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Superliminal/Unused Areas and Objects/Whitespace

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

Contents

Unused Areas

_Astral_Cone_Island

SL Whitespace ACL.png

Near _Astral_Checkerboard_Island, there is an unused lamp on a bar table. It is unknown why this was disabled.

Unused Lighting

Hmmm...
To do:
  • Check if these lights are viewable:
    • _Astral_Checkerboard_Island/Reflection Probe (Doesn't show when enabled)
    • _Astral_City/Reflection Probe (0 & 1) (Doesn't show when enabled and it's way out of bounds)
    • _Astral_City/Astral_City_Group_01 (1)/Reflection Probe (0 & 1) (Doesn't show when enabled and it's way out of bounds)
    • _Astral_City/Astral_City_Group_01 (2)/Reflection Probe (Doesn't show when enabled and it's way out of bounds)
    • _Astral_Start/Reflection Probe_GiantCoversWholeLevel_Disabling (Doesn't show when enabled)
    • _Astral_Start/Reflection Probe (1)_GiantCoversLevel_ShowsWhitePlane_DISABLING (Doesn't show when enabled)
    • _Astral_Start/Reflection Probe (3-6)_SeemsUseless (Doesn't show when enabled)
    • Astral_White_Atrium_EM/Reflection Probe (8) (Doesn't show when enabled)
    • _FlatStairs/Reflection Probe (22) (Doesn't show when enabled)
    • _FlatStairs/Room01/Reflection Probe (21) (Doesn't show when enabled)
    • _HallOfMirrors/Reflection Probe (31-33) (Doesn't show when enabled)
    • _P_NegativeSpaceCheckerboard/Reflection Probe (28) (Doesn't show when enabled)
    • _P_NegativeSpaceDoorway/_BSP/Reflection Probe (29 & 30) (Doesn't show when enabled)
    • _PortalInPortalIntro/SleepClinicManager/Astral_Somnasculpt_New/_SleepClinic_Lobby/Bedroom/Point Light (1 & 2) (Both are located out of bounds, would have to move them some place else to make them viewable)
    • _WalkThroughShadow/Lights/Point Light (5) (Doesn't show when enabled)
    • _WalkThroughWindow/Reflection Probe (16-20) (Doesn't show when enabled)
    • _WindowsWhiteWallRoom/_Geo/Reflection Probe (24-27) (Doesn't show when enabled)
    • WaterCooler_Monument/Reflection Probe (7) (Doesn't show when enabled)

_PortalInPortalIntro

Unused lights off Unused lights on
SL Whitespace PIPI UnusedLightsOff.png SL Whitespace PIPI UnusedLightsOn.png

The mini strip mall's street lights have unused spot lights.

_FallThroughCeilingLight

Unused lights off Unused lights on
SL Whitespace FTCL UnusedLightsOff.png SL Whitespace FTCL UnusedLightsOn.png

In the white sleep clinic, there are two unused point lights.

_WalkThroughShadow

Unused lights off Unused lights on
SL Whitespace WTS UnusedLightsOff.png SL Whitespace WTS UnusedLightsOn.png

Near the exit, there is an unused spot light (6).

_WalkThroughWindow

Unused lights off Unused lights on
SL Whitespace WTW UnusedLight1Off.png SL Whitespace WTW UnusedLight1On.png
Unused lights off Unused lights on
SL Whitespace WTW UnusedLight2Off.png SL Whitespace WTW UnusedLight2On.png

Near the entrance, there are two unused spot lights (1).

Unused lights off Unused lights on
SL Whitespace WTW UnusedLight3Off.png SL Whitespace WTW UnusedLight3On.png

Near the right doorway, there is an unused spotlight (2).

_Astral_City

Unused lights off Unused lights on
SL Whitespace AC UnusedLightsOff.png SL Whitespace AC UnusedLightsOn.png

In the secret chess room, there is an unused spot light shining on the chessboard.

