the cutting room mirror

Whitespace

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

Unused Areas#

_Astral_Cone_Island#

SL_Whitespace_ACL.png

Near _Astral_Checkerboard_Island, there is an unused lamp on a bar table. It is unknown why this was disabled.

Unused Lighting#

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

  • Check if these lights are viewable:
    • _Astral_Checkerboard_Island/Reflection Probe (Doesn't show when enabled)
    • _Astral_City/Reflection Probe (0 & 1) (Doesn't show when enabled and it's way out of bounds)
    • _Astral_City/Astral_City_Group_01 (1)/Reflection Probe (0 & 1) (Doesn't show when enabled and it's way out of bounds)
    • _Astral_City/Astral_City_Group_01 (2)/Reflection Probe (Doesn't show when enabled and it's way out of bounds)
    • _Astral_Start/Reflection Probe_GiantCoversWholeLevel_Disabling (Doesn't show when enabled)
    • _Astral_Start/Reflection Probe (1)_GiantCoversLevel_ShowsWhitePlane_DISABLING (Doesn't show when enabled)
    • _Astral_Start/Reflection Probe (3-6)_SeemsUseless (Doesn't show when enabled)
    • Astral_White_Atrium_EM/Reflection Probe (8) (Doesn't show when enabled)
    • _FlatStairs/Reflection Probe (22) (Doesn't show when enabled)
    • _FlatStairs/Room01/Reflection Probe (21) (Doesn't show when enabled)
    • _HallOfMirrors/Reflection Probe (31-33) (Doesn't show when enabled)
    • _P_NegativeSpaceCheckerboard/Reflection Probe (28) (Doesn't show when enabled)
    • _P_NegativeSpaceDoorway/_BSP/Reflection Probe (29 & 30) (Doesn't show when enabled)
    • _PortalInPortalIntro/SleepClinicManager/Astral_Somnasculpt_New/_SleepClinic_Lobby/Bedroom/Point Light (1 & 2) (Both are located out of bounds, would have to move them some place else to make them viewable)
    • _WalkThroughShadow/Lights/Point Light (5) (Doesn't show when enabled)
    • _WalkThroughWindow/Reflection Probe (16-20) (Doesn't show when enabled)
    • _WindowsWhiteWallRoom/_Geo/Reflection Probe (24-27) (Doesn't show when enabled)
    • WaterCooler_Monument/Reflection Probe (7) (Doesn't show when enabled)

_PortalInPortalIntro#

Unused lights off

Unused lights on

The mini strip mall's street lights have unused spot lights.

_FallThroughCeilingLight#

Unused lights off

Unused lights on

In the white sleep clinic, there are two unused point lights.

_WalkThroughShadow#

Unused lights off

Unused lights on

Near the exit, there is an unused spot light (6).

_WalkThroughWindow#

Unused lights off

Unused lights on

Unused lights off

Unused lights on

Near the entrance, there are two unused spot lights (1).

Unused lights off

Unused lights on

Near the right doorway, there is an unused spotlight (2).

_Astral_City#

Unused lights off

Unused lights on

In the secret chess room, there is an unused spot light shining on the chessboard.

_P_NegativeSpaceCheckerboard#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find where the other spotlights are located, since originally the area only uses two lights for the table ('''/ACoupleOfBigLights_TheNewWay/BigMegaSpotlight (0 & 1).

ACouple_OfBigLights_TheNewWay (Used)

MillionsOfLittleLights_TheOldWay (Unused)

Around the area there are 32 unused spotlights, oddly the ones seen are the ones near the table.

