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Superliminal/Unused Areas and Objects/Dollhouse

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

Hmmm...
To do:
Properly document _Gameplay/RemoveMeIMakePlayerJumpToPlaceOnStart (Unsure how to go about it since it always spawns the player out of bounds in inconvenient areas).

Unused Lighting

Hmmm...
To do:
  • Check if these Lights are viewable:
    • _Portal_Pool_Stairstep/Lights/Reflection Probe (1 & 2) (Doesn't show when enabled)

_Sleep_Clinic_ Variant_Portal

Unused lights off Unused lights on
SL Dollhouse SCVP UnusedLightsOff.png SL Dollhouse SCVP UnusedLightsOn.png

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
SL Dollhouse CVR UnusedLight1Off.png SL Dollhouse CVR UnusedLight1On.png

Around the ceiling there are 9 unused ceiling Spot Lights.

Unused light 2 off Unused light 2 on
SL Dollhouse CVR UnusedLight2Off.png SL Dollhouse CVR UnusedLight2On.png

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
SL Dollhouse FAT UnusedLightsOff.png SL Dollhouse FAT UnusedLightsOn.png

Near the bottom right corner of the room is an unused Spot Light (4).

_WindowPortal

Unused lights off Unused lights on
SL Dollhouse WP UnusedLightsOff.png SL Dollhouse WP UnusedLightsOn.png

Every fake window hallway has two unused lights, one labelled Point and the other labelled Spotlight.

Unused Objects

Hmmm...
To do:
  • Check if these Objects are viewable:
    • _CardboardHallway_A/NormalizeHallway_01_Post (1) (Unsure what this does at the moment, seems to add PortalPostProcessVolume(Clone) to itself when enabled)
    • _CloudVideoRoom_EM/BSP/BSP_SleepClinicWall_002 (34)_HiddenByCurtain (Even tried disabling the curtains and it still doesn't show)
    • _P_ScaleSelfUp_0.25x/Interactive/Cardboard_House_Common_Gameplay (1)/ExtraChallengeGates (1) (Play the level in challenge mode)
    • _P_ScaleSelfUp_0.25x/Props/ChessTable/ChessPieces/BoxColliders (Unsure what's the purpose of this)
    • _Portal_Pool_Stairstep/Props/Atrium_001_Hotel_Struc (0-3) (Doesn't show when enabled)
    • _SleepClinic_ Variant_Portal/BSP/BSP_SleepClinicWall_002 (15 & 44-46) (Doesn't show when enabled, unsure what it actually is)
    • _SleepClinic_ Variant_Portal/BSP/BSP_SleepClinicWall_002 (31) (Placed at 0 0 0 and doesn't show when enabled)
    • _SleepClinic_ Variant_Portal/BSP/BSP_SleepClinicWall_002 (32) (Does show when viewable, but it's hard to see at it's coordinates. Maybe something needs to be disabled)
  • Properly document _CloudVideoRoom_EM/BSP/Hotel_Hallway_ArchDoorway (1-5). (too similar to the used doorways)

_Sleep_Clinic_ Variant_Portal

Hmmm...
To do:
  • Check if the disabled objects in "_SleepClinic_ Variant_Portal/Props/GameObject (4 & 5)" actually get used in other levels' sleep clinic.
  • Check if "_SleepClinic_ Variant_Portal/Door_C_Open/Plane" & "_SleepClinic_ Variant_Portal/Door_E_Open/Plane (1)" actually gets used (maybe use a clean save).

BSP_SleepClinicWall_002 (2)

SL Dollhouse SCVP BSP SleepClinicWall 002 (2)1.png
SL Dollhouse SCVP BSP SleepClinicWall 002 (2)2.png
SL Dollhouse SCVP BSP SleepClinicWall 002 (2)3.png

Around the video room is a long unused wall with two doorways that is oddly placed and modeled.

BSP_SleepClinicWall_002 (2)-Merged

SL Dollhouse SCVP BSP SleepClinicWall 002 (2)-Merged1.png
SL Dollhouse SCVP BSP SleepClinicWall 002 (2)-Merged2.png

Near the middle of the office area is an unused wall with two doorways that is oddly modeled.

