[New SCP suggestion] Ideas for future versions of SCP:CB

If you have models, sound effects, textures or anything else you would like to be put in the game, post them here. Ideas and suggestions are also welcome.
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AveryLP
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[New SCP suggestion] Ideas for future versions of SCP:CB

Postby AveryLP » Tue May 10, 2016 8:16 pm

Since updating a post is pointless, I created a thread.
These are some ideas for future versions of SCP:CB (These ideas are not fully mine):


New Zones:

- Maintenance Zone
Spoiler
The maintenance tunnels could be made a separate zone of it's own, also giving it some more rooms. SCP-457 and maybe other SCP's could make appearances here. The design could look similar to the construction tunnels. I got this idea from here (You can also find the ideas on what the rooms would be like there, besides the NTF mod office/generator room in the construction tunnels, and the already existing vanilla pump room, although these would be adjusted to the design)


- Sewer Zone:
Spoiler
A sewer zone would be very cool, since it could include additional SCP-682 events. Also, the Foundation needs ways to get rid of waste, doesn't it. There could be some items down there too. Should a sewer zone be impossible, then it could be something similar to the maintenance tunnels.


New Rooms:

- Construction Tunnels
Spoiler
I think that the construction tunnels from the NTF mod should be added to the vanilla game, since they would provide the player with something new and give SCP-049-2 instances a bigger role.
The construction tunnels could not only include SCP-049-2 instances, but maybe also a SCP-966 instance.
Also you could find a SCP-500 pill and maybe a first aid kit in the tunnels.
For that, the revamp of the construction tunnels (The picture is from page 76 of the NTF mod page) would need to be finished before it could be added since the newer version looks far better.


- Laboratory
Spoiler
In my opinion, it doesn't make sense for a SCP containment site not to have a laboratory. Therefore, it should be in the game.
It could look like this.


- Medibay
Spoiler
In my opinion, the medibay should be added since for me, it doesn't make sense for the Foundation not to have a medibay in a containment site.
The medibay could work like in the Box of Horrors mod.


- SCP-939's containment chamber
Spoiler
In my opinion, SCP-939's containment chamber should be added. The player could encounter a single SCP-939 instance.
The idea is from this old thread.


New SCP's:

- SCP-009
Spoiler
SCP-009 could appear like it does in the Box of Horrors mod.


- SCP-017
Spoiler
SCP-017 could appear in it's containment room. SCP-079 would turn off the floodlights of SCP-017's containment cell after some time and SCP-017 would start chasing you, forcing you to run towards the control room to turn the lights back on. There, you could possibly encounter SCP-079 on a monitor. I am fully aware though that this SCP is incredibly hard to implement.


- SCP-019
Spoiler
SCP-019 could appear in it's containment room. If the player stays in the room for around 30 seconds, several SCP-019-2 instances will emerge and start attacking the player, killing him if the player does not escape the containment room. The incinerator system and the containment doors could not work after the instances emerge, forcing you to run out of the chamber, while getting chased by the instances for several rooms before you escape them.
Also, this SCP is amongst my favorite SCP's. (Even though I like all SCP's which I know of)


- SCP-020
Spoiler
SCP-020's containment chamber could be the same used in the BoH mod. If you come in contact with SCP-020 (Like falling through the hole in the floor), you will be infected and after around 5 minutes, you will die from 020's effects.


- SCP-120
Spoiler
SCP-120 could appear in it's containment chamber. If you enter it, you could be teleported to let's say, 5 of the 11 destinations stated in the article.
The idea is from this VERY old thread


- SCP-198
Spoiler
SCP-198 could appear in it's containment room like it does in the NTF mod.
Besides in it's containment room, SCP-198 could appear elsewhere. My idea is that SCP-198 could appear in a office, looking like a ordinary cup (I will assume that someone else would have touched 198 in it's containment room, causing it to spawn somewhere else with a different appearance).
The player could die after 1-2 minute if it does not consume the contents. The chance of the player consuming the content could be randomized, there could be a 50% chance of the player consuming it, a 50% chance of the player refusing to drink it, causing death. This randomization could happen every time, the player attempts to consume it.


