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Superliminal/Unused Areas and Objects/Labyrinth

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

Contents

Unused Areas

_DeadEndSequenceOld

SL Labyrinth DESO1.png
SL Labyrinth DESO2.png

Behind the second elevator, is an unused maze-like hallway area that is similar to Dead_End_Hallway_Piece.

_SleepClinic_ Variant_Chase_01_Sideways

SL Labyrinth SCVC01S.png

While the sideways bedroom is still used, there is also SleepClinic assets that are also tilted sideways, but some assets do look missing.

_SleepClinic_ Variant_Chase_02

SL Labyrinth SCVC02.png

While the bedroom and some of the hallway is still used, the rest of the SleepClinic are still there but go unused, but some of the lighting looks missing.

_SleepClinic_Replace This Later With Just Bedroom (so we won't have so many disabled sections) Variant

SL Labyrinth BAI SleepClinic RTLWJBV.png

The starting area actually has some of the SleepClinic assets still intact, but a lot of it's original assets are either removed or placed weirdly. This probably got disabled later in development because they wanted a different way of how to start the level.

SleepClinic_Elevator_001

Disabled assets off Disabled assets on (Had to go closer for the lights to show)
SL Labyrinth BAI SleepClinic Elevator 001 Off.png SL Labyrinth BAI SleepClinic Elevator 001 On.png

The brick wall elevator that is located at the beginning of the level, still actually has all it's assets, even though you can only see it's doors being used.

Unused Objects

Hmmm...
To do:
  • Check if these Objects are viewable:
    • Anything from _InfiniteElevator (Don't know where they spawn, or how to properly take screenshots of them)
    • _BackAreaIntro/_Back_Area_Exit/BSP/LargeRoomRaisedFloorWall (2)-detach (14 & 15) (They don't show when enabled)
    • _BackAreaIntro/BackAreaSection/_Props/Chase_Backarea_HallwayIntersection/GroundPlane (16) (Doesn't show when enabled)
    • _BackAreaIntro/NoOcclusionCullingVolume_NoLongerNeeded (Doesn't show when enabled)
    • _ProjectRoomObjects_BackAreaF/Office Wall (0 & 2) (They're just in very dark areas of the area, so they'll be hard to take screenshots of)
    • _SleepClinic_/_AlarmClockIntro/Loop04NotUsed/Door_001_A_Common_Prop_Loop01 (Doesn't show when enabled)

_BackAreaIntro

Caution_Tape_Museum_Prop

SL Labyrinth BAI Caution Tape Museum Prop.png

The elevator at the end of the area has unused caution tape wrapped around it.

GroundPlane (17)

Hmmm...
To do:
There's multiple copies of this object and another similar object called GroundPlane (19), might be best to document them all of them in one screenshot.
SL Labyrinth BAI GroundPlane (17).png

In the second hallway, there is an unused rectangle-shaped flooring.

Light_Industrial_003_Tall_Back_Prop

BackAreaSection/_Props/Chase_Backarea_HallwayIntersection (3)/Light_Industrial_003_Tall_Back_Prop (9) (Used) BackAreaSection/_Props/Light_Industrial_003_Tall_Back_Prop (Unused)
SL Labyrinth BAI Light Industrial 003 Tall Back Prop (9).png SL Labyrinth BAI Light Industrial 003 Tall Back Prop.png

In the starting hallway, in place of the first ceiling lamp, there is an unused ceiling lamp that has different lighting.

Light_Industrial_003_Tall_Back_Prop (4)

Hmmm...
To do:
There's multiple copies of this object, need to document the rest.
SL Labyrinth BAI Light Industrial 003 Tall Back Prop (4).png

In the first long hallway, there is an unused rectangle-shaped flooring.

_SleepClinic_

Alarm_Clock_Gameplay_Prop

SL Labyrinth SC Alarm Clock Gameplay Prop.png

The original bedroom alarm clock for this common area goes unused because the area has it's own alarm clocks for when the area loops.

