Re: Irrlicht Port

#361
juanjpro wrote:Even though BoH is a good mod, I think it should just be available separately. Despite the name, Box of Horrors doesn't have that many horrors. It's possible to play the mod without interacting with the things it adds. If it had an active SCP that was hard to avoid, I would port it.

For the same reason, I'm thinking of getting rid of or changing 008, 012, 035, 372, 513, 714, and 1025. Some of these may be scary, but they're so easy to miss it's like they're not in the game at all.
Change would be a better idea than remove.
I'm not really in the position to give advice about YOUR port, but what makes SCP so great is all the stuff that you find in your second play through that you miss the first time around. They're not exactly a constant threat, but the useless SCPs make the game that much more interesting in terms of exploration. Also, 012 has a severed hand as a reward for exploring, 035 has the only advice/005 that the player will find. 372 and 513 are great for a cheap on-edge jumpscares (you wouldn't really take out 513 AGAIN, would you?). 714 provides help for veterans dealing with 049 and such. They all have purpose. Except 1025.
Spoiler
On second thought, get rid of 1025 if you feel like it for all I care. You might also want to trash the keycard upgrading system while you're at it.
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.

Re: Irrlicht Port

#364
I also agree with others saying BOH should be a separate addon or at least at default off on start and has to be checked to be on in the map options. BOH is only cool for about 10 minutes before you realize all it does is add more useless rooms that clutter the map with a bunch of pointless SCPs that don't help or really threaten you. There is content in the mod that was originally placeholder material along with inaccurate representations of SCPs making it feel incomplete. While the idea of BOH is really cool, it doesn't work well in the actual game and just adds SCPs for the sake of adding SCPs.

Re: Irrlicht Port

#365
juanjpro wrote:For the same reason, I'm thinking of getting rid of or changing 008, 012, 035, 372, 513, 714, and 1025. Some of these may be scary, but they're so easy to miss it's like they're not in the game at all.
That way of working is kind of backwards, honestly. You might as well leave out 294, 895 and 970, since they're their own little thing that people might easily miss. I think it'd be best for the port if all the SCPs in live CB made their way over, regardless of how useless they are to some people012. Modifying them to be more intuitive doesn't hurt, though you might not want to deviate too far from CB's path, this is advertised as a port, not an remake, after all.

In my opinion, all the SCPs give the facility quite a bit of life. Even if they don't directly provide player assistance, (ie 914) it doesn't mean they have no purpose in Containment Breach. That's like saying to get rid of most of the documents in the game, since they don't have any role in the actual game. They're there to immerse the player in the world, each of them is like a little bit more of Foundation fanservice.
It slep time bunner.

Re: Irrlicht Port

#366
Yeah, I'm not sure about removing these SCPs, but I think there needs to be some way to make sure players will find them and see what they can do. Curiosity will only make players check once, and then they will never see those SCPs again once they figure out what they do.

294 and 895 already do something to encourage you to interact with them in some way. 294 can create helpful items, 895 messes with the lockroom monitors. 970 could be modified to swap some rooms.

I already have ideas for some changes, but so far I can't think of anything that could be done for 012, 714 and 1025.

Re: Irrlicht Port

#367
Omniary wrote:They're there to immerse the player in the world, each of them is like a little bit more of Foundation fanservice.
I'm having a hard time seeing how exactly these SCPs qualify as 'immersive'.

Look at 008, 012 and 1025: You walk into a room, wait for/cause an event to occur, wait around for a few minutes then die and have to restart. I don't really feel more immersed in the game's world, I feel like I just wasted my time with an event that has no bearing on anything.

035 and 970 at the very least provide you with an interesting scenario that doesn't just give you a prolonged game over, but besides that there are no real benefits.

Compare these to 895 and 860. 895 is a threat that's always around in a sense that its feed can kill you from any CCTV monitor, therefore there's a reason for going into its chamber which has a lasting effect on the game.

860 gives you insight into the fate of an agent working at the site, which in my opinion is world building done correctly. A simple side experience which doesn't change anything but offers you some information about the world. (You know, more then just "There's various SCPs that are dangerous in this world.")

That being said, I don't feel like SCPs such as 008 and 012 should be completely removed, but reworked so that they offer something more then just a severed hand, both figuratively and literary.

Re: Irrlicht Port

#368
CommanderPro100 wrote:offer something more then just a severed hand, both figuratively and literary.
For some reason that made me smile.

012 should be an item that...
Maybe you could pick it up if you were wearing 714 or something? I dunno.

1025...
[/strikethrough] It... I think it would be cool if maybe it affected 049's behavior in some way with the whole 'cure' act...[strikethrough]

I should just keep quiet.
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.

Re: Irrlicht Port

#369
Hubbawubba64 wrote:
CommanderPro100 wrote:offer something more then just a severed hand, both figuratively and literary.
For some reason that made me smile.

012 should be an item that...
Maybe you could pick it up if you were wearing 714 or something? I dunno.

1025...
[/strikethrough] It... I think it would be cool if maybe it affected 049's behavior in some way with the whole 'cure' act...[strikethrough]

I should just keep quiet.
Throw 012 to the MTF.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.
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