_P_NegativeSpaceCheckerboard

Hmmm...
To do:
Find where the other spotlights are located, since originally the area only uses two lights for the table (/ACoupleOfBigLights_TheNewWay/BigMegaSpotlight (0 & 1).
ACouple_OfBigLights_TheNewWay (Used) MillionsOfLittleLights_TheOldWay (Unused)
SL Whitespace PNSC UnusedLightsOff.png SL Whitespace PNSC UnusedLightsOn.png

Around the area there are 32 unused spotlights, oddly the ones seen are the ones near the table.

Unused Objects

Hmmm...
To do:
  • Check if these objects are viewable:
    • _EndingFall/_Interactive/_EndingStuff/LargeExitSign (Doesn't show when enabled)
    • _EndingFall/WallGeneric(Clone) (1-4) (Doesn't show when enabled)
    • _PortalInPortalIntro/Jungles_Bar/BSP/WallGeneric (56) (Doesn't show when enabled)
    • _Rain/RainOldAndSlowButLeftForReference/RainSplashesSubEmitter (Doesn't show when enabled)
    • _Rain/TriggerVO (Doesn't show when enabled)
    • _Unlit_FallThroughWindow/Unlit_StairsToWindow_THIS_BELONGS_IN_BLACK_ASTRAL_ATIRUM/TriggerSunShaftsOn (Doesn't show when enabled)
    • _WalkThroughWindow/WallBlocksOpening (Doesn't show when enabled)
    • WaterCooler_Monument/FarPlaneVolume_WaterCoolers_400 (Doesn't show when enabled)
    • WaterCooler_Monument/StarDome/SecretTriggerObject_UnusedWeNeedCustom (Doesn't show when enabled, Unique to the StarDome in this level).

_PortalInPortalIntro

Hmmm...
To do:
  • Check if there's any actual difference between Door_Loading_001_A_Back_Struc_PiP & Door_Loading_001_A_Back_Struc_PiP_Combined_, they look identical.
  • Find out how to properly take a screenshot of _PortalInPortalIntro/SleepClinicManager/Astral_Somnasculpt_New/Glenns_Lab/Props/Common_StripMall_Complete/Common_StripMall_Base/Door_Loading_001_A_Back_Struc, it's being obscured by the buildings and there's no way to disable the buildings without disabling the loading door since it's in Common_StripMall_Base's object children.

Cube (14-16)

SL Whitespace PIPI Cube (14).png
SL Whitespace PIPI Cube (1516).png

In the main room, there are three unused walls. One (14) in place of the original wall (9), and the other two (15 & 16) are out of bounds.

Cube (51 & 57)

SL Whitespace PIPI Cube (5157).png

In the main room, there are two unused wall trims that are not even close to the wall.

Door_001_Common_Gameplay (0 & 1)

SL Whitespace PIPI Door 001 Common Gameplay (0).png
SL Whitespace PIPI Door 001 Common Gameplay (1).png

In the hallway, there are two unused doors that were probably going to be used with the unused door frames.

Door_Loading_001_A_Back_Struc (4)

Hmmm...
To do:
Check if this was actually used in an earlier version of the game.
SL Whitespace PIPI Door Loading 001 A Back Struc (4).png

Where Jungle's Bistro's entrance portal is supposed to be, there is an unused closed loading door that reads "Come back later".

Door_Frame_001_Common_Struc_ (2 & 3)

SL Whitespace PIPI Door Frame 001 Common Struc (2).png
SL Whitespace PIPI Door Frame 001 Common Struc (3).png

In the hallway, there are two unused door frames that were probably going to be used with the unused doors.

Office_SkyTile_001 (1, 7 & 8)

SL Whitespace PIPI Office SkyTile 001 (178).png

On the east wall, there are three unused wall tiles that go unused. Oddly, Office_SkyTile001 (7) of tiles is misplaced. These tiles would be reused for the Somnasculpt Workshop's WorkshopRoom area.

Picture_Framed_001_A_Common_Prop (1)

SL Whitespace PIPI Picture Framed 001 A Common Prop (1).png

Near the doorway in the hallway, there is an unused framed picture of clouds.

_PortalInPortalIntro/Jungles_Bar

Fire_Extinguisher_Common_Prop (1)

SL Whitespace PIPIJB Fire Extinguisher Common Prop (1).png

Near the kitchen double doors, there is an unused interactable fire extinguisher by the left door.