Door_Open_003_Common_Struc

SL Labyrinth SC Door Open 003 Common Struc.png

The original bedroom door for this common area goes unused because the area has it's own doors for when the area loops.

Loop04NotUsed

SL Labyrinth SC Loop04NotUsed AlarmClock.png

There is an alternate fourth loop that goes unused with a slightly bigger alarm clock and an unfindable door.

_SleepClinic_ Variant_Chase_01_Sideways

pb-MergedObject-5445740 (18)-Merged (4-45)

SL Labyrinth SCVC01S pb-MergedObject-5445740 (18)-Merged (4-45).png

Inside the sideways bedroom, there are 41 unused objects that turn into a wooden monkey bar.

_ExitSignRamp_ChaseVariant

Fire_Extinguisher_Common_Prop

SL Labyrinth ESRCV Fire Extinguisher Common Prop.png

On the thick wooden wall to the right of where you enter, there is an unused fully functionable fire extinguisher.

LaserLargeWarehouse-Wall-IBeamFrame-1 (1)

SL Labyrinth ESRCV LaserLargeWarehouse-Wall-IBeamFrame-1 (1).png

Out of bounds in the back of the room, there is an unused triangle-shaped wooden beam framed.

Office Doorway Double Wall Appear

SL Labyrinth ESRCV ODDWA Door.png
SL Labyrinth ESRCV ODDWA Doorway 1.png

At the back of the room, there is an unused large door and a basic wall with a doorway opening.

SoundStageBuilding_Top_001

SoundStageBuilding_Facade_002_Prop-detach (Used) SoundStageBuilding_Top_001 (Unused)
SL Labyrinth ESRCV SoundStageBuilding Facade 002 Prop-detach.png SL Labyrinth ESRCV SoundStageBuilding Top 001.png

(Different from the one in Optical) Where the ceiling is located is an unused ceiling that looks more like the usual wall textures and more triangular.

StarDomeEntranceBox_NoLongerNeeded

SL Labyrinth ESRCV StarDomeEntranceBox NoLongerNeeded.png

On the back of the thick wooden wall is an unused star dome entrance, it was probably disabled because there was supposed to be a star dome here in early development.

Wall_With_Frame_Striped_006_A_Pillar_001_Back_Struc (71)

SL Labyrinth ESRCV Wall With Frame Striped 006 A Pillar 001 Back Struc (71).png

Out of bounds, from southeast of the area there is an unused pillar.

_SleepClinic_ Variant_Chase_02

Hmmm...
To do:
There might be some stuff missing.

Wall (0 & 1)

SL Labyrinth SCVC02 Wall.png
SL Labyrinth SCVC02 Wall (1).png

There are two unused brick walls in this area. One is at the start of the hallway to the right, and the other is out of bounds at the end of the hallway.

_WarehouseLoopArt

Door_Open_001_B_Back_Struc

SL Labyrinth WLA Door Open 001 B Back Struc.png

In one of the loops, there is an unused open door.

_SidewaysArea_EM

Hmmm...
To do:
Check if Spotlight_001_Rotatable_Museum_Off (1) & Spotlight_001_Rotatable/Spotlight_001_Base_Common_Prop get used.

Bench_001_Museum_Prop (1 & 4-6)

SL Labyrinth SA Bench 001 Museum Prop 14-6.png

On the sideways wall floor, there is four unused benches. Two are in bounds (1 & 4), one is half in bounds (6), and one is out of bounds (5, wall in screenshot removed to show where it is).

Desk_001_Gameplay

Hmmm...
To do:
Record the physics in action, the seem to break apart when enabled.
SL Labyrinth SA Desk 001 Gameplay.png

Out of bounds, near the third sideways room is an unused table with one of it's legs broken off. It also has some physics attached to it.

Fire_Extinguisher_Interactive_Prop (0 & 3)

SL Labyrinth SA Fire Extinguisher Interactive Prop.png
SL Labyrinth SA Fire Extinguisher Interactive Prop (3).png

In the first & third sideways rooms, next to the north doors, there are two unused interactable fire extinguishers that would be impossible to reach.

