[1.2.4] SCP - Nine Tailed Fox Mod (v0.2.0 in progress again)

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Nehpys
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby Nehpys » Tue Feb 10, 2015 6:52 pm

I have some Ideas for the Mod. I really do not want to wreck what you have done, but these are just ideas. You can discard them as they go along.
-----------------------------------------
INTRO:
Spoiler
1. Since your Mobile Task Force Character is flying in a Apache into the foundation, maybe you could make it like the intro to Half-Life: Opposing force, where you are sitting in a Helicopter, traveling to Black Mesa. But, you don't have control of the movement, just the camera. (By The way: The MTF enter the facility at Gate B. Near where 682 broke out.)

2. Before you enter the facility, maybe you can see 682 destroying a Apache (like at the end of the Gate B ending) or, you can hear the Heli-Pilot say that there is going to be Tension entering the facility, and the Heli can possible shoot at it a few times, before flying away. A Sound clip should be uploaded at the bottom, just for an example.

------------------------------------------
GAMEPLAY:
Spoiler
1. I was thinking that there could be choices, like the game "The Wolf Among Us" Or "The Walking Dead" By TellTale Games. There would be different choices that would determine if you survive, if your whole team survives, if your team dies, or if you all die.

2. UNCANON: Maybe you could find other weapons throughout the facility. Since you see dead guards through the foundation, maybe you can find different pistols, shotguns, or different machine guns. There could also be a armory, to get a better Gas mask and Ballistic Vests.

3. Re-Containing SCP's is going to be a Big thing. You need to add the blinking feature, with the other features that the D you play as has. Though, you are just buffed and de-buffed in every manor.

--------------------------------------------
ENDING:
Spoiler
1. There can be many different endings. One is the Gate B ending Idea you had, where you die if you do not evacuate.

2. Gate A endings. You can get killed by Maynard, Chaos Insurgency, and others.

3. An ending where you re-capture 682, or the fact that you and your team are eaten by him if you fail.

------------------------------------------------

Welp, those are my ideas. Since Audacity is being a jerk, I can't give an example voice file.
You See Ivan, When You Hold Pistol Like I do, You Can Shoot "914 killed me" Accurate, Due To Fear Of Killing IronTaco!

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PXLSHN
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby PXLSHN » Tue Feb 10, 2015 7:08 pm

SyphenTV wrote:I have some Ideas for the Mod. I really do not want to wreck what you have done, but these are just ideas. You can discard them as they go along.
-----------------------------------------
INTRO:
Spoiler
1. Since your Mobile Task Force Character is flying in a Apache into the foundation, maybe you could make it like the intro to Half-Life: Opposing force, where you are sitting in a Helicopter, traveling to Black Mesa. But, you don't have control of the movement, just the camera. (By The way: The MTF enter the facility at Gate B. Near where 682 broke out.)

2. Before you enter the facility, maybe you can see 682 destroying a Apache (like at the end of the Gate B ending) or, you can hear the Heli-Pilot say that there is going to be Tension entering the facility, and the Heli can possible shoot at it a few times, before flying away. A Sound clip should be uploaded at the bottom, just for an example.

------------------------------------------
GAMEPLAY:
Spoiler
1. I was thinking that there could be choices, like the game "The Wolf Among Us" Or "The Walking Dead" By TellTale Games. There would be different choices that would determine if you survive, if your whole team survives, if your team dies, or if you all die.

2. UNCANON: Maybe you could find other weapons throughout the facility. Since you see dead guards through the foundation, maybe you can find different pistols, shotguns, or different machine guns. There could also be a armory, to get a better Gas mask and Ballistic Vests.

3. Re-Containing SCP's is going to be a Big thing. You need to add the blinking feature, with the other features that the D you play as has. Though, you are just buffed and de-buffed in every manor.

--------------------------------------------
ENDING:
Spoiler
1. There can be many different endings. One is the Gate B ending Idea you had, where you die if you do not evacuate.

2. Gate A endings. You can get killed by Maynard, Chaos Insurgency, and others.

3. An ending where you re-capture 682, or the fact that you and your team are eaten by him if you fail.

------------------------------------------------

Welp, those are my ideas. Since Audacity is being a jerk, I can't give an example voice file.