_Astral_Start

Cube (2)_WTF_IS_THIS_I_WILL_DELETE

SL Whitespace AS Cube (2)WITIWD.png

Out of bounds at the bottom of the map, there is a giant unused gray platform that is big to capture in just one screenshot. Also, one of the developers probably disabled this because they thought it was unnecessary and then left an absurd comment on the object's name.

Doorwaywallbsp (1)_redundant_causes_z_fighting

SL Whitespace AS Doorwaywallbsp (1) redundant causes z fighting.png

Behind the fake black doorway, there is an unused wall that probably goes unused because of lighting issues.

_Unlit_GrabCube

BlackLine(s)

SL Whitespace UGC BlackLines.png

Around the room and out of bounds, there are several unused black lines scattered around the area.

TriggerOnPortalSet01

SL Whitespace UGC TriggerOnPortalSet01.png

Out of bounds, above the area, there is an unused yellow rectangular wireframe-like box. Its purpose is unknown.

_Astral_SleepClinic_FirstOne

Original area name: _Astral_SleepClinic_FirstOne_be_careful_changing_far_plane_and_seeing_water_cooler_particles

Cube (1 & 16-24)[s]

SL Whitespace ASCFO Cube (1 & 16-24).png
SL Whitespace ASCFO Cube (1 & 16-24)2.png

On the back of the both portal doorways, there are two unused backings.

Portal_RainB

Hmmm...
To do:
Check if this has to do something with _Rain.
SL Whitespace ASCFO Portal RainB.png

In the area, there is an unused portal door.

_Rain

Portal_RainA

Hmmm...
To do:
Check if this has to do something with _Astral_SleepClinic_FirstOne.
SL Whitespace Rain Portal RainA.png

In the area, there is an unused portal door.

RainOldAndSlowButLeftForReference

RainNew + RainSplashes RainOldAndSlowButLeftForReference (Unused)
SL Whitespace Rain RainNewRainSplashes.png SL Whitespace Rain RainOldAndSlowButLeftForReference.png

There is an unused slower rain variant that looks more like rain drops instead of drizzle-type rain.

TallThingy

SL Whitespace Rain TallThingy.png

Out of bounds, there's a very tall white pillar.

_SleepClinic_ Variant_Portal_SuperWhite

Hmmm...
To do:
Check if the rest of the disabled items here are unique to this area.

BSP_SleepClinicFloor (1)

SL Whitespace SCVPSW BSP SleepClinicFloor (1).png

Near the pit, there is an unused wall trim.

_WalkThroughShadow

Cube

SL Whitespace WTS Cube.png

Out of bounds, surrounding the room, there is an unused big black cube with one-sided walls.

Cube (3)

SL Whitespace WTS Cube (3).png

Out of bounds, surrounding the room, there is an unused big black double-sided cube that doesn't cover the exit.

Door_Open_002_B_Back_Struc (1)

SL Whitespace WTS Door Open 002 B Back Struc (1).png

Out of bounds, near _WalkThroughWindow there is an unused open door.

_WalkThroughWindow

WallGeneric(Clone) (15 & 16)

SL Whitespace WTW WallGeneric(Clone) (15 & 16).png

Near the right doorway, there are two unused walls.

_FlatStairs

Exit Sign 1 (1)

SL Whitespace FS Exit Sign 1 (1).png

At the top of the stairs in the white side of the area, there is an unused exit sign that was probably removed because of redundancy.

ExitSigns

SL Whitespace FS ExitSigns.png

In the black side of the area, there are ten unused exit signs that are the same as the ones in the white side.

FloorGeneric(Clone) (2)

SL Whitespace FS FloorGeneric(Clone) (2).png

In the white side of the area, there is an unused triangle wall.

pb-Stairs-861806 (1)

SL Whitespace FS b-Stairs-861806 (1).png

On the black side of the area, there is an unused staircase.