Ladder_Step_Common_Prop

SL Labyrinth SA Ladder Step Common Prop.png

On the sideways wall floor, there is an unused stepladder.

MetalCube (0 & 1)

SL Labyrinth SA MetalCube.png
SL Labyrinth SA MetalCube (1).png

In the second & third sideways rooms, there are two unused metal cubes with a dark yellow coloring to them. Oddly, the second cube enables Toy_Block_Chamber_Gameplay (which also goes unused) when enabled. (Note: The first MetalCube does spawn out of bounds and falls when enabled, had to move it to properly take a screenshot).

Table

Hmmm...
To do:
Find out how to interact with the top of the table.
SL Labyrinth SA Table.png

Out of bounds, near the third sideways room is an unused table with a basic wood texture and a top that has some kind of physics.

Toy_Block_Chamber_Gameplay

SL Labyrinth SA Toy Block Chamber Gameplay.png

In front of the fake illusion piece in the third sideways room, is an unused toy block that oddly enables when you enable MetalCube (1).

VoiceBoombox_Temp_14C

SL Labyrinth SA VoiceBoombox Temp 14C.png

Out of bounds, to the right of the pool room, there is an unused boom box with a Glenn Pierce voice clip from later in the level.

Transcript (taken from the subtitles):

... Finally, while we respect the unique progress of every patient, you must understand that it is possible to completely exhaust your supply of dreams...
... Thereby entering a state in which you will not be able to wake up, even with the help of triggering mechanisms...

Wooden_Crate_001_Gameplay_Breakable (3)

Normal (Static) Broken (Physics)
SL Labyrinth SA Wooden Crate 001 Gameplay Breakable (3) Static.png SL Labyrinth SA Wooden Crate 001 Gameplay Breakable (3) Broken.png

In the third sideways room, there is an unused wood crate that is breakable by interaction.

_SidewaysArea_EM/_Back_Area_R

Fire_Alarm_002_Common_Prop

SL Labyrinth SABAR Fire Alarm 002 Common Prop.png

Next to the whiteboard is an unused interactable fire alarm that would be impossible to reach.

Fire_Extinguisher_Interactive_Prop (0 & 1)

SL Labyrinth SABAR Fire Extinguisher Interactive Prop.png
SL Labyrinth SABAR Fire Extinguisher Interactive Prop (1).png

Next to both doors, there is are unused interactable fire extinguishers that would be impossible to reach.

_PortalHouse01_ConferenceRoom_ChaseVariant

Falling Floor 2 (0 & 1) & 3

Hmmm...
To do:
There's also a Falling Floor (1) that goes unused, but no matter where it spawns, it just keeps falling infinitely. Try to take a proper screenshot of that.
SL Labyrinth PH01CRCV Falling Floor 2 (0 & 1) & 3.png

On the floor, there are three (technically four, see the To-Do box for now) falling floors that go unused.

_GrabDoorsForFirstTime_ChaseVariant

Fire_Extinguisher_Common_Prop

SL Labyrinth GDFFTCV Fire Extinguisher Common Prop.png

Next to the door, there is are unused interactable fire extinguisher.

Dead_End_Hallway_Piece

Hmmm...
To do:
  • It seems like some of these objects were actually used in an older version of the game, may have to re-write this area when the revisional differences are being done.
  • Take a screenshot of the unseen BrickWall just by itself and put it in the Inaccessible objects page.

PropProgression (02-05)

PropProgression02 T_Trunk PropProgression02 T_Top
SL Labyrinth DEHP PropProgression02 T Trunk.png SL Labyrinth DEHP PropProgression02 T Top.png
PropProgression03 T_Trunk PropProgression03 T_Top
SL Labyrinth DEHP PropProgression03 T Trunk.png SL Labyrinth DEHP PropProgression03 T Top.png
PropProgression04 T_Trunk PropProgression04 T_Top
SL Labyrinth DEHP PropProgression04 T Trunk.png SL Labyrinth DEHP PropProgression04 T Top.png
PropProgression05 T_Trunk PropProgression05 T_Top
SL Labyrinth DEHP PropProgression05 T Trunk.png SL Labyrinth DEHP PropProgression05 T Top.png

Normally, all of the props for this area are under PropProgression01, and this remains enabled for each hall. However, as the name suggests, it seems to have originally been intended for the props to "progress" with each hall. The triggers to advance to the second and third progressions still exist and are semi-functional when enabled, but for whatever reason, there are no triggers for advancing to the fourth and fifth progressions.

