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Poppy Playtime: Chapter 1 (Windows)/Unused Maps

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This is a sub-page of Poppy Playtime: Chapter 1 (Windows).

Unused Maps

Entry.umap

An unused map that is pitch black. Upping the brightness though, lets us see that the only contents of the level is the floor. The texture for the floor is the default Unreal Engine 4 checkerboard placeholder texture.

AchebesPoppyLevel.umap

It plays a short cutscene of the player slamming the door when first loaded up. After the cutscene, the player can walk around the room (or office?). The room contains very basic geometry and lacks any kind of textures. If you wait too long, the sequence restarts. However, pressing the E key on one of the shelves will open and reveal a staircase. Going down the stairs, you can see a very early version of the Poppy room, which contains some funky lighting, presumably to test the lighting effects used in the final, and, once again, very basic geometry and no textures. In this version of the Poppy room, Poppy is in an opaque glass box instead, and only a silhouette can be seen of her (though Poppy's model is still behind the box's opened area).

Given the sequence of events leading to Poppy in the final release of Chapter 1, it is implied the player initially hid in this room to escape from Huggy Wuggy. The cutscene restarting if the player takes too long would represent Huggy eventually breaking into the room to attack the player, which was replaced with the timed encounter where the player drops a crate to defeat Huggy. The starting room in this level may have been reworked to become Elliot Ludwig's office in Chapter 2 because both rooms have a similar layout.

Side note: the Achebes in the map file name suggests Achebe Spencer made this map, he is credited in the game as a character artist and as the programmer for the lighting.

C1_LightingDusk-Dark.umap

The final map, but it's missing every single object except the light fixtures. The white geometry in this map is likely a placeholder guide for the final game's map, perhaps used by the devs to help model the map.

The white cubes
Poppyplaytimelightsiguessssssssssss.png

temp_lighting.umap

This map consists of a glass double door and an empty, endless void.

HuggyRevealTEMPMap.umap

An early version of the Huggy reveal. Consists of a hallway that leads to a door. Opening the door spawns Huggy Wuggy. An unused wall art texture for Kissy Missy also appears in this room. After Huggy spawns, he immediately starts chasing you in a dominating T-Pose. Although nothing will happen if he touches you, he'll stop for a few seconds until he starts chasing you again. Another thing to note is that after he spawns, for some reason,Lady Dimitrescu's Theme plays. Why this is left in the files or used as a placeholder is COMPLETELY unknown.

Models_unused.umap

This map contains unused areas, such as a bathroom, a doll assembly room, and a vast office area. Brightening the map by adding other light sources reveals various other assets in the game's final release, showing the map to be an earlier layout for the Playtime Co. facility. The office area takes up most of the map, and it contains a lot of empty rooms, hallways, and some areas blocked off by gates that can't be opened. Some of the rooms, though, have stereotypical office items. There's one office room much larger than the others and contains the same contents as the smaller ones. The room in Chapter 2, where the Barry cart puzzle takes place, appears to be a reworked version of this area with various hallways and gates but no empty rooms or offices included. The office room was originally accessible through the hub room where Huggy Wuggy first appears, and also contains several bathrooms and a woman's locker room. All of these have developer text on the floor saying "F bathroom", "M bathroom", and "F lockeroom". One office is a secretary desk leading to an office with wallpaper and wooden trimmings, a further along version of the untextured office room seen in an earlier map, but still an early version of what became Elliot Ludwig's office in Chapter 2, with the method of escape now being a trapdoor in the floor. In the final version, like the other areas accessible through the hub room, the office area is reduced to a blank space, but unlike the other unused regions, two GrabPack hand scanners are over the door that opened to it. The player cannot use them in the final game due to not having the red GrabPack hand by the time they visit the door, and when they do finally have it, they cannot backtrack to this room.

The empty rooms that are everywhere you go
The room which actually contains some stuff

The bathroom, which, weirdly enough, has color-coded doors that matches the code you need to input to get through the protected door at the start of the game. This implies that the original way to get the code for the door was by looking at the bathroom stall doors. When brightening up the map, the bathroom is revealed to be part of a large parking lot outside the facility, and the colored stalls are part of the women's bathroom. Additional bathroom stalls without color-coded portions can be found in the office area.

The bathroom mentioned above

There's also a mildly disturbing doll assembly room. Where this could have been used before is unknown, but rather than being a room the player would find, the machinery and doll parts are instead featured in the vintage commercial that plays at the start of Chapter 1. The room contains a power outlet, suggesting a power rerouting puzzle with the GrabPack was planned for this area.

Most of the final game's layout is more visible in the brightened map, but several textures, floors, and objects are missing in various areas retained in the final release. However, areas that were present in the final release but ultimately cut from being visited were shown to have been considered at some point. The player would have visited them from the room where they first met Huggy Wuggy. All of these rooms were reduced to empty spaces in the final release of Chapter 1.

The testing room doesn't have any objects, but it connects directly to the Make-a-Friend room, which matches the idea that this was where toys were tested for quality assurance.

The theater is shown to have soundproofed walls and seats where people would have sat down to watch movies in the facility. There is also a projector on the ceiling, which would have displayed these movies.

The cafeteria has developer text saying "Cafeteria" on the floor, along with several long tables with seats for people to sit down and eat food at. There is also a serving window where people would have gone to a cook to get their food.

Power_Room_LightsOn.umap

Consists of a map with a pitch-black skybox where the only objects are some lights in the air.

The above mentioned map.