Re: Possible Easter Egg

#12
Yes, this is a good idea. I've always like games that have a secret room filled with credits and fun stuff.

The door itself should be somewhat hidden, if its just a door placed randomly, it would be too easy to find, and people would most likely no-clip through it. Remember the Halo series. They also had this kinds of things, but to get there you had to work your way in. It should be something similar here. After all, most easter eggs are supposed to be hard to find.
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Re: Possible Easter Egg

#13
spartan322 wrote:Yes, this is a good idea. I've always like games that have a secret room filled with credits and fun stuff.

The door itself should be somewhat hidden, if its just a door placed randomly, it would be too easy to find, and people would most likely no-clip through it. Remember the Halo series. They also had this kinds of things, but to get there you had to work your way in. It should be something similar here. After all, most easter eggs are supposed to be hard to find.
Yes, I loved finding the Secrets in some of the Halo Games.

And I agree highly. I wonder If It is possible to make a Room invisible unless you are actually within in. The only way being able to enter it through somewhere hard to find, As was said.
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Re: Possible Easter Egg

#14
Keeping such a room hidden could be troublesome though.
It would be too easy to find since the noclip code is available.
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Re: Possible Easter Egg

#15
Sparks wrote:Keeping such a room hidden could be troublesome though.
It would be too easy to find since the noclip code is available.
I know.

Which is why above, I was wondering If there was a way to " Hide " a Room unless one was in it. If you've seen some Games where the Player goes out of the Map, The Map is " Invisible " and all the Player can see is the Skybox unless they manage to get back into the Game Boundaries.
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Re: Possible Easter Egg

#18
A trigger volume could be positioned inside and above the room which teleports players back outside the room if noclip is enabled.

That invisible Skybox effect is probably due to BSP portals, which hides terrain which is out of view for rendering reasons.
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Re: Possible Easter Egg

#19
Glitch wrote:A trigger volume could be positioned inside and above the room which teleports players back outside the room if noclip is enabled.

That invisible Skybox effect is probably due to BSP portals, which hides terrain which is out of view for rendering reasons.
The Trigger Volume would be very helpful in concealing a Secret. ;)
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Re: Possible Easter Egg

#20
Just thought of a way to conceal the easter egg room, with almost an impossible chance to find it by noclipping.

We agree the entrance to the room should be somewhat hidden, but, what if, the door would be needing a pass code, like to the Dr. Maynard office, but have the code be randomly generated for every playthrough and hiding the number somewhere in the facility.

When the pass code has been entered, the door will open to reveal an elevator like room with another keypad where you had to enter the pass code backwards.

The door would then close and take you somewhere deep deep deep beneath the facility in the unused areas of the map, maybe 3 times the length of the from the left side of the map to the right as the depth, with the outside walls of the room being textured to look like the surrounding empty space.

It would and will prevent people from simply noclipping into the room, and with the keypads being able to take like 10000 combinations (10*10*10*10 because of 0 to 9) it will require more than dumb lucknto guess the right code generated for that playthrough.

My only concerns though, is if the engine is able to handle the depth from the facility and all the way down to the hidden room with the easter eggs.
What fun is there in making sense?
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