Thanks for all these ideas! :D
About the Intro: I already planned to be in a Apache, but you are flying normally to the facilty as 682 only breaches out after D9341 got through GateB. You are practically playing one of those three MTF-Units that can be encountered by D9341 in the game. BTW: The MTF-Units in SCP entering the Facilty via GateA, not GateB.
About Gameplay: Yes, there will be different endings depending on which choices you make. Which specific endings you get I currently don't know, but there will be many different endings and I will borrow some of your ideas. :D
BTW: Why did you mentioned that I need to add the blinking system? It's already inside as I just making a very big mod for SCP:CB.
About Endings: As I already mentioned, I only currently know that many different endings will being possible.
Image

Nehpys
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby Nehpys » Wed Feb 11, 2015 12:03 am

Cool. Also, 682 Breaks out WHEN D-9341 gets to the Entrance Zone/Heavy containment Zone. That's why the Foundation shakes sometimes and you hear Roaring. Also, the MTF ORIGINALY came from Gate B. I got it confused.
You See Ivan, When You Hold Pistol Like I do, You Can Shoot "914 killed me" Accurate, Due To Fear Of Killing IronTaco!

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yonzo_rikuo
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby yonzo_rikuo » Thu Feb 12, 2015 1:25 am

maybe there is a breach procedure that state:

mtf must arrive in gate a when theres is XK level breach
Furries and FnaF fan must be terminated to avoid incident-[REDACTED]
- DR.Yonzo

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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby CLgaming » Thu Feb 12, 2015 4:07 am

Suggestion: I don't mean to impose extra work, but it would make since to have the P90 when you start, since every other operative has one. You can still keep the pistol and the intro sequence could take away your P90, only for you to find another one later.
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PXLSHN
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby PXLSHN » Thu Feb 12, 2015 1:15 pm

CLgaming wrote:Suggestion: I don't mean to impose extra work, but it would make since to have the P90 when you start, since every other operative has one. You can still keep the pistol and the intro sequence could take away your P90, only for you to find another one later.


I already planned that (the P90 is my favourite weapon :D). I also have a model for it, but I tested the weapon system first with a simple pistol: The "USP Tactical".
Image

epicgamer123
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby epicgamer123 » Tue Feb 17, 2015 9:30 pm

This mod has the so promising air :D deeply that it goes out ^^

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PXLSHN
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby PXLSHN » Wed Feb 18, 2015 7:36 am

epicgamer123 wrote:This mod has the so promising air :D deeply that it goes out ^^


Yeah, currently I'm still about making the intro and some new rooms. Hope I can post screenshots soon.
BTW: It can still take a while as I'm also busy with some other things/projects. But I'm still working on this mod.
Image

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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby FoxySmokeSum420-J » Thu Feb 19, 2015 11:44 pm

PXLSHN wrote:OK, now I decided to split the Unlockables mod from the MTF-Mode: It will be an standalone mod. But I'm still working on the unlockables mod as well.

About this mod: You play as a Nine Tailed Fox member and your task is it to recontain the breached SCPs. Of course you will be armed with guns and such :wink:.

To Do: Everything, I'm currently working on making the intro room (it will be GateA).

Videos:
Spoiler


I think I will add a gun that you can get by donating (it would be a more stronger weapon), but it's still unconfirmed, if I really do that.
I will also add new rooms and NPCs to the mod. So, not only the SCPs are your enemies.

If you have any ideas or questions, please let me know.
I hope I can give a update soon.

WOW! I Want More! I Just Hope It Releases Soon Because I'm Excited!

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PXLSHN
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Re: SCP - Nine Tailed Fox Mod (WIP)

Postby PXLSHN » Thu Feb 26, 2015 1:26 pm

To all of you guys: THANKS FOR MANY SUPPORT!!!
Also, I got a little update:
Image
About the intro: I hope I can show some WIP screenshots soon.

What I need:
  • Modeler for NPC's (I plan new SCP's)
  • SCP Ideas (I already plan on adding SCP-127,SCP-073,SCP-076 (as a boss),SCP-457 and maybe SCP-002), but still if you have good SCP ideas, your welcome!
  • Maybe an animator (currently not needed, I think I will take this job myself)
  • Ending Ideas (collapse "Ending List" to see which endings are already planned)
If you still have some questions, you can ask.

Ending List:
Spoiler
  • GateA 1 - D9341 escapes and you get killed by the collapsing service tunnel
  • GateA 2 - D9341 gets killed by the MTF-Units shortly after you arrived by the elevator
  • GateA 3 - Doctor Maynard kills you with a knife
  • GateB 1 - 173 killed D9341 upon you arrived and you are the next :sad:
  • GateB 2 - The nuclear warheads explode and you die
  • GateB 3 - You will meet D9341 in the GateB corridor and killing him
  • GateB 4 - You must helping with recontaining SCP-682
  • GateB 5 - You will be in the helicopter SCP-682 destroys (you will die)
  • GateC 1 - (Yes, I will make GateC) D9341 escapes (nothing more)
Image


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