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Re: Room Suggestions Thread v2

Posted: Mon Aug 12, 2013 2:42 am
by Brunou8
I always thought that the SCPs were ordered number by number but the game has random seeds for its difficulty.

So, here I found another pic, It is about a lab section of the SCP foundation, it wouldn't be a bad idea to have it in the game.
Image
I also have a question, Is the game seed divided in sections? like the "office section", "chambers section". It's just I'm not so sure.

And here's a idea. The facility on the game could be divided on levels. I don't mean levels like Super Mario Bros., I mean security levels or section levels only accessible by elevator, until the last elevator could be the two gates. What do you think?

Re: Room Suggestions Thread v2

Posted: Mon Aug 12, 2013 3:04 am
by Juicy
That's a cool picture, a lab section with some weird experiments... I love it.

And I suggested the elevator thing a few months ago too but it wouldn't be easy to implement

SCPs are sorted numerically

Re: Room Suggestions Thread v2

Posted: Thu Aug 29, 2013 7:30 am
by SCP-Sean
Room Data Name (Used in Command)
Starting room (after breach). start
Starting room (before breach). room173
SCP-106's chamber. room106
Ditto, SCP-079. room079
Gate B. exit1
End room. room1
Restroom. room2toilets
Hallway outside of SCP-714 and SCP-1025's chambers. room2scps
Elevated Doctor's office. room2sroom
Omega Warhead silo. room2nuke
Small testing chamber with SCP-173. room2testroom2
Hallway with a Tesla gate. room2tesla
SCP-895's chamber. coffin
895
Ditto, SCP-914. 914
Ditto, SCP-372. roompj
Standard hallway. room2
Tunnel where SCP-106 can spawn. tunnel
Ditto, SCP-173. tunnel2
Large gas chamber. testroom
Standard, level offices. room2offices
2-Level, lowered offices. room2offices2
2-Level, elevated offices. room2offices3
Doctor's quarters. room2poffices
First room with two storage closets. room2closets
Small server room with SCP-096. room2servers
Maintenance tunnels. room2tunnel
Gas catwalk-way with SCP-173. room2pit
T-Shaped lockroom. room2doors
Lockroom (timed gas room). lockroom
Standard corner room. room2C
3-Pathed walkway with grating on one wall. room3
3-Pathed walkway with dripping pipes on one wall. room3_2
3-Pathed tunnel. room3tunnel
4-Pathed tunnel. room4tunnels
Pipe room where SCP-106 passes through. room2pipes :106:
Electrical room. room2ccont
The Pocket Dimension. pocketdimension
Entrance to Gate A. gateaenterance
Gate A (inside). gatea
SCP-096's "chamber". lockroom2
SCP-008's chamber. 008
SCP-049's chamber. room049
Hallway outside of SCP-012's room. room012
Featureless hallway in zone 3. room2z3

Re: Room Suggestions Thread v2

Posted: Thu Aug 29, 2013 11:41 pm
by hug0905
SCP-Sean wrote:Room Data Name (Used in Command)
Starting room (after breach). start
Starting room (before breach). room173
SCP-106's chamber. room106
Ditto, SCP-079. room079
Gate B. exit1
End room. room1
Restroom. room2toilets
Hallway outside of SCP-714 and SCP-1025's chambers. room2scps
Elevated Doctor's office. room2sroom
Omega Warhead silo. room2nuke
Small testing chamber with SCP-173. room2testroom2
Hallway with a Tesla gate. room2tesla
SCP-895's chamber. coffin
895
Ditto, SCP-914. 914
Ditto, SCP-372. roompj
Standard hallway. room2
Tunnel where SCP-106 can spawn. tunnel
Ditto, SCP-173. tunnel2
Large gas chamber. testroom
Standard, level offices. room2offices
2-Level, lowered offices. room2offices2
2-Level, elevated offices. room2offices3
Doctor's quarters. room2poffices
First room with two storage closets. room2closets
Small server room with SCP-096. room2servers
Maintenance tunnels. room2tunnel
Gas catwalk-way with SCP-173. room2pit
T-Shaped lockroom. room2doors
Lockroom (timed gas room). lockroom
Standard corner room. room2C
3-Pathed walkway with grating on one wall. room3
3-Pathed walkway with dripping pipes on one wall. room3_2
3-Pathed tunnel. room3tunnel
4-Pathed tunnel. room4tunnels
Pipe room where SCP-106 passes through. room2pipes :106:
Electrical room. room2ccont
The Pocket Dimension. pocketdimension
Entrance to Gate A. gateaenterance
Gate A (inside). gatea
SCP-096's "chamber". lockroom2
SCP-008's chamber. 008
SCP-049's chamber. room049
Hallway outside of SCP-012's room. room012
Featureless hallway in zone 3. room2z3
um, o....k?

Re: Room Suggestions Thread v2

Posted: Sat Apr 18, 2015 3:01 am
by Nehpys
Know what? Fuck it. I KNOW I am Necro'ing this badly. Over 3? Years. But I had some Suggestions.

