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Superliminal/Unused Areas and Objects/Cubism

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

Hmmm...
To do:
Check what Sound/MOSTMusicPlayer & Heartbeat01 do when enabled.

Unused Areas

OldAreaPastCautionTape

SL Cubism OAPCT.png

Right where the blocked-off hallway is supposed to be is an unused early hallway with unfinished and/or removed geometry. All that is left is a blue wall with a door, a white bucket, a folding table, an air duct pipe, a wall outlet, and two ceiling lights.

Unused Lighting

_Cube_Splits_In_Half_Museum_C

Unused lights off Unused lights on
SL Cubism CSIHMC UnusedLight1Off.png SL Cubism CSIHMC UnusedLight1On.png

Inside the enclosed room is an unused spotlight (21).

_Floor_Cube_Museum_D

Unused light 1 off (Point light (0-6)) Unused light 1 on (Point light (0-6))
SL Cubism FCMD UnusedLight1Off.png SL Cubism FCMD UnusedLight1On.png
Unused light 2 off (Point light (6 & 7)_TEMP) Unused light 2 on (Point light (6 & 7)_TEMP)
SL Cubism FCMD UnusedLight2Off.png SL Cubism FCMD UnusedLight2On.png

There are 9 unused lights in this area. Seven point lights (0-6) for every lit ceiling light, and two red point lights (6 & 7)_TEMP in the blocked-off hallway which both seem to be placed for temporary purposes (based on object name).

Unused Objects

_Back_Area_A_Large_Pipes

Hmmm...
To do:
Check if Interactive/AmbienceMessedUpMusic is actually used.

Pallet_Stack_004_Back_Prop (217)

SL Cubism BAALP Pallet Stack 004 Back Prop (217).png

On the left side of the hallway, is an unused and unlit stack of wooden pallets.

_First_Cube_Museum_A

Hmmm...
To do:
Find out if "Interactive/TriggerVO" is actually triggerable when enabled.

Outlet_Common_Prop (6)

SL Cubism FCMA Outlet Common Prop (6).png

Near the end of this room is an unused beige wall outlet, placed on the left wall.

_Cube_Splits_In_Half_Museum_C

Hmmm...
To do:
Find out if "Interactive/TriggerVO (1)" is actually triggerable when enabled.

CubeHalves (1)

SL Cubism CSIHMC CubeHalves (1).png

Near where the die is supposed to be, are four unused grabbable cubes halves. Weirdly, one of the halves does spawn in the same place as one of the other cube halves (pb-Cube-83238 & pb-Cube-83238).

GroundHoleThing

SL Cubism CSIHMC GroundHoleThing.png

In the next room is an unused floor portion with a different flooring, cube and a green wireframe-like rectangular cube around it.

Pipe_Small_Straight_12M_A_Museum_Struc (2)

SL Cubism CSIHMC Pipe Small Straight 12M A Museum Struc (2).png

Near the ladder is an unused tall vertical pipe.

_Floor_Cube_Museum_D

BSP_SleepClinicWall_002 (1)

SL Cubism FCMD BSP SleepClinicWall 002 (1).png

Inside the blocked off hallway is an unused wall with a doorway.

GroundHoleThingv2

SL Cubism FCMD GroundHoleThingv2.png

Near the grabbable floor piece is an unused floor piece with an untextured pink top and a wooden bottom. Most of it is obscured by the used flooring.

_Vending_Machine_Back_Area_EM

Checkpoint_DISABLED

SL Cubism VMBA Checkpoint DISABLED.png

At the start of the crawl space is an unused checkpoint trigger. The used checkpoint is actually placed near the grabbable air duct cover.

_Warped_Cubes_Museum_E

Portal Cubes

SL Cubism WCME Portal Cubes.png
SL Cubism WCME Portal Cubes2.png

In the room after this are two unused dice blocks and two unused cubes. The dice blocks were probably used for developing the projection while the two cubes are unknown. (Unsure why the objects are placed in _Warped_Cubes_Museum_E and not _Wall_Projection_Cube_Museum_F).

_Scroll_Hollow_Museum_G

Air_Duct_Cover_Common_Prop (6)

Air_Duct_Cover_Common_Prop (5) (Used) Air_Duct_Cover_Common_Prop (6) (Unused)
SL Cubism SHMG Air Duct Cover Common Prop (5).png SL Cubism SHMG Air Duct Cover Common Prop (6).png

The air duct to the right of the room has an unused alternate covering where it has no backing. Oddly enough, the air duct on the left side of the room uses this air duct covering.

Color_Cube_001_Museum_Gameplay (1)

SL Cubism SHMG Color Cube 001 Museum Gameplay (1)1.png
SL Cubism SHMG Color Cube 001 Museum Gameplay (1)2.png

In front of both outlets are unused low-poly Rubik's-like color cubes.

Outlet_Common (20)

SL Cubism SHMG Outlet Common (20).png

In the same place as the grabbable outlet on the right wall is an unused static outlet.

ToyCube(s)

SL Cubism SHMG ToyCubes.png

For almost every grabbable object (excluding the two air ducts) there is an unused blue toy cube.

_Giant_Cube_Museum_J_EM

Hmmm...
To do:
Find out if "Interactive/CubePieces (2)/pb-Cube-83238 (8)" is possible to be visible if enabled.

Checkpoint_DISABLED(s)

Checkpoint_DISABLED #1 Checkpoint_DISABLED #2
SL Cubism GCMJ Checkpoint DISABLED1.png SL Cubism GCMJ Checkpoint DISABLED2.png

At the start of both the room where the cubes fall apart and the giant cube room, there are unused checkpoints. The only used checkpoint is in the room with the exploding cube.

_First_Cube_Museum_A (1)

Hmmm...
To do:
Find out if "Interactive/TriggerVO" is actually triggerable when enabled.

pb-Cube-83238 (2)

SL Cubism FCMA1 pb-Cube-83238 (2).png

The top piece of the die in this room goes unused.

VoiceBoombox_Current_7B

Hmmm...
To do:
Dump the audio clip and put it on the main page of the game article. (It's UI/7-B Pierce_Cubism_Optional)
SL Cubism FCMA1 VoiceBoombox Current 7B.png

Out of bounds, past the door on the first floor that was open, is an unused boom box with an unused Glenn Pierce voice clip.

Transcript (taken from the subtitles):

Hello, my name is Dr. Glenn Pierce, and in some cases, patients who are lost may find that the mind creates slight physical obstructions...
... To prevent them from finding their way back to the proper therapeutic path.
Please don't take this personally - we believe this is your brain attempting to help you become a better person!