Re: The New Suggestions Thread

#131
Prune wrote:
Omniary wrote: -snippage-
I fully concur with the request to add more room variants. The most crucial thing I'd like to see is plenty of facilities, specifically for onsite personnel, attached to almost every room to make the place resemble a research site, just like Black Mesa. There ought to be laboratories, security offices, broom closets, changing rooms, and small conference rooms connected to every corridor so that the place has better scenery and more places for scripted events that take place out of the player's reach. It would be nice to see props scattered about the place, to serve as a constant reminder that people once worked here. Some possibilities may include: mop buckets or janitors' apparatus, boxes and crates of classified items or domestic equipment formerly being transported but now left unattended, hospital beds with covered bodies laying on them or tipped over, replacement lights and propaganda posters left against walls and on the floor in a hurry, and domestic items like bins, plant-pots and water dispensers.
I gotta admit, You're also right. But we've got the propaganda poster thing covered like since 0.7.
I bought a gay pony named North America! He walked on two legs and played the harmonica!
Check out my SCP - Comix mod: http://scpcbgame.com/forum/viewtopic.php?f=11&t=3557

Re: The New Suggestions Thread

#132
SCP Number: SCP-0666
SCP Nickname: Dark Attacker
SCP Class: Keter
Ingame mechanics: 0666 would be simple. HE would be similar to SCP-173 and SCP-108, in that he is a mobile threat. He presumed to be a demonoid. His appearance is that of a teenage boy; typical skateboard shoes, loose jeans ripped at the knees from outer seam to inseam, a red hoodie with a large hood, and black gloves. He usually has his head down, until he the player comes near. Then he will snap his head up to look at the player, then he will proceed to chase them. His face is always cloaked in darkness; as if space, time, and even the very nature of existence are absent. He has been observed without his hood on. His hair is short; a 1/4 inch around the sides and back, and 1/2 inch on top. However, his face remains void of existence. He sports a pair of bat-like wings, with an approximate 12 foot wingspan, from between his shoulder blades. They seem to be attached to his body, yet the hoodie is unmarked. He carries a Walther PPK, though has not been know to fire it. He is extremely deadly, however, no SCPs can spawn or enter any are he is in. He has killed other SCPs as well as three security guards, two scientists, 6 Class-D personel, and one MTF operative. He will stand in an are until the character comes with a certain range of SCP-0666. He will attack whether the player is looking at him or not, making him an even greater threat, especially around corners. He will also taunt and speak to the player maliciously. If a player spots SCP-0666 prior to being chased, they can avoid him. If not SCP-0666 will chase the player continuously for a random length of time. During this time, the player will be forced into a panicked state where they will only sprint when they move. Closing doors will impede SCP-0666's progress, but not stop it. 0666 will stop chasing the player when:
1. He gives up the chase. (Chases will last a certain amount of time. Each chase will last longer than the last.)
2. You die.
3. You manage to hide. (0666 cannot sense your location. It is possible to hide from him.)

If you are wearing SCP-714, SCP-0666 will fire at you with his Walther PPK. Ammunition is unlimited and the bullet proof vest will not protect against shots, indicating that SCP-0666 can generate matter phasing rounds.

He has an event when contact is made with SCP-0777
==============================================================================================================================================================================================================
SCP Number: SCP-0777
SCP Nickname: Guardian Angelica
SCP Class: Euclid
Ingame mechanics: Basically the opposite of SCP-0666. Teenage female, similar dress(with tighter fitting jeans and similar appearance changes), white feather wings(12 foot wingspan) that seem to light dark areas. She wears white gloves that also seem to glow. Her face is similar to 0666, with the exception of glowing white. She carries a Colt 1911A1 with similar function to 0666's PPK. She has not harmed anyone in anyway. She will prevent any SCPs from spawning or entering the are she is in. She will also illuminate an area if the power is not entering the area(she will turn on unpowered lights and electronics). She will speak to the player in comforting tones. If you are wearing SCP-714, she will accompany you through the facility. She will attack any SCPs and drive them off, but the player can still be killed if they're not careful. An ending will occur at Gate A if the player has trigger these events in order:
1. Encountered SCP-0666 and survived.
2. Encountered SCP-0666, hid during the chase, and survived.
3. Encountered SCP-0666 when wearing SCP-714, and survived.
4. Encountered SCP-0777 when wearing SCP-714.
5. Survived till Gate A

The player and SCP-0777 will exit the facility when SCP-0666 enters from where you came, having apparently followed you. 0666 and 0777 will engage in combat outside the facility, with SCP-0777 telling you to run, and that she will always be with you.
==============================================================================================================================================================================================================
Another possible sequence would be if you encounter 0777 FIRST and then 0666. They will engage in combat and will kill each other, dropping their guns. The guns will retain their power(implying that their conciousness' were absorbed into the guns), allowing the player unlimited shots. However, the recoil will be severe, calling for a low fire rate. SCP-0777's gun (SCP-0777-1) will not do damage to humans, but is highly effective against SCPs. On the contrary, SCP-0666-1 will do no damage to SCPs, but will kill humans. This will allow the player to get past security. Of course, the idea of SCPs 0777-1 and 0666-1 are up to the game designers(should they choose to implement these).

