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Re: SCP-106 DISCUSSION

Posted: Sun Jan 11, 2015 8:53 pm
by Cpbald
ok sorry for necrobump but anyways here's my idea:

106 should still occasionally spawn from the floor/ceiling/wall/wherever else that piece of crap chooses to come from - But I think it'd be a lot better if he actually WANDERED the facility - If he was close by, gurgling noises and 106's laugh could be heard on rare occasions, along with rooms possibly having cracks in the walls and patches of corrosion here and there.

Only issue is the limitations of Blitz3D which could possibly make this hard to implement (probably not IMPOSSIBLE)

Re: SCP-106 DISCUSSION

Posted: Mon Jan 12, 2015 11:57 am
by Nehpys
Cpbald wrote:ok sorry for necrobump but anyways here's my idea:

106 should still occasionally spawn from the floor/ceiling/wall/wherever else that piece of crap chooses to come from - But I think it'd be a lot better if he actually WANDERED the facility - If he was close by, gurgling noises and 106's laugh could be heard on rare occasions, along with rooms possibly having cracks in the walls and patches of corrosion here and there.

Only issue is the limitations of Blitz3D which could possibly make this hard to implement (probably not IMPOSSIBLE)
I don't think it would be that hard. It's sort of like implementing the MTF AI onto 106. The problem would be to switch the coding so instead of 106 shooting a gun, he would come and touch you. I think this fits, since pretty much the whole map is loaded into one single map, so him walking around would be much trouble. The trouble would be lag, since he is leaving decals and Cracks everywhere.

Re: SCP-106 DISCUSSION

Posted: Wed Apr 29, 2015 6:38 pm
by Ltn Vasquez
SyphenTV wrote:
Cpbald wrote:ok sorry for necrobump but anyways here's my idea:

106 should still occasionally spawn from the floor/ceiling/wall/wherever else that piece of crap chooses to come from - But I think it'd be a lot better if he actually WANDERED the facility - If he was close by, gurgling noises and 106's laugh could be heard on rare occasions, along with rooms possibly having cracks in the walls and patches of corrosion here and there.

Only issue is the limitations of Blitz3D which could possibly make this hard to implement (probably not IMPOSSIBLE)
I don't think it would be that hard. It's sort of like implementing the MTF AI onto 106. The problem would be to switch the coding so instead of 106 shooting a gun, he would come and touch you. I think this fits, since pretty much the whole map is loaded into one single map, so him walking around would be much trouble. The trouble would be lag, since he is leaving decals and Cracks everywhere.
SUPER NECROBUMP

The MTF AI is based on the inside of the facility. The 106 AI needs to move everywhere, and I mean EVERYWHERE.

Re: SCP-106 DISCUSSION

Posted: Sun Feb 14, 2016 4:51 am
by Sirwhiskers100
I think that the PD should have more rooms like
-A room with pews simaler to a church
-A room with stairs leading to a giant hole in the middle of the room that would kill the player if he fell in, and a doorway at the other end of the room
-A room with a catwalk where :106: would watch you from
-A maze with randomly generated events
-A flat plain filled with towers that :106: could watch you from
-A room filled with symbols and writings done by :106:
-A room that looks like it's in the process of being blown up (frozen in time) that would show you the dark abyss that surrounds this world
-A room that looks like a trench bunker from WWl
-A room with corroded bodies strung from the ceiling
-A room simaler in design to a living room
-A hallway with multiple barred cells on both sides, some of which hold corroded bodies (maybe even a freshly caught class-D or scientist asking you to help them)
-A room with chains on the walls
-A hallway with stairs leading down Into a different room
-A hallway with twists and turns

Just some suggestions

Re: SCP-106 DISCUSSION

Posted: Sun Feb 14, 2016 7:08 am
by Zackonark
I agree. While the pocket dimension has finally been given an escape method, it now seems less dreadful because I know the exact way out. It needs more rooms. It needs to be more maze-like, and anti-gravity, and the like, needs to be added in as a random event for certain rooms to further increase the fear factor.