Unused Objects#

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

  • Check if these objects are viewable:
    • _EndingFall/_Interactive/_EndingStuff/LargeExitSign (Doesn't show when enabled)
    • _EndingFall/WallGeneric(Clone) (1-4) (Doesn't show when enabled)
    • _PortalInPortalIntro/Jungles_Bar/BSP/WallGeneric (56) (Doesn't show when enabled)
    • _Rain/RainOldAndSlowButLeftForReference/RainSplashesSubEmitter (Doesn't show when enabled)
    • _Rain/TriggerVO (Doesn't show when enabled)
    • _Unlit_FallThroughWindow/Unlit_StairsToWindow_THIS_BELONGS_IN_BLACK_ASTRAL_ATIRUM/TriggerSunShaftsOn (Doesn't show when enabled)
    • _WalkThroughWindow/WallBlocksOpening (Doesn't show when enabled)
    • WaterCooler_Monument/FarPlaneVolume_WaterCoolers_400 (Doesn't show when enabled)
    • WaterCooler_Monument/StarDome/SecretTriggerObject_UnusedWeNeedCustom (Doesn't show when enabled, Unique to the StarDome in this level).

_PortalInPortalIntro#

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

  • Check if there's any actual difference between Door_Loading_001_A_Back_Struc_PiP & Door_Loading_001_A_Back_Struc_PiP_Combined_, they look identical.
  • Find out how to properly take a screenshot of _PortalInPortalIntro/SleepClinicManager/Astral_Somnasculpt_New/Glenns_Lab/Props/Common_StripMall_Complete/Common_StripMall_Base/Door_Loading_001_A_Back_Struc, it's being obscured by the buildings and there's no way to disable the buildings without disabling the loading door since it's in Common_StripMall_Base's object children.

Cube (14-16)#

SL_Whitespace_PIPI_Cube_(14).png SL_Whitespace_PIPI_Cube_(1516).png In the main room, there are three unused walls. One (14) in place of the original wall (9), and the other two (15 & 16) are out of bounds.

Cube (51 & 57)#

SL_Whitespace_PIPI_Cube_(5157).png

In the main room, there are two unused wall trims that are not even close to the wall.

Door_001_Common_Gameplay (0 & 1)#

SL_Whitespace_PIPI_Door_001_Common_Gameplay_(0).png SL_Whitespace_PIPI_Door_001_Common_Gameplay_(1).png In the hallway, there are two unused doors that were probably going to be used with the unused door frames.

Door_Loading_001_A_Back_Struc (4)#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if this was actually used in an earlier version of the game.

SL_Whitespace_PIPI_Door_Loading_001_A_Back_Struc_(4).png

Where Jungle's Bistro's entrance portal is supposed to be, there is an unused closed loading door that reads "Come back later".

Door_Frame_001_Common_Struc_ (2 & 3)#

SL_Whitespace_PIPI_Door_Frame_001_Common_Struc_(2).png SL_Whitespace_PIPI_Door_Frame_001_Common_Struc_(3).png In the hallway, there are two unused door frames that were probably going to be used with the unused doors.

Office_SkyTile_001 (1, 7 & 8)#

SL_Whitespace_PIPI_Office_SkyTile_001_(178).png

On the east wall, there are three unused wall tiles that go unused. Oddly, Office_SkyTile001 (7) of tiles is misplaced. These tiles would be reused for the Somnasculpt Workshop's WorkshopRoom area.

Picture_Framed_001_A_Common_Prop (1)#

SL_Whitespace_PIPI_Picture_Framed_001_A_Common_Prop_(1).png

Near the doorway in the hallway, there is an unused framed picture of clouds.

_PortalInPortalIntro/Jungles_Bar#

Fire_Extinguisher_Common_Prop (1)#

SL_Whitespace_PIPIJB_Fire_Extinguisher_Common_Prop_(1).png

Near the kitchen double doors, there is an unused interactable fire extinguisher by the left door.

_Astral_Start#

Cube (2)_WTF_IS_THIS_I_WILL_DELETE#

SL_Whitespace_AS_Cube_(2)WITIWD.png

Out of bounds at the bottom of the map, there is a giant unused gray platform that is big to capture in just one screenshot. Also, one of the developers probably disabled this because they thought it was unnecessary and then left an absurd comment on the object's name.