Cube

SL Dollhouse SCVP Cube1.png
SL Dollhouse SCVP Cube2.png

Around the video room is a long unused wall with two doorways.

Door_Open_003_Common_Struc

SL Dollhouse SCVP Door Open 003 Common Struc.png

Suite F has an unused opened door.

_CloudVideoRoom_EM

Cube (3)-Merged (18)

Cube (3)-Merged (58) (Used) Cube (3)-Merged (18) (Unused)
SL Dollhouse CVR Cube (3)-Merged (58).png SL Dollhouse CVR Cube (3)-Merged (18).png

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)
SL Dollhouse CVR Stage TheaterCurtain 001 (0-18).png SL Dollhouse CVR Office CurtainClosed 001 (0-15).png

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

SL Dollhouse PH1CRE Light Industrial 001 Back Prop.png

Out of bounds, to the west of the room, is an unused industrial light.

Single_DoorFrame

SL Dollhouse PH1CRE Single DoorFrame.png

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)
SL Dollhouse PH1CRE BarrierUsed.png SL Dollhouse PH1CRE BarrierUnused1.png SL Dollhouse PH1CRE BarrierUnused3.png
SL Dollhouse PH1CRE BarrierUnused2.png

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

SL Dollhouse PH1CRE Hotel Wall Doorframe 001 (2) PhilHidThis.png

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

SL Dollhouse TBA Outlet Common Prop.png

On the wall next to the unplugged cord, is an unused untextured normal outlet.

Particle System

SparksParticlesLoganThisIsTheGoodOneToCopyIn (Used) Particle System (Unused)
SL Dollhouse TBA SparksParticlesLoganThisIsTheGoodOneToCopyIn.gif SL Dollhouse TBA Particle System.gif

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)
SL Dollhouse FAT BarrierUsed.png SL Dollhouse FAT BarrierUnused.png

The doorway has an unused barrier that is differently placed from the used one.

Cube

Interactive/JengaTower (Used) Props/Cube (Unused)
SL Dollhouse FAT JengaTower.png SL Dollhouse FAT Cube.png

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)
SL Dollhouse FAT Cube (32).png SL Dollhouse FAT Cube (33).png

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)

SL Dollhouse FAT ToyBlocks.png

To the left of the fan, there are two unused toy blocks with alphabet letters on them.

_WindowPortal

Door frame backup (1)

SL Dollhouse WP Door frame backup (1).png

Near the closed door is an unused larger door frame.

Single_DoorFrame

SL Dollhouse WP Single DoorFrame.png

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)

SL Dollhouse NH2 Cube (0 & 1).png

The window portal has two unused basic objects. Cube is the top, left & right parts, and Cube (1) is the bottom part.

Single_DoorFrame

SL Dollhouse NH2 Single DoorFrame.png

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)

SL Dollhouse PFFN Cube (4850).png

Near the big doorway there are two unused pillars.

Cube (52 & 57)

Cube (52) Cube (57)
SL Dollhouse PFFN Cube (52).png SL Dollhouse PFFN Cube (57).png

Out of bounds, near the middle of the hallway are two unused pillars.

SteamRiser

SL Dollhouse PFFN SteamRiser1.png
SL Dollhouse PFFN SteamRiser2.png

All around the hallway there is an unused steam layer near the flooring.

_Portal_Pool_Stairstep

Collider And Trigger

Hmmm...
To do:
Check if this does anything that a normal barrier wouldn't do.
Barrier (Used) Barrier/Collider And Trigger (Unused)
SL Dollhouse PPS Barrier.png SL Dollhouse PPS Collider And Trigger.png

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)
SL Dollhouse PPS Portal SingleDoor OUT.png SL Dollhouse PPS Portal SingleDoor IN FromCastle.png

The doorway portal in the air vent has an unused alternate doorframe.

_P_ScaleSelfUp_0.25x

Single_DoorFrame

SL Dollhouse PSSU Single DoorFrame.png

The cardboard house has an unused door frame.

TriggerGeneric_OLD_ReplacedwithAbove

SL Dollhouse PSSU TriggerGeneric OLD ReplacedwithAbove.png

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

Hmmm...
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.