall_05_(169).png

In front of the entrance is an unused wallboard that is turned on its backside.

Table_001_Chamber_Gameplay#

SL_TC_Table_001_Chamber_Gameplay (3) (Used)

SL_TC_Table_001_Chamber_Gameplay (Unused)

Right where the table on the west side of the room is, is an identical unused table that is in a different location. The unused table also doesn't have any colliders in it's object children.

TC_AlarmClockCloneHallway#

Barrier#

SL_TC_ACCH_Barrier.png

Right where the door is for the next room is an unused barrier that works as intended. It was probably used as an alternate barrier if the previous one wasn't chosen to be enabled.

Door_Open_002_Pull_Off_Common_Gameplay#

SL_TC_Door_Open_002_Pull_Off_Common_Gameplay.png

Right where the door is for the next room is an unused door that is grabbable.

TC_ShrinkLargeCube#

To do:
Document these objects:

  • _SideRoom/Props/Air_Duct_Cover_CommonProp (It starts falling as soon as it's enabled, so the only way of properly taking a screenshot is freezing the game, but the area that it's in is a weird location where for Unity Explorer's freecam it's too dark to make it visible with brightness turned up, and for the noclip mode it's hard to track where it is by memory. [Coordinates are 40.688, 10.638, -52.147])
  • _SideRoom/Props/Missing Prefab (There's two of them. Probably aren't able to be visible, but they are enabled and have a dummy object in it's children).

Chamber_ModularWall_05 (243 & 244)#

SL_TC_Chamber_ModularWall_05_(243_&_244).png

In front of the window on the westside of the room is two unused wallboards.

ThisDoorShouldBeClosed#

SL_TC_ThisDoorShouldBeClosed.png

In the back of the side room, right next to the closed door is an unused open door.

TC_CubeThroughHoleWithGrates#

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

  • Check if Button_Door_001_Common_Gameplay (2) is actually visible.
  • Check on how to make both "InvisCollider (2)"s visible.

Chamber_ModularWall_05 (366-369)#

SL_TC_Chamber_ModularWall_05_(366-369).png

Behind the east windows with the broken glass, is an unused group of four wallboards.

Chamber_ModularWall_LowWindow_Vent_001#

SL_TC_Chamber_ModularWall_LowWindow_Vent_001.png

Behind the east windows with the broken glass, is an unused long wall with a small vent.

Office_Scaffold_001_NOTVISIBLE & Office_Scaffold_001 (1)_NOTVISIBLE#

SL_TC_Office_Scaffold_001_NOTVISIBLE_&_Office_Scaffold_001_(1)_NOTVISIBLE.png

Behind the west windows with the long vent removed, is some unused scaffolding for the spotlight gantry.

TC_OvertheWallRoom#

CautionTape (0 & 1)#

SL_TC_CautionTape_(0_&_1).png

In the middle of the black wallboards on the west and east side of the room is two lines of unused caution tape.

Chamber_Modular_Tall_Window_001 (0 & 1)#

SL_TC_Chamber_Modular_Tall_Window_001_(0_&_1).png

In the middle of the room where the left and right wallboards are, are two unused wallboards with no green line on the bottom.

Chamber_ModularWall_023#

SL_TC_Chamber_ModularWall_023.png

In the middle of the room where the middle doorway is, is an unused slightly narrower doorway with no green line on the bottom.

Desk_002_Common_Prop (1)#

SL_TC_Desk_002_Common_Prop_(1).png

Right where the toy block is supposed to be, is an unused yellow desk that is grabbable. In the scene library the object itself is enabled by default but is not seen due to it's parent "Desk (3)" being disabled by default.

Door Open#

SL_TC_Door_Open.png

Right where the exit door is, is an unused open door.

TC_TwoButtonRoom_EM#

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

  • Check on how to make "InvisCollider (4)" visible.

Chamber_ModularWall_001 (165)#

SL_TC_Chamber_ModularWall_001_(165).png

Under the entrance doorway is an unused rectangular wallboard.

TC_WallsFallOverRoom#

Exit_Sign_001_Exit_Common (0, 1 & 3)#

Exit_Sign_001_Exit_Common

Exit_Sign_001_Exit_Common (1)

Exit_Sign_001_Exit_Common (3)

Outside of the fake exit room is three exit signs that are all grabbable.

Painted_Panel_001_Chamber_Gameplay (39)#

SL_TC_Painted_Panel_001_Chamber_Gameplay_(39).png

Behind the fake exit is an unused wallboard that is tilted diagonally.

Shelving_001_Back_Prop (7)#

Shelving_001_Back_Prop (6) (Used)

Shelving_001_Back_Prop (7) (Unused)

Behind the wallboards right where the shelf, is an unused shelf that is placed horizontally rather than vertically.

WallPanels#

SL_TC_WallPanels.png

Behind the used wallboards on the northside of room is nine unused fake wall boards that look crudely done.

TC_BackAreaWithAlarmClock_EndLevel#

Alarm_Clock_Gameplay_Prop#

SL_TC_Alarm_Clock_Gameplay_Prop.png

Located on top of the workbench, is an unused interactive alarm clock with the words "WAKE:UP" on it flickering on and off, while making a beeping sound. Interacting with the alarm clock will send you to the next level (Optical).

Door_Open_002_B_Back_Struc#

SL_TC_Door_Open_002_B_Back_Struc.png

The door to the hallway has an unused open door.

TC_BackAreaFallHall#

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

  • Check if there's a difference between FarPlaneVolume and SmartFarPlaneVolume. (SmartFarPlaneVolume is disabled).
  • See which of the four disabled triggers are actually used. (TriggerCut, TriggerFalingWindSound, FallingWindSound and TriggerSTopFallingWindSound)

Clock_Wall_001_Common_Prop#

SL_TC_Clock_Wall_001_Common_Prop.png

In the middle of the hallway on the east wall is an unused clock that is identical to the clock on the opposite wall.

DoorLoop02 & 03#

SL_TC_DoorLoop02&03.png

In the middle of the hallway, there is two identical unused doors. Interacting with them does nothing.

GroundPlaneWithCollider#

GroundPlane (Used)

GroundPlaneWithCollider (Unused)

Under the bed is an unused alternate floor that doesn't have any shadows.

_CloudBillboard#

Cloud_Stand_Common_Prop#

TC_BackAreaFallHall/Props/Cloud_Stand_Commom_Prop (Used)

_CloudBlillboard/Props/Cloud_Stand_Common_Prop (Unused)

Right where the cloud billboard is, is an unused smaller cloud billboard. The one used in this room is actually connected to the hallway rather than here.

Door_Open_001_B_Back_Struc#

SL_TC_Door_Open_001_B_Back_Struc.png

In the back of the room, where the door is, is an unused open door.

Door_Open_001_B_Back_Struc (1)#

SL_TC_Door_Open_001_B_Back_Struc_(1).png

Right where the entrance to this room is, is another unused open door.

WallOfFire#

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

  • Check what's the purpose of "WallOfFirePath".
  • Check when was this feature added.

Watch on YouTubeBy enabling "WallOfFire" and not moving yourself or the camera, a giant wall of fire with smoke around it will spawn. It goes from the start of the map to the end of the hallway in the back of the level. It does not have any functionality to kill or damage the player.