Can you spoiler your images?Airplane611 wrote:Also, here is a dead D-Class texture if anyone needs it
It's got a bullet wound in it's eye like Gonzales.
Also, I don't think all of these gored pictures are really necessary.
Can you spoiler your images?Airplane611 wrote:Also, here is a dead D-Class texture if anyone needs it
It's got a bullet wound in it's eye like Gonzales.
Airplane611 wrote:I don't know how to spoil it....
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[spoiler][/spoiler]
You spoilered a comment insulting yourself in another thread...Airplane611 wrote:I don't know how to spoil it....
[youtube]pWuBl510KRQ[/youtube]Hubbawubba64 wrote:You spoilered a comment insulting yourself in another thread...Airplane611 wrote:I don't know how to spoil it....
That idea would also be good in other places, at Gate A you can see some guards in the watch tower.FireFox wrote:Perhaps you could see distant viewing glass windows, When you are on a bridge, With People walking by? Some slight ambience of random, indistinguishable chatter etc. could help possibly.
Of course, These People could be 2D animated sprites similar to how SCP-513-1 originally appeared. Only way you could get close enough to see they are 2D would be to no-clip.
Some Open World Games used this technique when the Player looked out into the Streets from inside a Building Instance
[ Spider-Man 3 ].
Hope what I am saying makes sense.
1. The length is fine...yonzo_rikuo wrote:i suggest:
1) a longer intro (that's mean you have to walk more)
2)make the guard more communicative
3)how about in the middle of the intro, you have to go into a room and there is a scientist that will check your health and something like that. by this, we can tell the player how to blink manually
4) when scp 173 breached the player will faint and wake up on the same place finding out he has fainted for 3 or 5 minute. why? it's because you don't have to make a model of scientist escaping or something like that.
slender1200 wrote:In my opinion. For the place to be the SCP foundation. There is not a lot of people. Here are some ideas.
1). A janitor cleaning up a stain on the floor (Room before 173 poster)
2). Guards talking to another Class-D in his cell (First hallway)
3). A FEMALE character (Room before 173 poster)
4). Two scientist having a conversation (Metal Hallway)
5). Guards shooting a Class-D when you walk by (Metal Hallway)
6). A cart down stairs (Room after the metal hallways) (Idea by Unity remake)
7). Guards carrying a dead Class-D (Room after the metal hallways)
8 ). A hazmat suit guy walking with another hazmat suit guy downstairs (Room after the metal hallways)
Some improvements
1). The computer the guy is on downstairs is actually ON
2). Calming music on the speakers
3). The guy that walks past downstairs is on a radio (Could add a cameo scp here)
That is all (If I posted this on the wrong section. I am very sorry)
As you wish (almost. not in room before 173 poster)slender1200 wrote:3). A FEMALE character (Room before 173 poster)
If you can't tell what I'm pointing out, it's the fact that due to the male scientist using the inmate model (ykno, instead of an actual scientist model) the appearance is much bulkier compared to the female model. Yes, females usually have a thinner build compared to males, but the problem here is that the male scientist is using a model that's supposed to be used for prisoners, so they have completely different uniform and size, even though you'd expect that being under the same organization that they'd generally look the same, even with different builds.Vane Brain wrote:As you wish (almost. not in room before 173 poster)slender1200 wrote:3). A FEMALE character (Room before 173 poster)