the cutting room mirror

Labyrinth

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

Unused Areas#

_DeadEndSequenceOld#

SL_Labyrinth_DESO1.png SL_Labyrinth_DESO2.png Behind the second elevator, is an unused maze-like hallway area that is similar to Dead_End_Hallway_Piece.

_SleepClinic_ Variant_Chase_01_Sideways#

SL_Labyrinth_SCVC01S.png

While the sideways bedroom is still used, there is also SleepClinic assets that are also tilted sideways, but some assets do look missing.

_SleepClinic_ Variant_Chase_02#

SL_Labyrinth_SCVC02.png

While the bedroom and some of the hallway is still used, the rest of the SleepClinic are still there but go unused, but some of the lighting looks missing.

_SleepClinic_Replace This Later With Just Bedroom (so we won't have so many disabled sections) Variant#

SL_Labyrinth_BAI_SleepClinic_RTLWJBV.png

The starting area actually has some of the SleepClinic assets still intact, but a lot of it's original assets are either removed or placed weirdly. This probably got disabled later in development because they wanted a different way of how to start the level.

SleepClinic_Elevator_001#

Disabled assets off

Disabled assets on (Had to go closer for the lights to show)

The brick wall elevator that is located at the beginning of the level, still actually has all it's assets, even though you can only see it's doors being used.

Unused Objects#

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

  • Check if these Objects are viewable:
    • Anything from _InfiniteElevator (Don't know where they spawn, or how to properly take screenshots of them)
    • _BackAreaIntro/_Back_Area_Exit/BSP/LargeRoomRaisedFloorWall (2)-detach (14 & 15) (They don't show when enabled)
    • _BackAreaIntro/BackAreaSection/_Props/Chase_Backarea_HallwayIntersection/GroundPlane (16) (Doesn't show when enabled)
    • _BackAreaIntro/NoOcclusionCullingVolume_NoLongerNeeded (Doesn't show when enabled)
    • _ProjectRoomObjects_BackAreaF/Office Wall (0 & 2) (They're just in very dark areas of the area, so they'll be hard to take screenshots of)
    • _SleepClinic_/_AlarmClockIntro/Loop04NotUsed/Door_001_A_Common_Prop_Loop01 (Doesn't show when enabled)

_BackAreaIntro#

Caution_Tape_Museum_Prop#

SL_Labyrinth_BAI_Caution_Tape_Museum_Prop.png

The elevator at the end of the area has unused caution tape wrapped around it.

GroundPlane (17)#

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: There's multiple copies of this object and another similar object called GroundPlane (19), might be best to document them all of them in one screenshot.

SL_Labyrinth_BAI_GroundPlane_(17).png

In the second hallway, there is an unused rectangle-shaped flooring.

Light_Industrial_003_Tall_Back_Prop#

BackAreaSection/_Props/Chase_Backarea_HallwayIntersection (3)/Light_Industrial_003_Tall_Back_Prop (9) (Used)

BackAreaSection/_Props/Light_Industrial_003_Tall_Back_Prop (Unused)

In the starting hallway, in place of the first ceiling lamp, there is an unused ceiling lamp that has different lighting.

Light_Industrial_003_Tall_Back_Prop (4)#

To do:
There's multiple copies of this object, need to document the rest.

SL_Labyrinth_BAI_Light_Industrial_003_Tall_Back_Prop_(4).png

In the first long hallway, there is an unused rectangle-shaped flooring.

_SleepClinic_#

Alarm_Clock_Gameplay_Prop#

SL_Labyrinth_SC_Alarm_Clock_Gameplay_Prop.png

The original bedroom alarm clock for this common area goes unused because the area has its own alarm clocks for when the area loops.

Door_Open_003_Common_Struc#

SL_Labyrinth_SC_Door_Open_003_Common_Struc.png

The original bedroom door for this common area goes unused because the area has its own doors for when the area loops.