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Room: Equipment and Guard Reinforcing Armory
Zone: Light Containment Zone/Heavy Containment Zone/Entrance Zone (Randomized)
Generate more than once: No.
Items inside: One (1) Ballistic Vest, One (1) Cup of Coffee (Can be the Cup that dispenses from SCP-294), A Materials recovery Document, and One (1) or Two (2) Med-kits.
SCP Spawn Point: SCP-173 has a chance to be in the room. Other then that, all SCP spawn rates normal.
Explain (Details): The Equipment and Guard Reinforcing Armory Center would be like a "Bedroom" sort of thing. A Resting center. A place where the Guards sleep, get their weapons, and armor. NO GUNS WILL BE HERE. You can see One (1) Dead Guard half-lying on a bed, and one with a Snapped neck. The Beds' sheets have been moved about, and the lamps are flickering. There would be Ten (10) or Five (5) Lockers. Each one will have a chance to randomly contain an Item. Those are, The Ballistic Vest, The Materials Recovery Document, and One (1) or Two (2) Med-kits.
Drawing if possible: N/A (I can not Draw)
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Room: Computer and Server Role-call Room.
Zone: Heavy Containment Zone/Light Containment Zone/Entrance Zone (Random)
Generate more than once: Yes. (Only 2 Times. E.X: One in Heavy, and one in Entrance)
Items inside: One (1) Standard Gas Mask, One (1) Standard Hazmat Suit, Three (3) 9v Battery's.
SCP Spawn Point: None. Normal spawn rates, SCP-173 may have a chance to spawn there.
Explain (Details): This would be a replacement/remake of the Electrical Center. This would be a large Server room, where there would be many switches that many different things. One could disable the Intercom system, one to disable Lights, one to disable Monitors, Door control, and other systems. The servers could be overwritten by the other. (E.X: The Light control may be off in Heavy Containment, but can be Turned back on in Entrance Zone) There could be shelves, filled with the items above.
Drawing if possible: N/A
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Re: Room Suggestions Thread v2

Posted: Sat Apr 18, 2015 3:12 am
by Brunou8
May I ask how you found this thread?

Re: Room Suggestions Thread v2

Posted: Sat Apr 18, 2015 3:25 am
by Nehpys
Brunou8 wrote:May I ask how you found this thread?

I found your picture about the Lab on Google, it lead me here. Now can we not go offtopic about this? I just wanted to revive this in the hope that it can continue it's purpose.

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Room: Laboratory
Zone: Heavy Containment Zone/Light Containment Zone (Randomized)
Generate more than once: Yes. (Like the Basic Offices)
Items inside: One (1) Med-kit, Radio, S-NAV Navigator, and One (1) SCP-500-01 Pill.
SCP Spawn Point: SCP-106 will spawn here. Otherwise, the Spawn rate is normal.
Explain (Details): This room would be a medium sized room, with a table, shelves, and some computers. The Tables can have Beakers and Euphemier Flasks on the tables, scalpels, and other tools used in a laboratory. The Computers would probably have Idle chat between some scientists, or some progress reports. The Shelves could have the certain Items.
Drawing if possible: N/A
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Re: Room Suggestions Thread v2

Posted: Sat Apr 18, 2015 3:55 am
by CLgaming
pls have mercy on this thread trax

Suggestion: A new zone altogether, one long abandoned by the Foundation. I cleverly name it "Zone -1". I mentioned this a while back but I never got to posting that "concept art" that I promised.

After so long of wait, hopefully it will be worth it.
Spoiler
Image

Re: Room Suggestions Thread v2

Posted: Sat Apr 18, 2015 4:08 am
by Nehpys
CLgaming wrote:pls have mercy on this thread trax

Suggestion: A new zone altogether, one long abandoned by the Foundation. I cleverly name it "Zone -1". I mentioned this a while back but I never got to posting that "concept art" that I promised.

After so long of wait, hopefully it will be worth it.
Spoiler
Image

I like your Idea CL! A long, abandoned, and destroyed part of the foundation would be a cool thing to discover!

-----
Room: Class-D Dormitories.
Zone: Light Containment Zone/Heavy Containment Zone
Generate more than once: Yes. (Two Dormitory Rooms next to each other.)
Items inside: None, except for more Class-D orientations. Dead Body's can be found here, Corrosion and some blood splats.
SCP Spawn Point: SCP-106 can spawn from the corrosion puddle. It's not one of the giant sinkholes though.
Explain (Details): The Class-D Dormitories in the Light Containment Zone will be the same. Though, you can go through the doors and check out other parts of the facility using a different path. The Heavy Containment one, should be more "Hardcore" to say, and more guarded since there are more dangerous SCP's, of course.
Drawing if possible: N/A
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Room: Staff Dormitories.
Zone: Entrance Zone.
Generate more than once: Yes. (Two can spawn Next to each other. Two only.)
Items inside: Research Documents, and Test logs half-written/typed. Cups of Coffee and Key Cards can be found. Any variation.
SCP Spawn Point: None. Regular SCP spawn rate.
Explain (Details): This room would be a medium-ish room, containing the same as the Guard Quarters. Beds all lined up (though not much like a militaristic base sort of thing) and it's sort of a "Common Room". It contains Computers, which you can see Half-Written Documents, and half-written test logs. You can see One, or Two Dead Scientists.
Drawing if possible: N/A
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Re: Room Suggestions Thread v2

Posted: Sat Apr 18, 2015 3:13 pm
by hug0905
Well Syphen, this thread has been dead for almost 2 years now. Besides, there is already a thread that is more active than this. I request lock.