[1.3.0] SCP Containment Breach MLG Edition (Release v2.0.0)

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SniffDinner
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music

Postby SniffDinner » Mon Oct 26, 2015 10:54 am

great mod really funny and makes the game a whole lot less scary keep the updates coming, but im just wondering what music is playing during the gate a ending when shrek (106) gets shot with the HID turret.
The reason all these containment breaches happen is because of [REDACTED] and their incompetence

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PootWizard
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Re: [1.1.5] SCP CB MLG Edition (RELEASE 1.0)

Postby PootWizard » Mon Oct 26, 2015 9:24 pm

HorrorFull wrote:
PootWizard wrote:Can the anonomus duck be the BONUS DUCKS from tf2? (or make the sax duck say Bonus ducks)

also, We are in the beam?

Yes! I'll get on that!


Yes!!

Bonus Beams, also can SCP-178 ambience be spooky scary skeltons? (cuz its not touched)

also, change some of the voice lines to be the beam guy (WillFromAfar) from tf2 watergate

Merasmus?
That Poot Burd c:

d9346
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Re: [1.1.5] SCP Containment Breach MLG Edition (Release v1.0

Postby d9346 » Wed Oct 28, 2015 1:06 pm

I played the mod and i got FaZe'd.

this game is gr8 m8s

IGN 10/10
Snipars:429/19
George W Kush 9/11
Illuminati:69/69
Last edited by d9346 on Sun Nov 22, 2015 9:53 am, edited 1 time in total.
Everyone hates me :'(

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HorrorFull
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Re: music

Postby HorrorFull » Fri Oct 30, 2015 8:20 am

SniffDinner wrote:great mod really funny and makes the game a whole lot less scary keep the updates coming, but im just wondering what music is playing during the gate a ending when shrek (106) gets shot with the HID turret.

Thanks!
Unfortunately I don't know what music that is, sorry. I took it from here - https://youtu.be/s0uo_zVpkjw

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HorrorFull
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Re: [1.1.5] SCP CB MLG Edition (RELEASE 1.0)

Postby HorrorFull » Fri Oct 30, 2015 8:23 am

PootWizard wrote:
HorrorFull wrote:
PootWizard wrote:Can the anonomus duck be the BONUS DUCKS from tf2? (or make the sax duck say Bonus ducks)

also, We are in the beam?

Yes! I'll get on that!


Yes!!

Bonus Beams, also can SCP-178 ambience be spooky scary skeltons? (cuz its not touched)

also, change some of the voice lines to be the beam guy (WillFromAfar) from tf2 watergate

Merasmus?


Yes! Great idea, I'll do that. Spooky scary skeletons isnt currently in the game, but this is probably my best option.

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HorrorFull
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Re: [1.1.5] SCP Containment Breach MLG Edition (Release v1.0

Postby HorrorFull » Fri Oct 30, 2015 8:24 am

d9346 wrote:I played the mod and i got FaZe'd.

this game is gr8 m8s

IGN 10/10
Snipars:429/19
George W Kush 9/11
Illuminati:10/90


ty m9.

natbornkilla
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Re: [1.1.5] SCP Containment Breach MLG Edition (Release v1.0

Postby natbornkilla » Fri Oct 30, 2015 5:53 pm

played the mod really enjoyed it. just 1 thin did u improve the mtf's accuracy by chance ?

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HorrorFull
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Re: [1.1.5] SCP Containment Breach MLG Edition (Release v1.0

Postby HorrorFull » Fri Oct 30, 2015 6:07 pm

natbornkilla wrote:played the mod really enjoyed it. just 1 thin did u improve the mtf's accuracy by chance ?


The "accuracy"?... Would you mean the accuracy of the animation, or the accuracy of them shooting?
If you mean the accuracy of the MTF shooting, that would imply going into the games source code, which I am never ever going near.

natbornkilla
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Re: [1.1.5] SCP Containment Breach MLG Edition (Release v1.0

Postby natbornkilla » Fri Oct 30, 2015 7:06 pm

may of been just been unluckey running out gate b then

SniffDinner
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Re: [1.1.5] SCP Containment Breach MLG Edition (Release v1.0

Postby SniffDinner » Sat Oct 31, 2015 6:50 pm

HorrorFull wrote:
natbornkilla wrote:played the mod really enjoyed it. just 1 thin did u improve the mtf's accuracy by chance ?


The "accuracy"?... Would you mean the accuracy of the animation, or the accuracy of them shooting?
If you mean the accuracy of the MTF shooting, that would imply going into the games source code, which I am never ever going near.


Why not? What possibly go wrong...
The reason all these containment breaches happen is because of [REDACTED] and their incompetence


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