Loop04NotUsed#

SL_Labyrinth_SC_Loop04NotUsed_AlarmClock.png

There is an alternate fourth loop that goes unused with a slightly bigger alarm clock and an unfindable door.

_SleepClinic_ Variant_Chase_01_Sideways#

pb-MergedObject-5445740 (18)-Merged (4-45)#

SL_Labyrinth_SCVC01S_pb-MergedObject-5445740_(18)-Merged_(4-45).png

Inside the sideways bedroom, there are 41 unused objects that turn into a wooden monkey bar.

_ExitSignRamp_ChaseVariant#

Fire_Extinguisher_Common_Prop#

SL_Labyrinth_ESRCV_Fire_Extinguisher_Common_Prop.png

On the thick wooden wall to the right of where you enter, there is an unused fully functionable fire extinguisher.

LaserLargeWarehouse-Wall-IBeamFrame-1 (1)#

SL_Labyrinth_ESRCV_LaserLargeWarehouse-Wall-IBeamFrame-1_(1).png

Out of bounds in the back of the room, there is an unused triangle-shaped wooden beam framed.

Office Doorway Double Wall Appear#

SL_Labyrinth_ESRCV_ODDWA_Door.png SL_Labyrinth_ESRCV_ODDWA_Doorway_1.png At the back of the room, there is an unused large door and a basic wall with a doorway opening.

SoundStageBuilding_Top_001#

SoundStageBuilding_Facade_002_Prop-detach (Used)

SoundStageBuilding_Top_001 (Unused)

(Different from the one in Optical) Where the ceiling is located is an unused ceiling that looks more like the usual wall textures and more triangular.

StarDomeEntranceBox_NoLongerNeeded#

SL_Labyrinth_ESRCV_StarDomeEntranceBox_NoLongerNeeded.png

On the back of the thick wooden wall is an unused star dome entrance, it was probably disabled because there was supposed to be a star dome here in early development.

Wall_With_Frame_Striped_006_A_Pillar_001_Back_Struc (71)#

SL_Labyrinth_ESRCV_Wall_With_Frame_Striped_006_A_Pillar_001_Back_Struc_(71).png

Out of bounds, from southeast of the area there is an unused pillar.

_SleepClinic_ Variant_Chase_02#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There might be some stuff missing.

Wall (0 & 1)#

SL_Labyrinth_SCVC02_Wall.png SL_Labyrinth_SCVC02_Wall_(1).png There are two unused brick walls in this area. One is at the start of the hallway to the right, and the other is out of bounds at the end of the hallway.

_WarehouseLoopArt#

Door_Open_001_B_Back_Struc#

SL_Labyrinth_WLA_Door_Open_001_B_Back_Struc.png

In one of the loops, there is an unused open door.

_SidewaysArea_EM#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if Spotlight_001_Rotatable_Museum_Off (1) & Spotlight_001_Rotatable/Spotlight_001_Base_Common_Prop get used.

Bench_001_Museum_Prop (1 & 4-6)#

SL_Labyrinth_SA_Bench_001_Museum_Prop_14-6.png

On the sideways wall floor, there is four unused benches. Two are in bounds (1 & 4), one is half in bounds (6), and one is out of bounds (5, wall in screenshot removed to show where it is).

Desk_001_Gameplay#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Record the physics in action, the seem to break apart when enabled.

SL_Labyrinth_SA_Desk_001_Gameplay.png

Out of bounds, near the third sideways room is an unused table with one of it's legs broken off. It also has some physics attached to it.

Fire_Extinguisher_Interactive_Prop (0 & 3)#

SL_Labyrinth_SA_Fire_Extinguisher_Interactive_Prop.png SL_Labyrinth_SA_Fire_Extinguisher_Interactive_Prop_(3).png In the first & third sideways rooms, next to the north doors, there are two unused interactable fire extinguishers that would be impossible to reach.

Ladder_Step_Common_Prop#

SL_Labyrinth_SA_Ladder_Step_Common_Prop.png

On the sideways wall floor, there is an unused stepladder.

