Superliminal/Unused Areas and Objects/Dollhouse
This is a sub-page of Superliminal/Unused Areas and Objects.
To do: Properly document _Gameplay/RemoveMeIMakePlayerJumpToPlaceOnStart (Unsure how to go about it since it always spawns the player out of bounds in inconvenient areas). |
Contents
- 1 Unused Lighting
- 2 Unused Objects
- 3 WallOfFire
Unused Lighting
To do:
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_Sleep_Clinic_ Variant_Portal
Unused lights off | Unused lights on |
---|---|
The first four lights on the right have four unused Spot Lights (0, 1, 6 & 7).
_CloudVideoRoom_EM
Unused light 1 off | Unused light 1 on |
---|---|
Around the ceiling there are 9 unused ceiling Spot Lights.
Unused light 2 off | Unused light 2 on |
---|---|
Near the first arch doorway there's an unused Spotlight that's similar to the other lights in the hallway.
_FanAndTower
Unused lights off | Unused lights on |
---|---|
Near the bottom right corner of the room is an unused Spot Light (4).
_WindowPortal
Unused lights off | Unused lights on |
---|---|
Every fake window hallway has two unused lights, one labelled Point and the other labelled Spotlight.
Unused Objects
To do:
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_Sleep_Clinic_ Variant_Portal
To do:
|
BSP_SleepClinicWall_002 (2)
Around the video room is a long unused wall with two doorways that is oddly placed and modeled.
BSP_SleepClinicWall_002 (2)-Merged
Near the middle of the office area is an unused wall with two doorways that is oddly modeled.
Cube
Around the video room is a long unused wall with two doorways.
Door_Open_003_Common_Struc
Suite F has an unused opened door.
_CloudVideoRoom_EM
Cube (3)-Merged (18)
Cube (3)-Merged (58) (Used) | Cube (3)-Merged (18) (Unused) |
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In the hallway before the video room, there is an unused bottom wall.
Office_CurtainClosed_001 (0-15)
Stage_TheaterCurtain_001 (0-18) (Used) | Office_CurtainClosed_001 (0-15) (Unused) |
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Inside the video room, there is 16 unused curtains that are differently shaped and mostly grey instead of all blue.
_PortalHouse01_ConferenceRoom_E
Light_Industrial_001_Back_Prop
Out of bounds, to the west of the room, is an unused industrial light.
Single_DoorFrame
The cardboard house has an unused door frame.
_CardboardHallway_A
Barrier(s)
Interactive/Barrier (Used) | Props/Hotel_Wall_Doorframe_001 (1)/Barrier (Unused) | Props/Hotel_Wall_Doorframe_001 (3)/Barrier (Unused) |
---|---|---|
The area has three unused barriers, two that are inside the ending doorway before the portal and one before the luggage room.
Hotel_Wall_Doorframe_001 (2)_PhilHidThis
On the east portal door in the hallway, is an unused doorframe with a barrier that Phil Fortier (Programmer) supposedly hid according the object suffix.
_TVBackArea
Outlet_Common_Prop
On the wall next to the unplugged cord, is an unused untextured normal outlet.
Particle System
SparksParticlesLoganThisIsTheGoodOneToCopyIn (Used) | Particle System (Unused) |
---|---|
The unplugged cord has an unused early particle system that has less sparks than the used one. The used one was noted for Logan Fieth (Designer) to copy in this area.
_FanAndTower
Barrier
Interactive/Barrier (Used) | Props/Hotel_Wall_Doorframe_001/Barrier (Unused) |
---|---|
The doorway has an unused barrier that is differently placed from the used one.
Cube
Interactive/JengaTower (Used) | Props/Cube (Unused) |
---|---|
Where the Jenga tower is supposed to be, there is an unused smaller tower with low quality texturing.
Cube (32 & 33)
Cube (32) | Cube (33) |
---|---|
On the left and right side of the room, there is two unused pillars with different texturing.
Toy_Block_A_Common_Gameplay & Toy_Block_B_Common_Gameplay (1)
To the left of the fan, there are two unused toy blocks with alphabet letters on them.
_WindowPortal
Door frame backup (1)
Near the closed door is an unused larger door frame.
Single_DoorFrame
The grabbable window portal has an unused door frame.
_NormalizeHallway 2
Notes:
- Any objects that aren't used here but are used in other NormalizeHallways are not going to be shown since they are all a copy of _NormalizeHallway 1.
- Excuse any of the weird angles these images are taken at, this area has some weird culling when shown through a freecam.
Cube (0 & 1)
The window portal has two unused basic objects. Cube is the top, left & right parts, and Cube (1) is the bottom part.
Single_DoorFrame
The window portal has an unused door frame.
_Pool_FlipFlop_New_EM
Note:
- Not including any disabled objects that are listed inside "_Pool_FlipFlop_New_EM/_Pool_FlipFlop_90DegreeRotate" unless they are unique, because _Pool_FlipFlop_90DegreeRotate is a copy of _Pool_FlipFlop_New_EM but turned 90 degrees east.
Cube (49 & 50)
Near the big doorway there are two unused pillars.
Cube (52 & 57)
Cube (52) | Cube (57) |
---|---|
Out of bounds, near the middle of the hallway are two unused pillars.
SteamRiser
All around the hallway there is an unused steam layer near the flooring.
_Portal_Pool_Stairstep
Collider And Trigger
To do: Check if this does anything that a normal barrier wouldn't do. |
Barrier (Used) | Barrier/Collider And Trigger (Unused) |
---|---|
The barrier inside the air vent has an unused collider and trigger.
Portal_SingleDoor_IN_FromCastle
Portal_SingleDoor_OUT (Used) | Portal_SingleDoor_IN_FromCastle (Unused) |
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The doorway portal in the air vent has an unused alternate doorframe.
_P_ScaleSelfUp_0.25x
Single_DoorFrame
The cardboard house has an unused door frame.
TriggerGeneric_OLD_ReplacedwithAbove
In the small chess box room, there is an unused trigger that has the same use as HandleIncomingPortalVanishing. This was probably used in early development.
WallOfFire
To do: Check what's the purpose of "WallOfFirePath". |
By enabling "WallOfFire" and not moving yourself or the camera, a giant wall of fire with smoke around it will spawn. Oddly it doesn't go as far as the one in Induction, it only goes from the first archway to behind the north wall in _PortalHouse01_ConferenceRoom_E. It does not have any functionality to kill or damage the player.