Doorwaywallbsp (1)_redundant_causes_z_fighting#

SL_Whitespace_AS_Doorwaywallbsp_(1)_redundant_causes_z_fighting.png

Behind the fake black doorway, there is an unused wall that probably goes unused because of lighting issues.

_Unlit_GrabCube#

BlackLine(s)#

SL_Whitespace_UGC_BlackLines.png

Around the room and out of bounds, there are several unused black lines scattered around the area.

TriggerOnPortalSet01#

SL_Whitespace_UGC_TriggerOnPortalSet01.png

Out of bounds, above the area, there is an unused yellow rectangular wireframe-like box. Its purpose is unknown.

_Astral_SleepClinic_FirstOne#

Original area name: _Astral_SleepClinic_FirstOne_be_careful_changing_far_plane_and_seeing_water_cooler_particles

Cube (1 & 16-24)[s]#

SL_Whitespace_ASCFO_Cube_(1_&_16-24).png SL_Whitespace_ASCFO_Cube_(1_&_16-24)2.png On the back of the both portal doorways, there are two unused backings.

Portal_RainB#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if this has to do something with _Rain.

SL_Whitespace_ASCFO_Portal_RainB.png

In the area, there is an unused portal door.

_Rain#

Portal_RainA#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if this has to do something with _Astral_SleepClinic_FirstOne.

SL_Whitespace_Rain_Portal_RainA.png

In the area, there is an unused portal door.

RainOldAndSlowButLeftForReference#

RainNew + RainSplashes

RainOldAndSlowButLeftForReference (Unused)

There is an unused slower rain variant that looks more like rain drops instead of drizzle-type rain.

TallThingy#

SL_Whitespace_Rain_TallThingy.png

Out of bounds, there's a very tall white pillar.

_SleepClinic_ Variant_Portal_SuperWhite#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if the rest of the disabled items here are unique to this area.

BSP_SleepClinicFloor (1)#

SL_Whitespace_SCVPSW_BSP_SleepClinicFloor_(1).png

Near the pit, there is an unused wall trim.

_WalkThroughShadow#

Cube#

SL_Whitespace_WTS_Cube.png

Out of bounds, surrounding the room, there is an unused big black cube with one-sided walls.

Cube (3)#

SL_Whitespace_WTS_Cube_(3).png

Out of bounds, surrounding the room, there is an unused big black double-sided cube that doesn't cover the exit.

Door_Open_002_B_Back_Struc (1)#

SL_Whitespace_WTS_Door_Open_002_B_Back_Struc_(1).png

Out of bounds, near _WalkThroughWindow there is an unused open door.

_WalkThroughWindow#

WallGeneric(Clone) (15 & 16)#

SL_Whitespace_WTW_WallGeneric(Clone)_(15_&_16).png

Near the right doorway, there are two unused walls.

_FlatStairs#

Exit Sign 1 (1)#

SL_Whitespace_FS_Exit_Sign_1_(1).png

At the top of the stairs in the white side of the area, there is an unused exit sign that was probably removed because of redundancy.

ExitSigns#

SL_Whitespace_FS_ExitSigns.png

In the black side of the area, there are ten unused exit signs that are the same as the ones in the white side.

FloorGeneric(Clone) (2)#

SL_Whitespace_FS_FloorGeneric(Clone)_(2).png

In the white side of the area, there is an unused triangle wall.

pb-Stairs-861806 (1)#

SL_Whitespace_FS_b-Stairs-861806_(1).png

On the black side of the area, there is an unused staircase.

Stairs_Wall_Unlit_Struc#

SL_Whitespace_FS_Stairs_Wall_Unlit_Struc.png

On the white side of the area, there is an unused wall that is similar to the one used when you walk into the white room.