MetalCube (0 & 1)#

SL_Labyrinth_SA_MetalCube.png SL_Labyrinth_SA_MetalCube_(1).png In the second & third sideways rooms, there are two unused metal cubes with a dark yellow coloring to them. Oddly, the second cube enables Toy_Block_Chamber_Gameplay (which also goes unused) when enabled. (Note: The first MetalCube does spawn out of bounds and falls when enabled, had to move it to properly take a screenshot).

Table#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out how to interact with the top of the table.

SL_Labyrinth_SA_Table.png

Out of bounds, near the third sideways room is an unused table with a basic wood texture and a top that has some kind of physics.

Toy_Block_Chamber_Gameplay#

SL_Labyrinth_SA_Toy_Block_Chamber_Gameplay.png

In front of the fake illusion piece in the third sideways room, is an unused toy block that oddly enables when you enable MetalCube (1).

VoiceBoombox_Temp_14C#

SL_Labyrinth_SA_VoiceBoombox_Temp_14C.png

Out of bounds, to the right of the pool room, there is an unused boom box with a Glenn Pierce voice clip from later in the level.

Transcript (taken from the subtitles):

... Finally, while we respect the unique progress of every patient, you must understand that it is possible to completely exhaust your supply of dreams...
... Thereby entering a state in which you will not be able to wake up, even with the help of triggering mechanisms...

Wooden_Crate_001_Gameplay_Breakable (3)#

Normal (Static)

Broken (Physics)

In the third sideways room, there is an unused wood crate that is breakable by interaction.

_SidewaysArea_EM/_Back_Area_R#

Fire_Alarm_002_Common_Prop#

SL_Labyrinth_SABAR_Fire_Alarm_002_Common_Prop.png

Next to the whiteboard is an unused interactable fire alarm that would be impossible to reach.

Fire_Extinguisher_Interactive_Prop (0 & 1)#

SL_Labyrinth_SABAR_Fire_Extinguisher_Interactive_Prop.png SL_Labyrinth_SABAR_Fire_Extinguisher_Interactive_Prop_(1).png Next to both doors, there is are unused interactable fire extinguishers that would be impossible to reach.

_PortalHouse01_ConferenceRoom_ChaseVariant#

Falling Floor 2 (0 & 1) & 3#

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: There's also a Falling Floor (1) that goes unused, but no matter where it spawns, it just keeps falling infinitely. Try to take a proper screenshot of that.

SL_Labyrinth_PH01CRCV_Falling_Floor_2_(0_&_1)_&_3.png

On the floor, there are three (technically four, see the To-Do box for now) falling floors that go unused.

_GrabDoorsForFirstTime_ChaseVariant#

Fire_Extinguisher_Common_Prop#

SL_Labyrinth_GDFFTCV_Fire_Extinguisher_Common_Prop.png

Next to the door, there is are unused interactable fire extinguisher.

Dead_End_Hallway_Piece#

To do:

  • It seems like some of these objects were actually used in an older version of the game, may have to re-write this area when the revisional differences are being done.
  • Take a screenshot of the unseen BrickWall just by itself and put it in the Inaccessible objects page.

PropProgression (02-05)#

PropProgression02 T_Trunk

PropProgression02 T_Top

PropProgression03 T_Trunk

PropProgression03 T_Top

PropProgression04 T_Trunk

PropProgression04 T_Top

PropProgression05 T_Trunk

PropProgression05 T_Top

Normally, all of the props for this area are under PropProgression01, and this remains enabled for each hall. However, as the name suggests, it seems to have originally been intended for the props to "progress" with each hall. The triggers to advance to the second and third progressions still exist and are semi-functional when enabled, but for whatever reason, there are no triggers for advancing to the fourth and fifth progressions.

BrickWall#

SL_Labyrinth_DEHP_BrickWall.png

On the non-exit wall, there is unused brick wall that is different from the unseen one.