Sorry if this is a bit confusing or repetitive. It's like 12:30 am.

I really hope someone sees this post!

Re: The New Suggestions Thread

#133
MercifulBlackHeart wrote:-snip-
Hey there, I see that this is your first post so I'd just like to clear some things up for you, if you would.

Containment Breach uses SCPs from the official wiki that fit to the games purposes, and most of the SCPs creators have no involvement with CB (save for a few of the members here, like Dr. Gears, Enma Ai and I think Sylocat at one point). You can find the main list SCPs here: http://www.scp-wiki.net/scp-series

As you can see, both 666 and 777 (the zero in front doesn't matter) happen to be currently existing SCPs, 'Spirit Lodge' and 'Kingdom of Sand', respectively. You can always try at joining the SCP main community, though you have to be fairly learned in the field of Mary Sues, OP-ism and the like, since the old dogs over there are pretty critical. A few suggestions from me relating to your SCPs: Try to make something beyond a malevolent entity that wants to harm people, or something that kills you just cause, SCPs are what they are due to their ability to completely destroy what perceptions of normality we have and use that to scare us. A person can just kill you, but an SCP can melt your organs with its forefinger, before slipping back into its own world where it's a god. Keep at it though, hopefully you can learn something out of this.

Also, cynics, don't bother, I see you out there.
It slep time bunner.

Re: The New Suggestions Thread

#134
MercifulBlackHeart wrote:-snip-
The amount of Mary/Gary-sue in this post is unholy.

Code: Select all

Omniary: fuck you anglerfish can't smell
Dr. Trialtrex21: how you know bitch
Omniary: it probably could smell you though
could probably smell your fucking dank ass nasty powersuit structure gel trog ass enslaved protein bullshit sloshing in your suit from a mile away

Re: The New Suggestions Thread

#135
Cridone wrote:
Shaddow wrote:I have an idea for a new ending for Gate B.
Spoiler
In the current ending, you are trapped after 682 attacks the helicopter, and you just have to wait until you are shot to get the end. I think it would be a good idea to give the player some way to open the door at the end and actually escape the facility. maybe it could even be some sort of puzzle that you have to complete to open the door, but you have to do it fast, because 682 is running down the glass hallway to get to you.
I disagree with this idea, the idea of an ending where you just escape and go home and everyone lives happily ever after..... is really bland. I'd prefer an ending with a twist or where you can imagine what happens next. (an example is the ending where you get captured by some unknown soldiers)

Maybe if you manage to get the door at the end open, after you open the door behind it there could be some type of room with an open gate. If you get to close to the gate 079 appears on some sort of TV monitor and closes the gate and the screen fades to black with some sort of sound playing.
What do you guys think out this?

It's a normal push button door/keycard door that leads to a parking lot there are some normal looking cars and a few suvs with the foundation logo on them and on one side of the lot can be luxury vehicles and a limo or two that the excecs and higher up use. A cutscene happens where one of the limos suddenly pulls out and starts to leave before it reaches the gate the vehicle stops and one of the back doors opens. By this time some MTF should be coming in from behind you and start shooting encouraging the player to get in the car quickly. Once inside you close the door and the car starts moving ( I'm pretty sure they would bullet proof their vehicles, so you could add the sounds of bullets pinging the car for an added touch :) ) Shortly after moving, the little privacy window in the front of the limo rolls down and the driver turns around and looks at you, then the screen goes black and creds roll. The driver?..........It's SCP-035 :gasp:

Re: The New Suggestions Thread

#136
TheRooster09 wrote:
Cridone wrote:
Shaddow wrote:I have an idea for a new ending for Gate B.
Spoiler
In the current ending, you are trapped after 682 attacks the helicopter, and you just have to wait until you are shot to get the end. I think it would be a good idea to give the player some way to open the door at the end and actually escape the facility. maybe it could even be some sort of puzzle that you have to complete to open the door, but you have to do it fast, because 682 is running down the glass hallway to get to you.
I disagree with this idea, the idea of an ending where you just escape and go home and everyone lives happily ever after..... is really bland. I'd prefer an ending with a twist or where you can imagine what happens next. (an example is the ending where you get captured by some unknown soldiers)

Maybe if you manage to get the door at the end open, after you open the door behind it there could be some type of room with an open gate. If you get to close to the gate 079 appears on some sort of TV monitor and closes the gate and the screen fades to black with some sort of sound playing.
What do you guys think out this?

