Re: [NEW] Improved Suggestions Thread

#71
SCP ideas:
SCP-522
Nickname: Blood Draining Carpet
Ingame Mechanics: Same as document. (Found in its containment chamber. The player would have to refrain from touching the carpet to get to the next room. A Haz-mat suit can protect the player.)

SCP-266
Nickname: Will o' the Wisp
Ingame Mechanics: Same as document. (Possible wandering SCP.)
eric

Re: The New Suggestions Thread

#72
I feel like SCP-789-J needs some event like that guard that kills himself.Somenthing like:
-once player comes infront of the toilet room he will hear guard crying and saying "Oh god why is this happening?" "Oh god,oh god..."
-once player starts coming that guard will say "Oh shit,some one is coming!" and will run to the toilet.
-when player enters the toilet room he will see one toilet doors closed(guard will be hiding inthere),then guard might start walking backwards and accidenttaly fell in toilet and 789-J will eat his butt,while that guard will be saying "*fells in toilet*Ohhh shit!!!Ohhh,nooooooo ahhhhhhhhhhhhhhh *his butt gets eaten*"
-after that doors of that toilet will open and guard will fell on his belly(with his butt eaten),and audio of 789-j might play after that "I am buttghost,I will eat your butt"

Re: The New Suggestions Thread

#73
I got an idea. When you beat the game, there should be end credits. When the end credits start scrolling, there should be some music to ease the tension that the player has gained throughout the game. I mean, there has to be some way to relax a player who has went through a lot of horror. He'd might as well be sitting in a puddle of his own sweat and urine.
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

#75
SCP Number: 647
Nickname: Hungry Box
In-game mechanics: It could be found near the wall of a room, if you get near it you will make it insta-grow and close you inside itself.
Then the screen gets dark (because the character can't see inside the box when it's close...) and you would start listening a sound of a dripping liquid (acid in that case...) that will kill the player after some seconds. You would need at least a Level 3 KeyCard to get in it's room.
Forniture in the room: In the left corner near the door there is a box with SCP-647's document on it. SCP-647 itself would be near the wall in front of the entrance door.
Foundation's page link: http://www.scp-wiki.net/scp-647

SCP Number: 131
Nickname: The "Eye Pods"
In-game mechanics: They could be used as an easter egg and placed in a "common-looking room" (the do not have a containment chamber...). You could find them in a corridor with 4 doors: the first two would be on the sides to connect the room to the other ones of the facility; the other two could be near each other on a side, but the one that contains 131-1 and 131-2 has a broken button (so thay can't get out and you can't reach them...) and the other would need at least a Level 1 KeyCard to get inside. When inside the openable room, you can see 131-1 and 131-2 in the other room trough a glass (similar to the one in the room with SCP-173, a S-NAV and a Level 2 KeyCard...). You could hear and see 131-1 and 131-2 moving around in the room randomly (or with scripted movements), if you get near the glass they would stop moving and start looking at you. If you get away from the glass (or look at the other room from it for some seconds...) SCP-131-1 and SCP-131-2 would start moving again.
Forniture in the room: In the first one (the one with 131-1 and 131-2) there are:
-a shelf (with nothing on it) in a corner
-a box-like container on the side of the shelf (like the one in the angle of 914's containment chamber, with 914's document on it...)
In the second room (the openable one) there are:
- a desk (with SCP-131's document and a battery on it)
- an shelf (with nothing on it)
Foundation's page link: http://www.scp-wiki.net/scp-131

ROOM-SCHEME:

1
2 I 3
2 I 4
1

1 = other parts of the facility
2 = the hallway of the room
3 = the room with the broken button where SCP-131-1 and SCP-131-2 are
4 = the room with SCP-131's document and a battery
:173: :106: <Please, give us a hug!)
:096: <Do you think my face is ugly? RHAAAAAR!! )
:049: <I sense the Desease in you! Take a nap and you'll get better...)

Re: The New Suggestions Thread

#76
I would like to suggest a different map generating algorithm. Instead of having :173: AI to follow you make it so that the map randomly generates :173: in random locations like in hallways and corner rooms. Not just in scripted events. It adds to the dread of not knowing whether :173: will be in the next room and it will add to the idea of :173: following you.
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History is written by the victor~Winston Churchill
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Re: The New Suggestions Thread

#80
Serimah wrote:Huh? It's not like 173 is all scripted you know. Hence all the confusion of him appearing in the strangest places at times and getting stuck there.
Sure there are places where he spawns in a scripted event at times, but generally he just follows you around depending on how you move. Not sure how you'd randomize that further.
Well... It's not the fact that :173: gets stuck in places and It's also the fact that I can walk down a hallway and not feel scared because I know that :173: :106: :096: and any other scp aren't going to be in that hallway. It would simply make the game even more scary if you had ABSOLUTELY no idea were :173: is and if it would be in the next room. It's also the fact that there is a bug were instead of :173: teleporting, it falls through the map and noclips in the outer darkness. After a while it clips on the ceiling and either kills you or spawns in front of you. :| This happens when you get too far away from it and the map has to "unrender" itself. This means that parts of map that the player is to far from "disappear" until the player goes back to them. Normally :173: also disappears and is generated some where else; unfortunately, there is a bug that causes :173: to stay in the same place thereby causing :173: to fall through the "unrendered" part of the map. This has been happening ever since Regalis "Fixed the bug in :173: AI that caused it to teleport next to the player" :?:
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History is written by the victor~Winston Churchill
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