BrickWall

SL Labyrinth DEHP BrickWall.png

On the non-exit wall, there is unused brick wall that is different from the unseen one.

Caution_Tape_Museum_Prop

SL Labyrinth DEHP Caution Tape Museum Prop.png

On the non-exit wall, there is unused caution tape that was supposed to connect with the unseen brick wall.

Door_003_Common_Struc (1)

SL Labyrinth DEHP Door 003 Common Struc (1).png

Out of bounds, near the west exit, is an unused door with a grated window.

DoorFrameWithBrickWall

SL Labyrinth DEHP DoorFrameWithBrickWall.png

On the non-exit wall, there is an unused doorway that was supposed to connect with the unseen brick wall.

Fire_Extinguisher_Common_Prop (0 & 1)

SL Labyrinth DEHP Fire Extinguisher Common Prop.png
SL Labyrinth DEHP Fire Extinguisher Common Prop (1).png

Near both exits of the area, are two unused interactable fire extinguishers.

FauxWood_Panel (96)_FLOATER

SL Labyrinth DEHP FauxWood Panel (96) FLOATER.png

Way out of bounds, in the middle of the map, is an unused wooden panel.

SignPanelRight

Hmmm...
To do:
Check if this has added functionality when inside the room.
SL Labyrinth DEHP SignPanelRight.png

To the right of the hall number sign, is an unused sign that reads "01 EAST".

_CubismSurprise

hotel_SteelRailing_Corner_001_prop (1, 3, 13 & 16-20)

SL Labyrinth CS hotel SteelRailing Corner 001 prop (1 & 3).png
SL Labyrinth CS hotel SteelRailing Corner 001 prop (1316).png
SL Labyrinth CS hotel SteelRailing Corner 001 prop (1720).png
SL Labyrinth CS hotel SteelRailing Corner 001 prop (1819).png

On the second floor, there are eight unused steel corner railings.

hotel_SteelRailing_Corner_002_prop (1)

SL Labyrinth CS hotel SteelRailing Corner 002 prop (1).png

On the first floor, there is an unused long steel railing that is almost the same as the one on the other side, only difference being that it's flipped.

ToyBoxHollow

SL Labyrinth CS ToyBoxHollow.png
SL Labyrinth CS ToyBoxHollowInside.png

Near where the dice block is placed, is an unused orange cube that is hollow on the inside.

_FlattenObjOnButton

Door_003_Common_Struc (1)

SL Labyrinth FOOB Door 003 Common Struc (1).png

At the entrance, is an unused door with a grated window.

_S_CutOnSound/Back_Area_Fall

Fire_Alarm_002_Common_Interact(s)

SL Labyrinth SCOS BAF Fire Alarm 002 Common Interact1.png
SL Labyrinth SCOS BAF Fire Alarm 002 Common Interact2.png

On the left wall, there are two unused fully interactable fire alarms that would be impossible to reach because of the speed you are falling at.

Fire_Extinguisher_Interactive_Prop

Hmmm...
To do:
Check if the room to the left is really inaccessible, may have to be quick on movements to actually fall on the platform to then jump into the room.
SL Labyrinth SCOS BAF Fire Extinguisher Interactive Prop.png

In the inaccessible room to the left, there is an unused fully interactable fire extinguisher.

_S_CutOnSound/_CloneCubism_Museum_P_ChaseVariant

Checkpoint_ShouldBeHEre

SL Labyrinth SCOS CCMPCV Checkpoint ShouldBeHEre.png

At the door in the hallway behind where you land, there is an unused checkpoint with odd capitalization in it's object name.

