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

Posted: Fri Jan 25, 2013 9:13 pm
by Destructoid
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
I like this.

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

Posted: Fri Jan 25, 2013 10:54 pm
by Hakkla
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.

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

Posted: Fri Jan 25, 2013 11:00 pm
by Glitch
I imagine something like aperture laboratories from portal...

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

Posted: Sat Jan 26, 2013 12:41 am
by SlinkyCatalyst
I love the idea of the different floors for different things and different architectural styles on each one to support what the floor's purpose is. I imagine the "industrial" floors as mentioned above looking much like the mining deck on the USG Ishumura from Dead Space.

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

Posted: Sun Jan 27, 2013 2:00 am
by Destructoid
I feel like the cleaner research parts of the facility should take inspiration from the abstergo facilities from Assassin's Creed.

http://goo.gl/7C8RU