Caution_Tape_Museum_Prop#

SL_Labyrinth_DEHP_Caution_Tape_Museum_Prop.png

On the non-exit wall, there is unused caution tape that was supposed to connect with the unseen brick wall.

Door_003_Common_Struc (1)#

SL_Labyrinth_DEHP_Door_003_Common_Struc_(1).png

Out of bounds, near the west exit, is an unused door with a grated window.

DoorFrameWithBrickWall#

SL_Labyrinth_DEHP_DoorFrameWithBrickWall.png

On the non-exit wall, there is an unused doorway that was supposed to connect with the unseen brick wall.

Fire_Extinguisher_Common_Prop (0 & 1)#

SL_Labyrinth_DEHP_Fire_Extinguisher_Common_Prop.png SL_Labyrinth_DEHP_Fire_Extinguisher_Common_Prop_(1).png Near both exits of the area, are two unused interactable fire extinguishers.

FauxWood_Panel (96)_FLOATER#

SL_Labyrinth_DEHP_FauxWood_Panel_(96)_FLOATER.png

Way out of bounds, in the middle of the map, is an unused wooden panel.

SignPanelRight#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if this has added functionality when inside the room.

SL_Labyrinth_DEHP_SignPanelRight.png

To the right of the hall number sign, is an unused sign that reads "01 EAST".

_CubismSurprise#

hotel_SteelRailing_Corner_001_prop (1, 3, 13 & 16-20)#

SL_Labyrinth_CS_hotel_SteelRailing_Corner_001_prop_(1_&_3).png SL_Labyrinth_CS_hotel_SteelRailing_Corner_001_prop_(1316).png SL_Labyrinth_CS_hotel_SteelRailing_Corner_001_prop_(1720).png SL_Labyrinth_CS_hotel_SteelRailing_Corner_001_prop_(1819).png On the second floor, there are eight unused steel corner railings.

hotel_SteelRailing_Corner_002_prop (1)#

SL_Labyrinth_CS_hotel_SteelRailing_Corner_002_prop_(1).png

On the first floor, there is an unused long steel railing that is almost the same as the one on the other side, only difference being that it's flipped.

ToyBoxHollow#

SL_Labyrinth_CS_ToyBoxHollow.png SL_Labyrinth_CS_ToyBoxHollowInside.png Near where the dice block is placed, is an unused orange cube that is hollow on the inside.

_FlattenObjOnButton#

Door_003_Common_Struc (1)#

SL_Labyrinth_FOOB_Door_003_Common_Struc_(1).png

At the entrance, is an unused door with a grated window.

_S_CutOnSound/Back_Area_Fall#

Fire_Alarm_002_Common_Interact(s)#

SL_Labyrinth_SCOS_BAF_Fire_Alarm_002_Common_Interact1.png SL_Labyrinth_SCOS_BAF_Fire_Alarm_002_Common_Interact2.png On the left wall, there are two unused fully interactable fire alarms that would be impossible to reach because of the speed you are falling at.

Fire_Extinguisher_Interactive_Prop#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if the room to the left is really inaccessible, may have to be quick on movements to actually fall on the platform to then jump into the room.

SL_Labyrinth_SCOS_BAF_Fire_Extinguisher_Interactive_Prop.png

In the inaccessible room to the left, there is an unused fully interactable fire extinguisher.

_S_CutOnSound/_CloneCubism_Museum_P_ChaseVariant#

Checkpoint_ShouldBeHEre#

SL_Labyrinth_SCOS_CCMPCV_Checkpoint_ShouldBeHEre.png

At the door in the hallway behind where you land, there is an unused checkpoint with odd capitalization in it's object name.

Color_Cube_001_Museum_Gameplay#

SL_Labyrinth_SCOS_CCMPCV_Color_Cube_001_Museum_Gameplay.png

Different from the one used in Clone (even though that's in here too), there is another unused color cube that has yellow and black squares instead of all green. (Note: This object does spawn out of bounds and falls when enabled, had to move it to properly take a screenshot).