Color_Cube_001_Museum_Gameplay

SL Labyrinth SCOS CCMPCV Color Cube 001 Museum Gameplay.png

Different from the one used in Clone (even though that's in here too), there is another unused color cube that has yellow and black squares instead of all green. (Note: This object does spawn out of bounds and falls when enabled, had to move it to properly take a screenshot).

ToyCube

SL Labyrinth SCOS CCMPCV ToyCube.png

Near where you land is an unused grabbable blue cube.

Trim_001_Museum_Struc (35 & 37)

SL Labyrinth SCOS CCMPCV Trim 001 Museum Struc (35).png
SL Labyrinth SCOS CCMPCV Trim 001 Museum Struc (37).png

In the hallway behind where you land, are two unused wall trims.

_S_CutOnSound/_GrabDoorsForFirstTime_ChaseVariant 2

Hotel_Wall_Doorframe_001 (2)

SL Labyrinth SCOS GDFFTCV2 Hotel Wall Doorframe 001 (2).png

Near the doorway before you enter the area is an unused door frame that is a bit longer.

Wall_Vent_001_Common_Prop (6)

SL Labyrinth SCOS GDFFTCV2 Wall Vent 001 Common Prop (6).png

Above the exit sign before you enter this area is an unused air vent that is the same color as the wall.

_S_CutOnSound/TestChamber

Cube (19)

SL Labyrinth SCOS TC Cube (19).png

Under the elevator wall that is flipped on its side, is an unused leg part.

Door_Open_003_C_Double_Museum_Struc_FLOATER

SL Labyrinth SCOS TC Door Open 003 C Double Museum Struc FLOATER.png

Out of bounds, near the parking lot is an unused open double door that is flipped on it's side.

Office Wall(Clone)_Disabled_WasGettingInWayOfStarDome

SL Labyrinth SCOS TC Office Wall(Clone) Disabled WasGettingInWayOfStarDome.png

Under the area is an unused office wall that seems to be disabled because the wall was getting in the way of the Star Dome.

_S_CutOnSound/_HallwayWithCloneDoors_ChaseVariant

Hmmm...
To do:
Check if the lighting that is disabled here actually goes used in Clone.

Checkpoint_ShoudlntBeHere

SL Labyrinth SCOS HWCDCV Checkpoint ShoudlntBeHere.png

After the barrier, there is an unused checkpoint with a misspelled object name.

ToyCube (1)

SL Labyrinth SCOS HWCDCV ToyCube (1).png

Near the green door is an unused grabbable blue cube.

_S_CutOnSound/_ArchHallway

Exit_Sign_001_Common_Gameplay_Grabbable

SL Labyrinth SCOS AH Exit Sign 001 Common Gameplay Grabbable.png

Near the fake exit is an unused grabbable exit sign, that is somewhat out of bounds.

pb-MergedObject-7308108 (1)

SL Labyrinth SCOS AH pb-MergedObject-7308108 (1).png

Out of bounds, there is an unused arch.

Pillar_C_Hotel_prop (2 & 5)

SL Labyrinth SCOS AH Pillar C Hotel prop (2 & 5).png

Out of bounds, there are two unused pillars that seem to used along with the arch.

TriggerGeneric

Hmmm...
To do:
Check if this has any different functionality from the used one.
SL Labyrinth SCOS AH TriggerGeneric.png

On the floor where you drop on, there is an unused trigger close to where the original one is.

_ProjectRoomObjects_BackAreaF

Column 1-4

SL Labyrinth PROBAF Column 1-4.png

In the room, there are four unused metallic-like columns.

Floor (1)

SL Labyrinth PROBAF Floor (1).png

In the room, there is unused alternate flooring.

_ParkingLot

Hmmm...
To do:
This isn't a disabled item, but find out what Floor_NotSureWhyThisExistsAnymoreButWhatev actually is.

Picture_Framed_002_Common (2 & 3)

SL Labyrinth PL Picture Framed 002 Common (2 & 3).png

In the bedroom exit, there are two unused framed pictures of clouds.