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Superliminal/Unused Areas and Objects/Induction

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

Contents

Unused Lighting

Hmmm...
To do:
Check if "TC_ShrinkLargeCube/_SideRoom/Lighting/Back_Area_B_Post (1)" is visible in the map.

TC_TurnAroundRoom

Unused lights off Unused lights on
SL TC TAR UnusedLightsOff.png SL TC TAR UnusedLightsOn.png

There is one unused point light (2) in the middle of the room.

TC_PawnThruHoleRoom

Unused lights off Unused lights on
SL TC PTHR UnusedLightsOff.png SL TC PTHR UnusedLightsOn.png

There is an unused reflection probe light (19) around the room that can only be visible if "OnlyDrawProbeWhenInView" is turned off in it's components.

TC_CubeThroughHoleWithGrates

Hmmm...
To do:
Find out why "Spot Light (5)_this light is broken I dunno why" is not working.
Unused lights off Unused lights on
SL TC CBHWG UnusedLightsOff.png SL TC CBHWG UnusedLightsOn.png

There is six unused point lights (0-5) on the ceiling.

TC_PortalHallway

Unused lights off Unused lights on
SL TC PH UnusedLightsOff.png SL TC PH UnusedLightsOn.png

Inside the red display room, is an unused red spot light (6) that is only visible from the other side of the window.

TC_BackAreaFallHall

Unused light 1 off Unused light 1 on
SL TC BAFH UnusedLight1Off.png SL TC BAFH UnusedLight1On.png
Unused light 2 off Unused light 2 on
SL TC BAFH UnusedLight2Off.png SL TC BAFH UnusedLight2On.png

There is two unused point lights (both labelled "Point Light (1)"), one for the first hallway lamp and the back of the cloud room.

Unused Objects

TC_TurnAroundRoom

Hmmm...
To do:
Check if Interactive/_DeskRoom/_DeskRoom_S/Props/DeskGroup/OfficeHallway-Prop-Plant-1 is visible. It's enabled but it isn't at its set coordinates.

Filecabinet 1

SL TC Filecabinet 1.png

To the left of the table is an unused file cabinet.

Office Wall 1

SL TC Office Wall 1.png

Behind the table is an unused office wall.

TC_Hallway

Chess_Piece_Rook_Common_Prop

Chess_Piece_Rook_UpRes_White_Common_Prop (1) (Used) Chess_Piece_Rook_Common_Prop (Unused)
SL TC Chess Piece Rook UpRes White Common Prop (1).png SL TC Chess Piece Rook Common Prop.png

Near the rook is an unused rook. This was probably used in early development since the used rook has "UpRes" in its model name.

Label

Hmmm...
To do:
See if it's possible to screenshot without the Wet_Floor_Sign_Common 1 obscuring it.
SL TC Label.png

On the wet floor sign, there is an unused alternate label that says "TO JUMP" but has different placement and a longer end for the J. This is a leftover object from the Epic Games builds.

TC_GrabALotOfStuff

Chess_Piece_King_Common_Prop (1)

Chess_Piece_King_UpRes_White_Common_Prop (Used) Chess_Piece_King_Common_Prop (1) (Unused)
SL TC Chess Piece King UpRes White Common Prop.png SL TC Chess Piece King Common Prop (1).png

To the top left of the room, where the king is, is an unused king near it. This was probably used in early development since the used rook has "UpRes" in its model name.

Chess_Piece_Rook_Common_Prop (1)

Chess_Piece_Rook_UpRes_White_Common_Prop (Used) Chess_Piece_Rook_Common_Prop (1) (Unused)
SL TC GALOS Chess Piece Rook UpRes White Common Prop.png SL TC GALOS Chess Piece Rook Common Prop (1).png

To the bottom right of the room, where the rook is, is an unused rook near it. This was probably used in early development since the used rook has "UpRes" in its model name.

TC_FirstButtonRoom

Chamber_ModularWall_Doorway_001 (6)

Front Back
SL TC Chamber ModularWall Doorway 001 (6).png SL TC Chamber ModularWall Doorway 001 (6) Back.png

In the middle of the room, where the first exit door is an unused exit wall with less lighting and no green line on the back. The used exit wall has a line on the back.

TC_HallwayPawnIllusion_EM

chess: pawn 4 (8)

SL TC chess pawn 4 (8).png

Right where the pawn illusion's bottom starts is an unused pawn piece. This was probably used for the texture, but this model doesn't have the same reflection lighting as the texture in the back.

GDC2020_Objects

SL TC GDC2020 Objects.png

In the entrance hallway, before the room where you're supposed to the pawn onto the button, is some unused objects that seem to be used for the 2020 Game Developer's Conference, but was cancelled due to COVID-related reasons, so these objects got repackaged for the Steam Game Festival: Spring Edition 2020. There is brick wall that is in place of where the doorway is supposed and an alarm clock that if activated, sends you to the next level.

