Re: Dev Topic #3

#81
TheRooster09 wrote:I didn't add this to my last post because I thought it wouldn't fit, anyways....
I think 096's room should be fixed. Everything is fine and all, the cut-scene and etc. But one thing that didn't make sense was when the MTF says "How did you get out?" When there was nothing for him to actually get out of. The room should have the same layout but with some minor changes. Here is my crappy drawing layout
Image
Next issue is with 895's room as another user stated. "You know, for some reason, the method of death for 895 just doesn't sit well with me.

Actually, it's the only SCP in the game that is contained improperly, rather than escaping thanks to the mass breach. Doesn't it say in the article that no cameras or recording devices are to be brought within 10 meters (the red zone) of 895? It really doesn't make sense, then, that the Foundation would point a camera at it.

Containment Breach is all about dynamically avoiding danger, correct? Then I wonder if the Radio and S-Nav could be the killers? Not only would the game be more true to Foundation lore, it could potentially reduce the already small comfort given by the S-Nav Ultimate. Thereby adding more atmosphere and player interaction.

Just my two cents."

My solution for this would be to make the room bigger (getting rid of the cameras) and put a corner at the end of it. Place the SCP document on the desk next to the entrance so that it will be the first thing the player sees/reads and as you go further and turn the corner you will find a dead D-Class with the Nav (Not Nav Ultimate ) next to him. Now that you have read the doc you should be smart enough to know not to use the Nav or radio in there. If you do, then it does the thing where it kills you (except with the Nav's screen) Also, add some batteries on a shelf in there as well in case the player hasn't picked them up yet. Next don't allow 106 to spawn in there or where the coffin is at, it seems really out of place when he does :?

Here is my layout. Sidenote, the staircase and every thing else is fine. It's just that one room that needs tweaking.
Image
I can't really +1 like other websites, but I am 100% on board with this. I love the diagrams you provided.

Also, I think that the blast door to 096's chamber should have an enormous hole in it.
My Acting Channel: https://www.youtube.com/user/TotalBunghole

Re: Dev Topic #3

#82

Actually, the MTF are just fine the way they are now (Excluding some of their bugs with doors and etc that need to be fixed) I do agree that MTF should interact with SCP's that you lure in the room with them. some examples could be;
173 - they will freak out and say "don't break eye contact with it!" You can now safely blink and 173 will kill the MTF one by one instead of you (for a total of two blinks) after that it's back to you and him. After one blink and an MTF dies the other will say "No! I told you not to break eye contact!" "You! Over there! Help me keep an eye on 173 until backup arrives, they should be here any minute now." If you blink again 173 kills the remaining MTF, if you choose to leave the room you will hear. "Where are you going!? I can't do this alone. I need you to....." You see 173 teleport behind him and hear the snap sound. If you closed the door you will just hear the audio instead.

106 - They will say "Shit it's SCP 106! Open fire!" 106 ignores you and goes for them as they try to shoot him. When he gets close enough he hits them and they all vanish into a black orb (including 106)

096 - He follows you until he kills you considering you're the one who first saw his face. The MTF will say "Eliminate all hostiles!" and open fire on both of you which will end up in you dying by gunshots or 096 catching you.

049 - He is excluded from the list for now considering he never leaves his area. Sidenote to Dev's, you should really mark the doorway to his elevator with something. I almost missed out on this awesome SCP because I thought it was the maintenance tunnels. I associated elevators with the maintenance tunnels from previous versions and was like "Nope.avi " "Not going down there." Lol. I'm sure others have done this as well.
I'm all for this idea! It makes gameplay more variable and immerse!

Re: Dev Topic #3

#83
SpartanB312 wrote:I need SCP-860 in that game :D
It has be confirmed that it will be added.
-Resident Bacon Fanatic-

Re: Dev Topic #3

#85
InnocentSam wrote:
spartan322 wrote:
SpartanB312 wrote:I need SCP-860 in that game :D
It has be confirmed that it will be added.
Link?
Old ass thread.
Old forum I think.
-Resident Bacon Fanatic-

Re: Dev Topic #3

#87
SpartanB312 wrote:I need SCP-860 in that game :D
SCP-860 will be awesome when it comes.

Speaking of which, I took the liberty of recording some lines, if 860-2 is planned to speak and/or if the voice actor hasn't been selected yet: [youtube]http://www.youtube.com/watch?v=rM2ExLvw5b8[/youtube]

This was based on the audio from Document 860-IV, but with different effects for clarity and atmosphere.

EDIT: Argh, something went wrong, it looks like. Here's the link if the video isn't working: http://www.youtube.com/watch?v=rM2ExLvw5b8
My Acting Channel: https://www.youtube.com/user/TotalBunghole

Re: Dev Topic #3

#89
InnocentSam wrote: Link?
Ignore my other comment. There is currently a thread on collaboration about modeling SCP-860-1, which is the forest. Therefore, the key must be implemented.
-Resident Bacon Fanatic-