Stairs_Wall_Unlit_Struc

SL Whitespace FS Stairs Wall Unlit Struc.png

On the white side of the area, there is an unused wall that is similar to the one used when you walk into the white room.

_WindowsWhiteWallRoom

IS_THIS_STILL_USED_Portal_DoubleDoor_IN_EscapeFromWhiteWall

Hmmm...
To do:
Check where does this actually go to.
SL Whitespace WWWR IS THIS STILL USED Portal DoubleDoor IN EscapeFromWhiteWall.png

Near the exit of this area, there is an unused portal door.

WindowFrameCover (1-4)

SL Whitespace WWWR WindowFrameCover (1-4).png

One of the fake windows has four unused frame pieces connected to it. Oddly, none of the other windows have these pieces connected to them.

_Astral_City

Camera

SL Whitespace AC Camera.png

Inside the chess room, there is an unused camera that shows just the the chessboard and its pieces. It is not connected to the chess computers in the other levels since that uses brown and blue pieces instead of red and blue pieces.

Stage_FakeWindow_001 (51-53, 57 & 60-68)

Hmmm...
To do:
Don't know if this is really needed but take screenshots of the rest of the windows. For now, #57 is shown.
SL Whitespace AC Stage FakeWindow 001 (57).png

Around the chess room (both inside and outside), there are thirteen unused windows that are different from the used ones.

Stage_TheaterCurtain_001 (1-6)

SL Whitespace AC Stage TheaterCurtain 001 (1-6).png

Inside the chess room, there are six unused curtains on the north wall.

Window_001_B_Hotel_Struc (4)_ExtraneousOneWTFIsThis

SL Whitespace AC Window 001 B Hotel Struc (4) ExtraneousOneWTFIsThis.png

Inside the chess room, there an unused window (with a developer note in it's object name) that is more sunk into the wall.

Window_001_B_Hotel_Struc (7)_ThisVanishesWhenYouStartInHere

SL Whitespace AC Window 001 B Hotel Struc (7) ThisVanishesWhenYouStartInHere.png

Inside the chess room, there an unused window (with a developer note in it's object name) that doesn't show when you start in the area.

WaterCooler_Monument

Hmmm...
To do:
Check if /PlatformDisable/OutlyingFog is actually used.

Food_Can_002_B_Kitchen_Prop

SL Whitespace WCM Food Can 002 B Kitchen Prop1.png
SL Whitespace WCM Food Can 002 B Kitchen Prop2.png

Oddly placed under the food can in _Astral_Checkerboard_Island is an unused food can that is identical to the one that is used.

Industrial_Barrel_001_Back_Prop

SL Whitespace WCM Industrial Barrel 001 Back Prop.png

Oddly placed next to the barrel in _Astral_Checkerboard_Island is an unused barrel that is identical to the one that is used.

_P_NegativeSpaceCheckerboard

Water_Cooler_Common_Prop_OLD

Water_Cooler_Common_Prop (Used) Water_Cooler_Common_Prop_OLD (Unused)
SL Whitespace PNSC Water Cooler Common Prop.png SL Whitespace PNSC Water Cooler Common Prop OLD.png

The water cooler has an unused variant that may look the same but it's 0.3665 smaller by scale and has an UnityEngine.Animator component connected to it.

_P_NegativeSpaceDoorway

Hmmm...
To do:
Properly document OldRoom01, OldRoom02 & Try02. They seem to be just triggers, but it's good to check.

Ramp_Wooden_Common_Gameplay

SL Whitespace PNSD Ramp Wooden Common Gameplay.png

In the room where you get the cheese ramp, is an unused blue wooden ramp.

_CheckerboardTower

Floor (12)

SL Whitespace CT Floor (12).png

On the second to last floor, there is unused flooring for the black boxes.

_EndingFall

DontUse

SL Whitespace EF DontUse.png

Out of bounds, there is thirteen rows of nine red alarm clock displays.

GreenPlane

SL Whitespace EF GreenPlane.png

Out of bounds, there is an unused green one-sided ceiling that is similar to the red ceiling that is used.

ToyCube

SL Whitespace EF ToyCube.png

On the top of the area is a unused giant grabbable black cube.