TC_PawnThruHoleRoom

ActiveSequenceLight (1)

Door_001_Common_Prop Door_001_Common_Prop (1)
SL TC ActiveSequenceLight (1).png SL TC ActiveSequenceLight (1) Door2.png

Out of bounds and near the small hallway before this room is two unused doors with a red light shining on west door.

Note: Almost all of the objects in here are disabled. Here's the scene hierarchy for reference:

  • ActiveSequenceLight (1) (Enabled by default, everything below [unless specified] is disabled)
    • FollowingBlocker (1)
      • Door_001_Common_Prop (Enabled by default, west door)
      • Door_001_Common_Prop (1) (Enabled by default, east door)
    • ActiveSequenceTrigger (Unknown if visible)
    • pointRed (The red light that is shining on the west door)

Cube (13)

SL TC Cube (13).png

Out of bounds and west of TC_CubeThroughHoleWithGrates, is an unused green rectangle. It is unknown why it's connected TC_PawnThruHoleRoom.

NoItemsPoster (1 & 2)

Hmmm...
To do:
Dump textures.
NoItemsPoster (1) NoItemsPoster (2)
They really don't want you to bring items to the next room. They absolutely don't want you to bring items to the next room.

Out of bounds and west of the hallway before the RampPuzzle, are two unused "No Items" posters.

TC_RampPuzzle

Hmmm...
To do:

Document these objects:

  • Interactive/InvisCollider (Find out how to make visible)
  • Interactive/Barrier (This is in a weird location where it's not really visible)

Chamber_ModularWall_05 (169)

SL TC Chamber ModularWall 05 (169).png

In front of the entrance is an unused wallboard that is turned on its backside.

Table_001_Chamber_Gameplay

SL_TC_Table_001_Chamber_Gameplay (3) (Used) SL_TC_Table_001_Chamber_Gameplay (Unused)
SL TC Table 001 Chamber Gameplay (3).png SL TC Table 001 Chamber Gameplay.png

Right where the table on the west side of the room is, is an identical unused table that is in a different location. The unused table also doesn't have any colliders in it's object children.

TC_AlarmClockCloneHallway

Barrier

SL TC ACCH Barrier.png

Right where the door is for the next room is an unused barrier that works as intended. It was probably used as an alternate barrier if the previous one wasn't chosen to be enabled.

Door_Open_002_Pull_Off_Common_Gameplay

SL TC Door Open 002 Pull Off Common Gameplay.png

Right where the door is for the next room is an unused door that is grabbable.

TC_ShrinkLargeCube

Hmmm...
To do:

Document these objects:

  • _SideRoom/Props/Air_Duct_Cover_CommonProp (It starts falling as soon as it's enabled, so the only way of properly taking a screenshot is freezing the game, but the area that it's in is a weird location where for Unity Explorer's freecam it's too dark to make it visible with brightness turned up, and for the noclip mode it's hard to track where it is by memory. [Coordinates are 40.688, 10.638, -52.147])
  • _SideRoom/Props/Missing Prefab (There's two of them. Probably aren't able to be visible, but they are enabled and have a dummy object in it's children).

Chamber_ModularWall_05 (243 & 244)

SL TC Chamber ModularWall 05 (243 & 244).png

In front of the window on the westside of the room is two unused wallboards.

ThisDoorShouldBeClosed

SL TC ThisDoorShouldBeClosed.png

In the back of the side room, right next to the closed door is an unused open door.

TC_CubeThroughHoleWithGrates

Hmmm...
To do:
  • Check if Button_Door_001_Common_Gameplay (2) is actually visible.
  • Check on how to make both "InvisCollider (2)"s visible.

Chamber_ModularWall_05 (366-369)

SL TC Chamber ModularWall 05 (366-369).png

Behind the east windows with the broken glass, is an unused group of four wallboards.

Chamber_ModularWall_LowWindow_Vent_001

SL TC Chamber ModularWall LowWindow Vent 001.png

Behind the east windows with the broken glass, is an unused long wall with a small vent.

Office_Scaffold_001_NOTVISIBLE & Office_Scaffold_001 (1)_NOTVISIBLE

SL TC Office Scaffold 001 NOTVISIBLE & Office Scaffold 001 (1) NOTVISIBLE.png

Behind the west windows with the long vent removed, is some unused scaffolding for the spotlight gantry.

TC_OvertheWallRoom

CautionTape (0 & 1)

SL TC CautionTape (0 & 1).png

In the middle of the black wallboards on the west and east side of the room is two lines of unused caution tape.

