106phobia wrote:Yeah. Fixing the map generation should be one of the top priorities for now. I almost always get lost in those repeating three-way rooms at the beginning of the game.
But I don't agree with Serimah's point about the game being "filled to the brim" with SCPs. If anything, there aren't enough SCPs populating the huge maps. The fact that there are so many empty and repeating rooms/halls is proof of that.
Beat me to it, I was about to say that lol. The game definitely needs more SCP's. I had an idea about the map layout but as others have said it would require a lot of work because it would involve stairs and elevators. It would be similar to the 'Hive' in the Resident Evil movie with each layer as an area for certain purposes. Here is a crappy drawing of it. Please keep in mind each layer would be filled with a intricate layout with rooms, chambers and etc but I suck too much at drawing to properly illustrate it
The facility is structured from top to bottom in terms of threat level, top being the least and bottom being the most.
A - Surface layer. This is the building that the world sees that hides what actually lies beneath. You don't really get to see this part of the facility until the end with Gate A and B which most of you should already be familiar with.
B - Office layer. Most of the office portion of the game is in this layer including the doctor's offices. Also, the bathrooms where the buttghost and suicide guard is.
C - Prison layer. This is where all the D-Class are kept (And basically where you start the game from) Something interesting that could be done is to have a way to get back to this section to explore the prison area. Such as the cells, cafeteria, bathrooms and etc. you could make this creepy with flickering lights, inmates that has committed suicide and etc.
D - Euclid layer. Pretty simple, all Euclid class SCP's chambers reside here and is where you end up at the beginning of the game. This layer is pretty large as most SCP's seem to fall in this category.
E - Abandoned layer. This could be one of the more creepy areas of the game as this layer would be sectioned off from the rest. Dilapidated rooms, furniture and testing equipment can be found in this layer. This layer can be used for SCP 343 ( I think that's the right number anyway

) As it states in it's file that an area was closed off and used as it's chamber. Not only that, if the mask SCP is added this could be where it's old chamber was ( the one with pools of blood with hands coming out of them) AS well as a place for SCP 055's room to spawn after finding it. ( Again, I hope I got the # right

)
F - Keter layer. Now where getting into some serious sh** as you guessed it all Keter class SCP's chambers reside here
G - Archive layer. Kind of a small area this is where The Foundation keeps most their documents and other sensitive data. You could add the SCP that cuts up Regan in here since he seems to be a crowd favorite
H - Warhead layer. Pretty much self explanatory. The part where you activate the warheads in the game can be found in this area.
Now you maybe thinking "Wtf!? Keter isn't at the very bottom? Wouldn't that be the most dangerous since it goes from least to most?" Well, yes and no. Keter is still very close to the bottom but you have to imagine a place like the foundation would most likely want to keep out of the public eye and if it were ever discovered that they had nukes they would gain a lot of unwanted attention ( which would unveil what they are and what they've been doing). Same could be said about the info they keep in the archive about their experiments and etc which could lead to investigations and ultimately expose them. Also, when it comes down to it what do you think the rest of the world would consider the most logically feasible and threatening? A facility with monsters in the basement or a corporation that has been doing illegal experiments on humans and so on with a possibility of developing nukes? Which sounds more believable?
Edit* I forgot to add the maintenance tunnels and small area where the power room ( where you turn off the lights and doors) is should be located between D-E or E-F.