[Suggestion Topic] New rooms

#1
I've decided to make a new topic for room suggestions, that means ideas for

-new rooms
-edited rooms
-rooms that should be removed

can be posted here. And to make the suggestions more clear, I propose the following layout:

Name:
Type: (how many doors / corner room?)
Zone:
Short description: (maybe a sketch)
Special Properties: (SCP spawns / scripted events / sound effects / etc.)

And for suggestions to edit or remove rooms:

Name in game files: e.g. Grated hallway -> room2pipes
Reason for edition/removal:
What should be edited:

EDIT:

I'm gonna post one of my ideas for demonstration:

Name: Grated Corner Hallway
Type: 2C (Corner room)
Zone: Heavy Containment Zone
Short description: Like the Grated Hallway (room2pipes) where 106 passes through, but over edge (corner room)
Special properties: Maybe 106 could come out of the floor or the ceiling, search the player and retreat or start the chase.
Spoiler
Image
Last edited by Akatos on Thu Jan 30, 2014 8:26 pm, edited 3 times in total.
Do you think NASA invented thunderstorms to cover up the sound of space battles?

Re: [Suggestion Topic] New rooms

#2
So...something like...

Name: Office Style 3-way
Type: T-shape (3 exits)
Zone: Entrance Zone
Short description: Office style junction with an overhead catwalk to one side.
Special Properties: Chance of one or more MTF units walking along the overhead catwalk. One will look over the catwalk towards the rest of the room. If they see they player, they attack from up there, otherwise they continue on out of sight. (Kinda like how The Old Man may appear in the Grated Hallway and chase the player if they see said player.)

Name in game files: room3catwalk

For a room suggestion?
The Nightmares...will last...FOREVEEEEERRRRR!
In the event that Nightmare Tank tries to take charge, Dr. Glitch is to warn it, until it ceases its behaviour.

Re: [Suggestion Topic] New rooms

#3
So...something like...

Name: Office Style 3-way
Type: T-shape (3 exits)
Zone: Entrance Zone
Short description: Office style junction with an overhead catwalk to one side.
Special Properties: Chance of one or more MTF units walking along the overhead catwalk. One will look over the catwalk towards the rest of the room. If they see they player, they attack from up there, otherwise they continue on out of sight. (Kinda like how The Old Man may appear in the Grated Hallway and chase the player if they see said player.)

Name in game files: room3catwalk

For a room suggestion?
That's how it works :) But "Name in game files" is only nessesary if you suggest to edit or remove an already existing room.
Do you think NASA invented thunderstorms to cover up the sound of space battles?

Re: [Suggestion Topic] New rooms

#4
This is a suggestion for a new area of the game, possibly even an additional ending... Not sure how difficult this would be to do, though.
--
My idea is that a Gate C could potentially be added, leading above ground to an arctic setting where parts of the facility are still under construction or are damaged by escaped SCPs. Gate C could be accessible from perhaps "subway train" or something somewhere past the Entrance Zone. Once in the arctic area, perhaps a Heat Meter could be implemented, which would slowly deplete the longer the player is away from a heat source. This could be anything from a high-strength light, or even a damaged piece of machinery that has caught fire. Once it depletes completely, the player will die.
The arctic area could consist of halls similar to those in the beginning of the game, but also with bridges spanning huge gaps between parts of the facility; this is where there could be heavier damage, and thus there would be higher risk of falling a great height or freezing to death.
In addition to this, some unique SCPs could be added here, ones specifically tailored to a cold environment.
Some rooms:
--
Name: Arctic Zone Entrance
Type: Entry into the arctic area
Zone:
Short description: A large gate or elevator is behind the player, and ahead is a wide staircase leading to the area's upper halls and other containment chambers. One wall will be collapsed, with snow and ice caving in. Blocked by the debris will be a smaller room off to the side, with a monitor inside and gate controls. These will be key later in this area, as they will unlock the gates to escape this place. A small makeshift fire is in the center of the room as a heat source.
Special Properties: Upon reaching the staircase, the facility will shake violently and the sound of something being wrecked will be heard from deeper in.
--
Name: SCP-924's Chamber (http://www.scp-wiki.net/scp-924)
Type: Spawns as an off-shoot to the main halls, with one entrance
Zone:
Short description: At the end of the room is a large aquarium-like tank with scattered cracks. On either side of the wall adjacent to the tank are desks with the standard things from desks earlier in the game. A small bit of ice has congregated near the bottom of the tank, evidence of a leak that has frozen over. Slipping is possible. No heat source is present in this room.
Special Properties: SCP-924 will appear against the glass if the player gets too close. Additionally, remaining too close will lead to the glass breaking completely, and the player will drown.
--
Name: SCP-902's Chamber (http://www.scp-wiki.net/scp-902
Type: Appears as an end room far away in the side halls (off-shoots of the main halls)
Zone:
Short description: A simple square room with a single door that requires a level 4 keycard to access. SCP-902 sits on a small pedestal. A dead guard is on the ground beside it. There is no heat source in this room.
Special Properties: SCP-902 constantly emits a ticking sound. When the player draws close enough to hear it, their vision goes blurry, and they approach the box before dying shortly after.
--
Name: Main Halls
Type: Corridor - consists of a + shaped set of halls, with the door at each end leading to either another room, main hall, or a smaller off-shoot
Zone:
Short description: A large, inactive heating vent is on the ceiling (this can also be activated from the blocked-off room in the entry to the arctic area, as a permanent heat source throughout the area). There is a chance for an emergency light to appear on any wall in the room, and can be used as a weak heat source.
Special Properties: SCP-106 may spawn here if it has not been contained prior. SCP-173 may also spawn. A loud mechanical groan will randomly be emitted from the heating vent above.
--
Name: SCP-1722's Chamber (http://www.scp-wiki.net/scp-1722)
Type: Doors appear on each of the four walls of the room, leading to either a main hall, off-shoot hall, or a different chamber.
Zone:
Short description: The room's four corners are rounded. In the middle of the room in a sealed glass container sits SCP-1722. It is inaccessible without a heavy item with which to break the glass.
Special Properties: When the player picks up SCP-1722, after breaking the glass, all documents nearby will, of course, be modified accordingly.
--
Name: Off-Shoot Hall
Type: One door is located at the end of each hall - it is a + shape minus one spoke.
Zone:
Short description: The off-shoot halls are much darker than any of the other rooms in this area, so much so that it may be difficult to see more than a few meters ahead. Holes may appear in the floor, which lead to death if fallen into. Sometimes a malfunctioning door may appear in place of a regular one - it is impossible to open, but it creates a heat source in the small flames.
Special Properties: SCP-106 has a high chance of spawning here if not already contained.
--
Name: Bridge
Type: One door at each end
Zone:
Short description: It extends over a large body of water, with glass panels reinforced with steel plating making up its walls. In every instance of this bridge, it is severely damaged toward the center, a result of an escaped SCP-924 (there's more than one). Falling into the water from the broken floor will result in the player's death.
Special Properties: SCP-924 will always spawn here, in the water. When the player gets close to the water, it will leap out and attempt to pull the player in. If they manage to escape, it will pursue the player by crawling quickly after them. After running a considerable distance, it will retreat to the water.
--
That's all I have for now.
cron