Chamber_Modular_Tall_Window_001 (0 & 1)

SL TC Chamber Modular Tall Window 001 (0 & 1).png

In the middle of the room where the left and right wallboards are, are two unused wallboards with no green line on the bottom.

Chamber_ModularWall_023

SL TC Chamber ModularWall 023.png

In the middle of the room where the middle doorway is, is an unused slightly narrower doorway with no green line on the bottom.

Desk_002_Common_Prop (1)

SL TC Desk 002 Common Prop (1).png

Right where the toy block is supposed to be, is an unused yellow desk that is grabbable. In the scene library the object itself is enabled by default but is not seen due to it's parent "Desk (3)" being disabled by default.

Door Open

SL TC Door Open.png

Right where the exit door is, is an unused open door.

TC_TwoButtonRoom_EM

Hmmm...
To do:
  • Check on how to make "InvisCollider (4)" visible.

Chamber_ModularWall_001 (165)

SL TC Chamber ModularWall 001 (165).png

Under the entrance doorway is an unused rectangular wallboard.

TC_WallsFallOverRoom

Exit_Sign_001_Exit_Common (0, 1 & 3)

Exit_Sign_001_Exit_Common Exit_Sign_001_Exit_Common (1) Exit_Sign_001_Exit_Common (3)
SL TC Exit Sign 001 Exit Common.png SL TC Exit Sign 001 Exit Common (1).png SL TC Exit Sign 001 Exit Common (3).png

Outside of the fake exit room is three exit signs that are all grabbable.

Painted_Panel_001_Chamber_Gameplay (39)

SL TC Painted Panel 001 Chamber Gameplay (39).png

Behind the fake exit is an unused wallboard that is tilted diagonally.

Shelving_001_Back_Prop (7)

Shelving_001_Back_Prop (6) (Used) Shelving_001_Back_Prop (7) (Unused)
SL TC Shelving 001 Back Prop (6).png SL TC Shelving 001 Back Prop (7).png

Behind the wallboards right where the shelf, is an unused shelf that is placed horizontally rather than vertically.

WallPanels

SL TC WallPanels.png

Behind the used wallboards on the northside of room is nine unused fake wall boards that look crudely done.

TC_BackAreaWithAlarmClock_EndLevel

Alarm_Clock_Gameplay_Prop

SL TC Alarm Clock Gameplay Prop.png

Located on top of the workbench, is an unused interactive alarm clock with the words "WAKE:UP" on it flickering on and off, while making a beeping sound. Interacting with the alarm clock will send you to the next level (Optical).

Door_Open_002_B_Back_Struc

SL TC Door Open 002 B Back Struc.png

The door to the hallway has an unused open door.

TC_BackAreaFallHall

Hmmm...
To do:
  • Check if there's a difference between FarPlaneVolume and SmartFarPlaneVolume. (SmartFarPlaneVolume is disabled).
  • See which of the four disabled triggers are actually used. (TriggerCut, TriggerFalingWindSound, FallingWindSound and TriggerSTopFallingWindSound)

Clock_Wall_001_Common_Prop

SL TC Clock Wall 001 Common Prop.png

In the middle of the hallway on the east wall is an unused clock that is identical to the clock on the opposite wall.

DoorLoop02 & 03

SL TC DoorLoop02&03.png

In the middle of the hallway, there is two identical unused doors. Interacting with them does nothing.

GroundPlaneWithCollider

GroundPlane (Used) GroundPlaneWithCollider (Unused)
SL TC GroundPlane.png SL TC GroundPlaneWithCollider.png

Under the bed is an unused alternate floor that doesn't have any shadows.

_CloudBillboard

Cloud_Stand_Common_Prop

TC_BackAreaFallHall/Props/Cloud_Stand_Commom_Prop (Used) _CloudBlillboard/Props/Cloud_Stand_Common_Prop (Unused)
SL TC BAFH Cloud Stand Common Prop.png SL TC CB Cloud Stand Common Prop.png

Right where the cloud billboard is, is an unused smaller cloud billboard. The one used in this room is actually connected to the hallway rather than here.

Door_Open_001_B_Back_Struc

SL TC Door Open 001 B Back Struc.png

In the back of the room, where the door is, is an unused open door.

Door_Open_001_B_Back_Struc (1)

SL TC Door Open 001 B Back Struc (1).png

Right where the entrance to this room is, is another unused open door.

WallOfFire

Hmmm...
To do:
  • Check what's the purpose of "WallOfFirePath".
  • Check when was this feature added.

By enabling "WallOfFire" and not moving yourself or the camera, a giant wall of fire with smoke around it will spawn. It goes from the start of the map to the end of the hallway in the back of the level. It does not have any functionality to kill or damage the player.