- SCP-409
Spoiler
- SCP-409's containment chamber and appearance would be the same as in the Box of Horrors mod
- In some rooms throughout the facility, stains of SCP-409 crystals could be found. If the player touches them, the crystallization effect would begin.
- SCP-409 could also be a drink dispensed by SCP-294 (Similar on how SCP-009 is in the BoH mod)
- There could be a scripted event that shows a Class-D, already covered with SCP-409 crystals, running towards the player, only to stop in front of the player and shatter due to advanced crystallization effect. This would create a SCP-409 stain with the same effect as the other stains.
- The hallway containing the elevator leading to the containment room could have the HCZ room textures, since the textures from BoH make the room not really fit into the HCZ.
- The crystallization process could be stopped using a SCP-500 pill.
It is amongst my favorites of all SCP's that were added via mods since I just like this SCP a lot.


- SCP-457
Spoiler
SCP-457 should be added to the game because it is a really cool SCP. In-game, it could work like in the NTF mod, having it appear in some tunnels. (Or maybe the mentioned Maintenance Zone, should it ever get added)


- SCP-735
Spoiler
SCP-735 could be found inside it's containment room. If the player comes close, it would start insulting the player. If the player stays in the room for 2-3 minutes, you would automatically approach SCP-735 and attempt to destroy it, only to have the MTF shoot you from behind.


- SCP-1162
Spoiler
SCP-1162 could appear like in the NTF mod, as a curiosity, with you however have a high chance of passing it's containment room (Considering it's in a corner hallway). It could be either helpful or detrimental to your progress, making it basically a gamble.


Improvements of existing SCP's:

- SCP-1048-A Infection Revamp
Spoiler
SCP-1048-A's ear growth should be revamped as suggested here.


Other Improvements:

- Facility Layout Revamp
Spoiler
The zones should be differently arranged in floors, to enable massive expansions and more SCP's. (The HCZ could be the lowest level, the LCZ could be the medium level and the Entrance Zone would be above the LCZ. The checkpoints between the zones would have elevators leading to them. The LCZ-EZ checkpoint elevator would not work, forcing the player to go to the HCZ. The Maintenance Tunnels could be below the HCZ. For my zone suggestions, a Maintenance Zone could take the Maintenance Tunnels' place below the HCZ, and a Sewer Zone could be below the Maintenance Zone.


This is a scheme of my imagination for a future facility layout:
Image


Feel free to express your opinion about these ideas.
This list will be updated if I have any more ideas I'd like to see in-game.
Last edited by AveryLP on Sat Jun 04, 2016 8:10 am, edited 32 times in total.
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Cridone
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Re: Ideas for future versions of SCP:CB

Postby Cridone » Tue May 10, 2016 11:01 pm

AveryLP wrote:- SCP-409
Spoiler
SCP-409 could appear like in the Box of Horrors mod, except that stains of 409 could be found all throughout the facility.


Why would SCP-409 stains appear around the facility? That makes zero sense.
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Re: Ideas for future versions of SCP:CB

Postby juanjpro » Tue May 10, 2016 11:06 pm

Cridone wrote:Why would SCP-409 stains appear around the facility? That makes zero sense.

Because this is SCP - Containment Breach, where it stops making sense for the sake of balance or something.
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AveryLP
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Re: Ideas for future versions of SCP:CB

Postby AveryLP » Wed May 11, 2016 2:48 am

Cridone wrote:
AveryLP wrote:- SCP-409
Spoiler
SCP-409 could appear like in the Box of Horrors mod, except that stains of 409 could be found all throughout the facility.


Why would SCP-409 stains appear around the facility? That makes zero sense.

