Proto:Superliminal/Version 1.10.2021.10.6.884.29
This is a sub-page of Proto:Superliminal.
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On November 13th, 2021, the first post-launch patch for multiplayer, version 1.10.2021.11.12.858.39, was released. Despite multiplayer only being available for Windows at the time, a Linux build was pushed as part of this release, before it was then removed the following day. As it turns out, this was a development build from roughly a month before the mode was released that the developers had uploaded by accident. This build only contains the main menu and multiplayer maps, most of which are still far from being finished, containing placeholder textures and blockout geometry.
The lobby can be accessed like normal, but entering a multiplayer match requires the map to be manually loaded with a tool like UnityExplorer. Unlike the full release, all of the rooms are stored in one map file and are always loaded. The portals that usually link the rooms are mostly disabled, although there are a few specific rooms that do have their portals linked to another room.
Main Menu
While cosmetics were yet to be implemented, the multiplayer menu did actually have a lot more options than were available in the first multiplayer release. Most notably, co-op was an option, despite it being released over a month after battle royale. This same co-op option did still exist in the first multiplayer release, but it was disabled. Clicking it seems to load you into the normal lobby in exactly the same way as battle royale, and testing it's functionality any further isn't possible since none of the singleplayer maps were included in the build.
Creating a custom room gives you the option to make the room "Public (anyone can join)" or "Private (friends only)", which was later turned into a clickable sign in the lobby. There is also the option to choose between battle royale and co-op, and the max players only goes up to 10 instead of 12.
Lobby
The lobby is much more bare than usual, with no music playing and the environment lacking most decorations outside of the clinic. There are three grabbable objects:
- A white rook, which is clonable.
- A yellow bishop, which has no gravity.
- A duck, which only has gravity after it has been picked up.
Ringing the bell fades the screen to black, but does not load you into a multiplayer match.
Pausing in the lobby brings up this broken screen, with an empty level select menu overlaid on the normal pause screen. Closing the broken level select menu gives the player control of their camera, but still keeps the normal pause menu open. Pressing escape after this will fully close the pause menu.
Rooms
Almost all of these rooms lack proper theming, textures and geometry.
StartHallway
The starting hallway is completely empty except for the same two powerups that appear in the first multiplayer release.
EndHallway
The end hallway uses part of the room which is used for CrossThePit, with the default ending elevator from singleplayer crudely added to the end. Entering the elevator and waiting for the screen to fade out leads to a results screen which is fairly similar to the final version, although it seems to imply that there would only ever be 1 round as it simply says "Results" and loads you back into the lobby.
PlankPit
This is the only room that was entirely removed before the first multiplayer release, although the idea behind it is similar to DarkRoom. Like in the singleplayer map Blackout, you use a red sign to light your path forwards, which in this case is wooden planks over a dark pit. After this first pit, an object barrier prevents you from bringing the sign any further, meaning that you need to make the sign big enough for its light to shine through the windows, illuminating another set of planks over a dark pit. Before the doorway out of the room is a ledge which seems impossible to climb up.
CheeseRamp
This room was completely remade before the final release when it became CheeseRamp02. In this build, there was only a single piece of cheese at the start of the room which sat in front of a choice between two platforms. After using it to get up, you then turn around and use the cheese ramp to get on top of the ceiling of the area that you started in. There's then a final walkway that you climb up to in the middle of the room.
ProjectionROom
(Yes, that's how it's capitalised.)
This room has the same rough layout as its final version, but it's missing the columns, and the textures and lighting are obviously unfinished.
Behind each incorrect door is an incredibly believable placeholder image of the end hallway with "RM_EndHallway" written over the top. The correct doorway has a (broken) portal in place of this image.
ScoobyDoo
This room has the same premise as its final version, with many portals which link to each other, except for some which lead to the exit. Rather than having two corridors off to either side which are lined with doors, this version of the room is instead one long corridor lined with doors which ends with the exit. The exit is fully blocked off, meaning that the room cannot be skipped by jumping over the window like you can in the final version. Additionally, only one portal leads to the exit rather than two. This room became ScoobyDoo2 in the final release.
FanJump
Like CheeseRamp, this room was completely remade before the first multiplayer release. It's a small room consisting of scattered platforms with tall columns in between that you jump down while being pushed by fans. Falling down respawns you at the top of the room in a similar way to the pit in Blackout or the chessboard in Whitespace from singleplayer, although your screen does not fade to black.
ZigZag
This room is very basic compared to how it ended up. It consists of three sets of doors, of which only one will be open that you can fall through. Like the final version, the door that's open is randomised, but unlike the final version there are only three doors in each set rather than five. You also fall much less far.
Climb
This room has the same rough layout as it did in the first multiplayer release, but strangely the top of the room consists of three layers of metal bars instead of a set of walkways.
DuckRamp
While it might be hard to immediately notice, the layout of the ramp and platforms here seems to roughly line up with how it ended up in the final version.
The ducks, however, are much less familiar. Rather than pushing you, getting hit by a duck will slow you down temporarily in a similar way to the soda cans from the final release, although here you move much slower and the effect lasts for much longer. Getting hit also applies a strange looking vignette to the screen for the duration of the slowdown.
DuckChaos
Rather than always having ducks bouncing around the room, this build instead has lots of alarm clocks which will always give the duck powerup. Aside from that, the rough shape of the room is the same, although there are no platforms that go across the middle of the room. By the release of multiplayer, this room had been renamed to DuckChaosSuperior.
Ledge
Like in the final version, this room has a large unused room behind the entrance portal, although for whatever reason it also contains a cube in this build. The main part of the room has a similar layout to its final version.
DomeProjections
This version of the room is more reminiscent of the unused version from the first multiplayer release than the first official version that was released in build 1.10.2021.11.12.858.39. Still, it has a different walkway layout and is missing some textures.
CrossThePit
Unfortunately for anyone who might have actually wanted to clear this room, the game refuses to let you drop objects above or past the pit, making reaching the other side much more difficult than it should be. Aside from this, the back wall is unfinished, the signs are slightly smaller, and the pit is pitch black.
ButtonsAndDoors
Ignoring the missing textures, this room is very similar to its final version. There's a minor bug that hadn't been fixed yet, however - the brick walls that are behind the incorrect doors do not have backs to them, meaning you can see and walk through them when going the wrong direction.
ButtonsAndDoors02
Unlike in the first multiplayer version, this second layout was treated as a separate room. Both rooms are now part of ButtonsAndDoors, with the layout being picked randomly.
GrabLotsOfObjects
This room is essentially the same as its final version. It only seems to be lacking a few minor decorations and proper lighting.
Missing and Changed Features
- 5 of the rooms had not been created
- DarkRoom
- InfiniteElevator
- WhitespaceStairs
- CheckerFall
- FireExtinguisherTunnel
- There are no cosmetics
- The duck powerup spawns several ducks above the player instead of shooting them out of a bucket
- The "NEW!" text next to the multiplayer option on the main menu isn't present
- There is no crown next to the host's username in the bottom right