It's a normal push button door/keycard door that leads to a parking lot there are some normal looking cars and a few suvs with the foundation logo on them and on one side of the lot can be luxury vehicles and a limo or two that the excecs and higher up use. A cutscene happens where one of the limos suddenly pulls out and starts to leave before it reaches the gate the vehicle stops and one of the back doors opens. By this time some MTF should be coming in from behind you and start shooting encouraging the player to get in the car quickly. Once inside you close the door and the car starts moving ( I'm pretty sure they would bullet proof their vehicles, so you could add the sounds of bullets pinging the car for an added touch :) ) Shortly after moving, the little privacy window in the front of the limo rolls down and the driver turns around and looks at you, then the screen goes black and creds roll. The driver?..........It's SCP-035 :gasp:
I do not think that cutscenes can be made in Bitz3D, neither am i sure on the bullet proof limo. Sure there can be a parking lot, but where would it lead to? The foundation is apparently somewhere in a snowy antarctic full of mountains, so it wouldn't make much sense of having a parking lot. Yes you can see roads under Gate A and B but what kind of vehicles would be used exactly? 035 as a driver would be a fun little event, but why would he help the player when he said himself the player is too much of a liability? Surely you aren't a Class D for nothing.

This is just an opinion.
"You could possibly add something I just shit out."

~ Agent Ulgrin 2014

Getting hit by vehicles ever since -69

Re: The New Suggestions Thread

#137
Thanks, Omniary! Yeah, it's my first time. I have been sitting on those for awhile, and they are rusty, but I'll work on it. The numbers 0666 and 0777 were kind of symbolic instead of a true designation. I can easily change them to fit properly. I decided to get the idea of Dark Attacker out there to possibly add another mobile threat. Guardian Angelica was meant to contradict DA. The more difficult task will be reducing the Mary/Gary Sue factor. The most likely change will be to Angelica(though I love the play-on-name in Guardian Angelica, so that will stay). I can easily make some more benevolent or neutral entities. I have read over the SCPs, though I need to do so again. I thank you for the insight, and I will shoot to update DA and GA in good time. I'll renumber them after studying the official list. I'll also add around five more SCPs to my list for consideration.

I love the feedback, so keep it coming!

Re: The New Suggestions Thread

#138
SCP Number: SCP-942*
SCP Nickname: Chaser
Ingame mechanics: An update to my previously Dark Attacker. It does the same thig as Dark Attacker, except there is no interaction with Guardian Angelica. He will basically attack anything now. Period. He'll kill humans, he'll attack but not eliminate other SCPs, and he'll chase the player. Instead of preventing SCPs from entering an area, he now increases the spawn rate of 173 and 106, making chases difficult. I removed the PPK and 714 concepts. Another interesting concept I though of would be that Chaser could possibly teleport. As in, he'll open a rift and end up somewhere else. Unlike 106, there is no pocket dimension, just a rift. The end location is random. He could en up on the other side of the facility, or he could end up moving ahead of you during a chase. In the case of the latter, he is stunned temporarily every time he emerges from a rift, giving the player a little time. Of course, this is just an idea.
===============================================================================================================================================================================================================
SCP Number: SCP-083*
SCP Name: Guardian Angelica
Ingame mechanics: OVERHAUL! Guardian Angel is no longer an entity, but an object! Angelica is a stone carving of an angel, about 6 foot tall. It sits in its containment chamber untill the player enters, at which point it leaves. It'll move throughout the facility. She'll act as a deterent for SCPs. I realize the Mary/Gary in here, due to the increase vs decrease. Let me know if you have a better idea for her. She'll move randomly and will have no direct opposition to SCPs. Though, I guess perhaps something could happen if an SCP enters her area. Not sure, it's an idea.
===============================================================================================================================================================================================================
I know there's still a bit of Mary/Gary, probably more than I'm acknowledging. Give me feedback on it. I'd love to hammer these two out for the game. If there's interest in the community, please let me know. I'll focus on Chaser for now. If you would like to develop the Chaser idea, make suggestions! Also, I am rather unaware of how to join the community. Then again, I may not be looking very hard. More SCPs to come. Guardian Angelica seems a bit dry, so I'll wait on her till I get a better feel for SCP creating.
*Note: The numbers are rather random. If it's taken, suggest another designation. It'll will make things easier.

Re: The New Suggestions Thread

#140
SCP Number: SCP-110*
SCP Nickname: Cheep-Chat
Ingame mechanics: SCP-110 is a bit more of a passive entity. It looks like your basic parakeet. But it sonds more like a wise old man than a bird. It has an aged, deep male voice

with a bit of an Irish accent.* It'll wander the facility and give the player advice ranging from exactly where the nearest exit is but no more, to completely useless information,

like "W" is forward. This is my first shot at a passive entity, so not haters

More SCPs soon. I'm debating posting my creations on my profile on Deviantart. I might do this so I don't spam this forum. You can check it out here:

http://theodorewilliam.deviantart.com/

I haven't done much there, but I'll pick it up at some point.
*Again, random number.
Last edited by MercifulBlackHeart on Thu Jan 16, 2014 6:21 pm, edited 1 time in total.