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Re: Facility Design
Posted: Mon Jan 28, 2013 1:52 am
by Destructoid
Gonna be like keycard locked areas and a forced partially linear path. Backtracking and keycard getting if you don't get a level 2 keycard.
Re: Facility Design
Posted: Mon Jan 28, 2013 2:29 am
by mrpeanut188
Ketercheat wrote:(see: Black Mesa).
Yeah, I'm taking inspiration from Black Mesa in the mod I'm making. These are all really good ideas, now that I'm making a mod I can steal them. xD
I do agree with multiple floors though, I was planning on making an actual elevator, kinda like the keypads, but you need keycard to access different floors.
Re: Facility Design
Posted: Mon Jan 28, 2013 2:50 am
by Destructoid
mrpeanut188 wrote:Ketercheat wrote:(see: Black Mesa).
Yeah, I'm taking inspiration from Black Mesa in the mod I'm making. These are all really good ideas, now that I'm making a mod I can steal them. xD
I do agree with multiple floors though, I was planning on making an actual elevator, kinda like the keypads, but you need keycard to access different floors.
YES, DIFFERENT FLOORS.
Re: Facility Design
Posted: Mon Jan 28, 2013 4:07 am
by mrpeanut188
Destructoid wrote:
YES, DIFFERENT FLOORS.
That's made by me for my mod. And yes, that slot is for keycards.
Re: Facility Design
Posted: Mon Jan 28, 2013 5:01 am
by Ketercheat
Added a section that deals with the sound of the game.
Re: Facility Design
Posted: Mon Jan 28, 2013 2:06 pm
by Destructoid
Sound design is always important. The current sounds are pretty good but I really do think we need ambience emanating from stuff around the facility. A low hum from the machine in the catwalk, or the maintenance tunnels, computer beeps and hums, stuff like that. The tesla gates already hum, and I think if we get floors then the lower levels should have a low rumble always in the background because it's so deep.
Re: Facility Design
Posted: Mon Jan 28, 2013 2:33 pm
by Steelpoint
Just to expand on what has been shown I'll copy paste some suggestions I came up with on an older thread.
One thing that many others have brought up is the weird design of the site. I do enjoy the random generation but from a practical standpoint why would their be a service tunnel connecting an office and a containment chamber?
I would like to see their be certain kind of "zones". Where an Office Zone would contain office like rooms such as conference rooms, breaks areas and the such. Or a Security Zone or Containment Zone. Basically this would create a more realistic depiction of the site, instead of the current weird layout.
To expand the zone idea a bit more.
Let's say that at the start of the game the player is in the "Prison Zone". This zone would contain rooms that would be associated with a holding area of Class-D's such as cell's, lunch rooms, security offices and armories. In this Prison Zone you would find corpses of both Class-D's and guards, possible also medical personal (Prison Infirmary) and specialist guards (Riot for example). Also the zone, since it is adjutant to 173's containment cell, would have (For example) a higher chance of it appearing in this zone in comparison to 106.
(Basically a zone would function similarly to what is currently implemented but it would restrict what rooms spawn to a certain criteria)
In actuality the Prison Zone would be a unique one since it would be a combination of a Randomly Generated zone and Hand Crafted, the hand crafted bit being where the player is escorted from their cell to 173's containment chamber. So if the player is somehow able to return to the Prison Zone they would be able to access it in its entirety, as well as revisit areas they were in at the start. Most other Zones would be almost entirely randomly generated in their layout. (Except for plot specific zones).
Of course the disadvantage of this system is that it eliminates certain random elements of the game, since an experienced player would know what to expect in a certain zone, but I feel that this system would make the game more realistic. Also this system can allow for changes to the zones so that more random elements can be added if need be.
Re: Facility Design
Posted: Mon Jan 28, 2013 2:51 pm
by mrpeanut188
Destructoid wrote:Sound design is always important.
Yus.
Destructoid wrote:The current sounds are pretty good but I really do think we need ambience emanating from stuff around the facility.
It should be limited, something being totally quiet is not natural, so it may scare the player. Also, that door opening slowly always got me in the beginning.
In short, we need some of those music that gives chills.
Re: Facility Design
Posted: Mon Jan 28, 2013 6:52 pm
by A Hideous Beast
Steelpoint wrote:Just to expand on what has been shown I'll copy paste some suggestions I came up with on an older thread.
One thing that many others have brought up is the weird design of the site. I do enjoy the random generation but from a practical standpoint why would their be a service tunnel connecting an office and a containment chamber?
I would like to see their be certain kind of "zones". Where an Office Zone would contain office like rooms such as conference rooms, breaks areas and the such. Or a Security Zone or Containment Zone. Basically this would create a more realistic depiction of the site, instead of the current weird layout.
To expand the zone idea a bit more.
Let's say that at the start of the game the player is in the "Prison Zone". This zone would contain rooms that would be associated with a holding area of Class-D's such as cell's, lunch rooms, security offices and armories. In this Prison Zone you would find corpses of both Class-D's and guards, possible also medical personal (Prison Infirmary) and specialist guards (Riot for example). Also the zone, since it is adjutant to 173's containment cell, would have (For example) a higher chance of it appearing in this zone in comparison to 106.
(Basically a zone would function similarly to what is currently implemented but it would restrict what rooms spawn to a certain criteria)
In actuality the Prison Zone would be a unique one since it would be a combination of a Randomly Generated zone and Hand Crafted, the hand crafted bit being where the player is escorted from their cell to 173's containment chamber. So if the player is somehow able to return to the Prison Zone they would be able to access it in its entirety, as well as revisit areas they were in at the start. Most other Zones would be almost entirely randomly generated in their layout. (Except for plot specific zones).
Of course the disadvantage of this system is that it eliminates certain random elements of the game, since an experienced player would know what to expect in a certain zone, but I feel that this system would make the game more realistic. Also this system can allow for changes to the zones so that more random elements can be added if need be.
Expanding on that, here is a partial paste of something I suggested "have an entire area of the facility devoted for recreational purposes, separate the recreational part from the SCP rooms/offices and everything else with a series of air-locks, make the walls and rooms of the recreational area much less...sterile, to give staff and the players a more light hearted and happier feel. (BUT! the oppressive atmosphere can still be retained if the lighting, props, and sounds are done right.) "
here is the full thing, people really liked it.
http://scpcbgame.com/forum/viewtopic.ph ... 6&start=30
Re: Facility Design
Posted: Sat Feb 02, 2013 8:16 pm
by BJFowLer
When the editor comes out i'm going to organize the site to where it makes since. Ex put all Keters next to Keters Eculid next to Eculid ext. Not SCP-682 next to Gate A