Re: Buttons, doors, walls and other structural elements.

#21
A Hideous Beast wrote:I like the idea of having no HUD, reminds me of Dead Space which handled no physical HUD rather well.


Also, I think just about every room needs to look...different, and I mean this from an architectural stand point. I know the facility is supposed to be sterile and what not, but sometimes it is too...bland. There is this older game that I love: Area 51, SCP Reminds me of it so very much, and I think Reg could take some inspiration from it.

Basically, I'd imagine the facility to look much like Area 51 in the Area 51 game: The outside looks like your typical military instillation, on the inside the first few floors and below would look very industrial, while the lower levels look very futuristic and sterile.

Also, a thread I made that died, but I think Reg should look at: http://scpcbgame.com/forum/viewtopic.php?f=5&t=582
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Re: Buttons, doors, walls and other structural elements.

#22
I think it should be the opposite way around - slightly futuristic, scientific, clean and sterile working offices and laboratories on the upper floors. As one progresses to the lower levels of the facility it gets more industrial, more warehouse-like, sturdier. The lower sections of the facility would be to contain SCP's.

As one progresses even further down there could be some sections directly above, and showing, open rock. Like what Destructoid said about the catwalk room having a cave or rock floor.

Maybe there could be some last levels made of heavy concrete for critical parts of the facility.
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