Re: More to the intro

#21
Airplane611 wrote:Also, here is a dead D-Class texture if anyone needs it

Image


It's got a bullet wound in it's eye like Gonzales.
Can you spoiler your images?
Also, I don't think all of these gored pictures are really necessary.
π™±πš•πš’πšπš£πŸΉπ™³ π™΄πš›πš›πš˜πš›(!): π™Ώπš›πšŽπšœπšœπš’πš—πš πšπš‘πšŽ πš‹πšžπšπšπš˜πš— πš›πšŠπš™πš’πšπš•πš’ πš’πšœπš—'𝚝 πšπš˜πš’πš—πš 𝚝𝚘 πš–πšŠπš”πšŽ πšπš‘πšŽ πšŽπš•πšŽπšŸπšŠπšπš˜πš› πš–πš˜πšŸπšŽ πšπšŠπšœπšπšŽπš›.

Re: More to the intro

#24
Airplane611 wrote:I don't know how to spoil it....
You spoilered a comment insulting yourself in another thread...
π™±πš•πš’πšπš£πŸΉπ™³ π™΄πš›πš›πš˜πš›(!): π™Ώπš›πšŽπšœπšœπš’πš—πš πšπš‘πšŽ πš‹πšžπšπšπš˜πš— πš›πšŠπš™πš’πšπš•πš’ πš’πšœπš—'𝚝 πšπš˜πš’πš—πš 𝚝𝚘 πš–πšŠπš”πšŽ πšπš‘πšŽ πšŽπš•πšŽπšŸπšŠπšπš˜πš› πš–πš˜πšŸπšŽ πšπšŠπšœπšπšŽπš›.

Re: More to the intro

#25
Hubbawubba64 wrote:
Airplane611 wrote:I don't know how to spoil it....
You spoilered a comment insulting yourself in another thread...
[youtube]pWuBl510KRQ[/youtube]
Anyways. Can we get back on topic?
Don't worry about your son, he will be sent to the deep dark depths in no time.

Re: More to the intro

#26
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. :P
That idea would also be good in other places, at Gate A you can see some guards in the watch tower.
Instead of just loading the guard model, it could be a high quality image of the guard - maybe even a couple variations where he's in different poses.
The preparation for a dive is always a tense time

Re: More to the intro

#27
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.
Furries and FnaF fan must be terminated to avoid incident-[REDACTED]
- DR.Yonzo

Re: More to the intro

#28
The intro feels quite empty for me as well. I strongly agree with a female character too, maybe a new scientist or replace the PA voice. A female model might not be available if such a character would be added.

I'd love to hear more things from the guards behind you, though.
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.
1. The length is fine...
2. I'm not sure if escorts should be more talkative - you already have the two guards talking to each other.
3. A doctor checking health doesn't really need you to blink. Maybe someone telling you that you have to say something before you blink is better than a medical exam.
4. How exactly would you faint? The scientists and guards escaping the start room is good, it feels more... alive that way.

Re: More to the intro

#29
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)
slender1200 wrote:3). A FEMALE character (Room before 173 poster)
As you wish (almost. not in room before 173 poster)
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Re: More to the intro

#30
Vane Brain wrote:
slender1200 wrote:3). A FEMALE character (Room before 173 poster)
As you wish (almost. not in room before 173 poster)
Image
Image
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.

I think a solution for this would be to use a much more appropriate model for the male scientist, like the officer model from the FPSCreator pack, as it has a thinner build and would look better compared to the female scientist model. The head may be untextured, but it should be an easy fix.
The preparation for a dive is always a tense time