Well, it does say in the article that 409 crystals do remain on the place the previous victim died at
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Re: Ideas for future versions of SCP:CB

Postby Nehpys » Wed May 11, 2016 4:02 am

AveryLP wrote:
Cridone wrote:
AveryLP wrote:- SCP-409
Spoiler
SCP-409 could appear like in the Box of Horrors mod, except that stains of 409 could be found all throughout the facility.


Why would SCP-409 stains appear around the facility? That makes zero sense.

Well, it does say in the article that 409 crystals do remain on the place the previous victim died at


I don't see what idiot would go down to 409's chamber, touch the thing, and then walk around the facility just to die and leave shit along the ground.

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Re: Ideas for future versions of SCP:CB

Postby AveryLP » Wed May 11, 2016 4:04 am

SyphenTV wrote:
AveryLP wrote:
Cridone wrote:Why would SCP-409 stains appear around the facility? That makes zero sense.

Well, it does say in the article that 409 crystals do remain on the place the previous victim died at


I don't see what idiot would go down to 409's chamber, touch the thing, and then walk around the facility just to die and leave shit along the ground.

Maybe some Class-D who tries to escape like the player and has no knowledge of SCP-409
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Re: Ideas for future versions of SCP:CB

Postby Nehpys » Wed May 11, 2016 4:05 am

AveryLP wrote:
SyphenTV wrote:
AveryLP wrote:Well, it does say in the article that 409 crystals do remain on the place the previous victim died at


I don't see what idiot would go down to 409's chamber, touch the thing, and then walk around the facility just to die and leave shit along the ground.

Maybe some Class-D who tries to escape like the player and has no knowledge of SCP-409


I would love to see someone pull that off.

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Re: Ideas for future versions of SCP:CB

Postby AveryLP » Wed May 11, 2016 4:15 am

SyphenTV wrote:
AveryLP wrote:
SyphenTV wrote:
I don't see what idiot would go down to 409's chamber, touch the thing, and then walk around the facility just to die and leave shit along the ground.

Maybe some Class-D who tries to escape like the player and has no knowledge of SCP-409


I would love to see someone pull that off.

You mean a Class-D touching SCP-409?
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Re: Ideas for future versions of SCP:CB

Postby Nehpys » Wed May 11, 2016 5:08 am

AveryLP wrote:
SyphenTV wrote:
AveryLP wrote:Maybe some Class-D who tries to escape like the player and has no knowledge of SCP-409


I would love to see someone pull that off.

You mean a Class-D touching SCP-409?


No, the idea of seeing Class-D bodies across the facility infected with SCP-409.

Though, frankly, 409 should stay non-added. Only since the point of 409 was to infect the player as they got SCP-005, but since 005 didn't get into the game, nor did 409. Having it in would just be pointless.

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Re: Ideas for future versions of SCP:CB

Postby PXLSHN » Wed May 11, 2016 6:45 am

AveryLP wrote:- Construction Tunnels

Well, the construction tunnels could be added as an improvement for SCP-049-2, but will at least not for now (and will probably not) because it will simply add too many tunnels to the game.

AveryLP wrote:- Medibay

It could be added, but right now, we don't have plans for it (maybe in 1.4).

AveryLP wrote:- SCP-939's containment chamber

That's a good idea, I think about it for 1.4.

AveryLP wrote:- SCP-009

That will most likely not being implemented due to the fact that it will also be some kind of one time SCP.

AveryLP wrote:- SCP-198

With your idea, it can be implemented, I think for SCP:CB 1.4 about it.

AveryLP wrote:- SCP-409

As the other said, it isn't 100% worth it to actually implement it.

AveryLP wrote:- SCP-4057

I need to look what this SCP is. (or you mean 457 right?)

AveryLP wrote:- [b]SCP-1048-A Infection Revamp[/b´]

That's a good idea, I'm not sure if we can already implement it in 1.3.
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