_WindowsWhiteWallRoom#

IS_THIS_STILL_USED_Portal_DoubleDoor_IN_EscapeFromWhiteWall#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check where does this actually go to.

SL_Whitespace_WWWR_IS_THIS_STILL_USED_Portal_DoubleDoor_IN_EscapeFromWhiteWall.png

Near the exit of this area, there is an unused portal door.

WindowFrameCover (1-4)#

SL_Whitespace_WWWR_WindowFrameCover_(1-4).png

One of the fake windows has four unused frame pieces connected to it. Oddly, none of the other windows have these pieces connected to them.

_Astral_City#

Camera#

SL_Whitespace_AC_Camera.png

Inside the chess room, there is an unused camera that shows just the the chessboard and its pieces. It is not connected to the chess computers in the other levels since that uses brown and blue pieces instead of red and blue pieces.

Stage_FakeWindow_001 (51-53, 57 & 60-68)#

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: Don't know if this is really needed but take screenshots of the rest of the windows. For now, #57 is shown.

SL_Whitespace_AC_Stage_FakeWindow_001_(57).png

Around the chess room (both inside and outside), there are thirteen unused windows that are different from the used ones.

Stage_TheaterCurtain_001 (1-6)#

SL_Whitespace_AC_Stage_TheaterCurtain_001_(1-6).png

Inside the chess room, there are six unused curtains on the north wall.

Window_001_B_Hotel_Struc (4)_ExtraneousOneWTFIsThis#

SL_Whitespace_AC_Window_001_B_Hotel_Struc_(4)_ExtraneousOneWTFIsThis.png

Inside the chess room, there an unused window (with a developer note in it's object name) that is more sunk into the wall.

Window_001_B_Hotel_Struc (7)_ThisVanishesWhenYouStartInHere#

SL_Whitespace_AC_Window_001_B_Hotel_Struc_(7)_ThisVanishesWhenYouStartInHere.png

Inside the chess room, there an unused window (with a developer note in it's object name) that doesn't show when you start in the area.

WaterCooler_Monument#

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

Food_Can_002_B_Kitchen_Prop#

SL_Whitespace_WCM_Food_Can_002_B_Kitchen_Prop1.png SL_Whitespace_WCM_Food_Can_002_B_Kitchen_Prop2.png Oddly placed under the food can in _Astral_Checkerboard_Island is an unused food can that is identical to the one that is used.

Industrial_Barrel_001_Back_Prop#

SL_Whitespace_WCM_Industrial_Barrel_001_Back_Prop.png

Oddly placed next to the barrel in _Astral_Checkerboard_Island is an unused barrel that is identical to the one that is used.

_P_NegativeSpaceCheckerboard#

Water_Cooler_Common_Prop_OLD#

Water_Cooler_Common_Prop (Used)

Water_Cooler_Common_Prop_OLD (Unused)

The water cooler has an unused variant that may look the same but it's 0.3665 smaller by scale and has an UnityEngine.Animator component connected to it.

_P_NegativeSpaceDoorway#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Properly document OldRoom01, OldRoom02 & Try02. They seem to be just triggers, but it's good to check.

Ramp_Wooden_Common_Gameplay#

SL_Whitespace_PNSD_Ramp_Wooden_Common_Gameplay.png

In the room where you get the cheese ramp, is an unused blue wooden ramp.

_CheckerboardTower#

Floor (12)#

SL_Whitespace_CT_Floor_(12).png

On the second to last floor, there is unused flooring for the black boxes.

_EndingFall#

DontUse#

SL_Whitespace_EF_DontUse.png

Out of bounds, there is thirteen rows of nine red alarm clock displays.

GreenPlane#

SL_Whitespace_EF_GreenPlane.png

Out of bounds, there is an unused green one-sided ceiling that is similar to the red ceiling that is used.

ToyCube#

SL_Whitespace_EF_ToyCube.png

On the top of the area is a unused giant grabbable black cube.