ToyCube#

SL_Labyrinth_SCOS_CCMPCV_ToyCube.png

Near where you land is an unused grabbable blue cube.

Trim_001_Museum_Struc (35 & 37)#

SL_Labyrinth_SCOS_CCMPCV_Trim_001_Museum_Struc_(35).png SL_Labyrinth_SCOS_CCMPCV_Trim_001_Museum_Struc_(37).png In the hallway behind where you land, are two unused wall trims.

_S_CutOnSound/_GrabDoorsForFirstTime_ChaseVariant 2#

Hotel_Wall_Doorframe_001 (2)#

SL_Labyrinth_SCOS_GDFFTCV2_Hotel_Wall_Doorframe_001_(2).png

Near the doorway before you enter the area is an unused door frame that is a bit longer.

Wall_Vent_001_Common_Prop (6)#

SL_Labyrinth_SCOS_GDFFTCV2_Wall_Vent_001_Common_Prop_(6).png

Above the exit sign before you enter this area is an unused air vent that is the same color as the wall.

_S_CutOnSound/TestChamber#

Cube (19)#

SL_Labyrinth_SCOS_TC_Cube_(19).png

Under the elevator wall that is flipped on its side, is an unused leg part.

Door_Open_003_C_Double_Museum_Struc_FLOATER#

SL_Labyrinth_SCOS_TC_Door_Open_003_C_Double_Museum_Struc_FLOATER.png

Out of bounds, near the parking lot is an unused open double door that is flipped on it's side.

Office Wall(Clone)_Disabled_WasGettingInWayOfStarDome#

SL_Labyrinth_SCOS_TC_Office_Wall(Clone)_Disabled_WasGettingInWayOfStarDome.png

Under the area is an unused office wall that seems to be disabled because the wall was getting in the way of the Star Dome.

_S_CutOnSound/_HallwayWithCloneDoors_ChaseVariant#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if the lighting that is disabled here actually goes used in Clone.

Checkpoint_ShoudlntBeHere#

SL_Labyrinth_SCOS_HWCDCV_Checkpoint_ShoudlntBeHere.png

After the barrier, there is an unused checkpoint with a misspelled object name.

ToyCube (1)#

SL_Labyrinth_SCOS_HWCDCV_ToyCube_(1).png

Near the green door is an unused grabbable blue cube.

_S_CutOnSound/_ArchHallway#

Exit_Sign_001_Common_Gameplay_Grabbable#

SL_Labyrinth_SCOS_AH_Exit_Sign_001_Common_Gameplay_Grabbable.png

Near the fake exit is an unused grabbable exit sign, that is somewhat out of bounds.

pb-MergedObject-7308108 (1)#

SL_Labyrinth_SCOS_AH_pb-MergedObject-7308108_(1).png

Out of bounds, there is an unused arch.

Pillar_C_Hotel_prop (2 & 5)#

SL_Labyrinth_SCOS_AH_Pillar_C_Hotel_prop_(2_&_5).png

Out of bounds, there are two unused pillars that seem to used along with the arch.

TriggerGeneric#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if this has any different functionality from the used one.

SL_Labyrinth_SCOS_AH_TriggerGeneric.png

On the floor where you drop on, there is an unused trigger close to where the original one is.

_ProjectRoomObjects_BackAreaF#

Column 1-4#

SL_Labyrinth_PROBAF_Column_1-4.png

In the room, there are four unused metallic-like columns.

Floor (1)#

SL_Labyrinth_PROBAF_Floor_(1).png

In the room, there is unused alternate flooring.

_ParkingLot#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: This isn't a disabled item, but find out what Floor_NotSureWhyThisExistsAnymoreButWhatev actually is.

Picture_Framed_002_Common (2 & 3)#

SL_Labyrinth_PL_Picture_Framed_002_Common_(2_&_3).png

In the bedroom exit, there are two unused framed pictures of clouds.