Skin_ wrote:Mirocaine recently posted a suggestion in Dev Topic #4 for a containment chamber for SCP-939 along with a quick mock-up, which I thought was a great idea. From these, I drew a few quick sketches for what I think they would look like. Please excuse the crappy drawing, I just needed to visualise my ideas roughly on paper.
Okay, so... fig.1 is an basic overview of the room. As Mirocaine said, the basin is full of water with piles and dirt and crap, and huge reinforced panels line the walls with electric wire on top. In front of the observation window, which is also smashed in as you can see, the wire is broken and torn out of the way.
Fig.2 is of inside the observation room, looking out of the smashed window. This is the only view that the player will get of the chamber, as they do not enter it. A scientist's body is hanging out of the window, broken glass cutting through his body. Keep in mind that this is not gore for the sake of gore, and it doesn't have to be too over-the-top in any way. Something of use could be found near his body, as well as the document for 939. Broken shards of glass are also strewn about the room. There is a computer on the desk.
Lastly, Fig.3 shows the wall on the opposite side of the chamber to the window, so it's in front of the player. The large door and some of the wall around it has been smashed and broken, with rubble piled up on the floor.
Design out of the way, I'd like to discuss the chamber in further detail. I think that the door to the room should require a keycard, but be left open so it isn't needed. This is because it is one of the rooms that the player should enter early on to build up tension, and plus there wont be anything much in there that is of any use. When they see inside the room (perhaps triggering by looking at the body, like how a sound is played when you first see 173) some sort of frightening 'shock' type noise will play. Flickering lighting would also be a nice touch in this room. The computer could also display a message saying something about how to the electric wire has failed.
With this room being placed quite early in the game, the storage room would be found later on. The player could be forced to enter it in order to continue, due to something like a large pile of rubble from a collapsed ceiling blocking the only other route to the next zone.
That's all I have for now. I will contribute to this as much as I can in the way of textures and sound effects, however I will need as much help as I can for modelling and room design and such (InnocentSam, I'm looking at you
). Please leave any feedback below, and let me know if you would like to help out. Thanks for reading!
ASSETS
This is the texture for the huge concrete panels on the walls. Take note of the crap/dirt stains
I made this a while ago, and I thought it would fit nicely for the roof.
The electric wire can be a flat image because the player doesn't see it close up, other than the broken wire in front of the window that can be modelled.
Broken glass, the right side of the window (from the inside). Not entirely sure how this would work out ingame, but I gave it a try.
Dead body!
FireFox has create two fantastic sounds for the project. The first one is the horror noise when you see the damage done by the 939 instances, and the second is the sound of one of them jumping up and clawing at a window
https://soundcloud.com/fire-fox-3/scp-939-chamber-dread
https://soundcloud.com/fire-fox-3/scp-9 ... ber-horror
RANDOM IDEAS
Here is where I'll put down any random thoughts, ideas or suggestions.
Things inside the containment chamber (bodies etc.) can be scaled down to a smaller size, so that it creates the illusion that the space is much bigger than it actually is.
Maybe some cracks in the glass, then if the player stands up there on the observation deck long enough, looking through the window, suddenly an SCP-939 instance will jump up and attack the window. Maybe a nice jump-scare. It could also occur just after the player finishes looking at the computer screen. To make sure that the player actually sees the scare, their head should be turned towards the window like in the intro with 173. The player could fall back for a second, and then get up.