I hope it's okay if I post this here. I wanted to show off what I managed to do with SCP-096 in blender.
View's from the backside for obvious reasons. I removed double vertices to make it look smoother. Feel free to let me know what you think.
Re: The New Suggestions Thread
#622SCP Number=001
SCP Nickname=Awaiting De-Classification
Ingame Mechanics= Same as First proposal for document (Jonathan Ball's proposal). Upon entering containment chamber, which can only be opened with an OmniCard from SCP-914, the briefcase will spring open, and papers will fly out.upon aquiring these papers and reading them, the player will read a report on SCP-2975, The [DATA EXPUNGED]. This being will manifest in either a blackout or a blinding light, and the player will subsequently die while hearing audio cues from many assorted SCPs mashed together. The death report will read, " ".
SCP Nickname=Awaiting De-Classification
Ingame Mechanics= Same as First proposal for document (Jonathan Ball's proposal). Upon entering containment chamber, which can only be opened with an OmniCard from SCP-914, the briefcase will spring open, and papers will fly out.upon aquiring these papers and reading them, the player will read a report on SCP-2975, The [DATA EXPUNGED]. This being will manifest in either a blackout or a blinding light, and the player will subsequently die while hearing audio cues from many assorted SCPs mashed together. The death report will read, " ".
Re: The New Suggestions Thread
#623SCP Number: SCP-080
SCP Nickname: Boogie Man
Ingame mechanics: SCP-080 should randomly appear near the player and will disappear if the player leaves a certain radius. The intervals between it's appearances shouldn't be too short (at least 2 min). If the player stays near SCP-080 for too long his vision will turn blury and he'll start walking slower until he eventually falls asleep. If the player falls asleep there shall be a 50/50 chance of the player waking up at the same position or dying because he was consumed by SCP-080.
Sounds: A sound shall be played if SCP-080 is seen by the player after it has spawned (https://soundcloud.com/class401/080_spotted). If that has happened an ambience sound/music (https://soundcloud.com/class401/080_ambience) shall be played until the player leaves the radius of SCP-080 or starts falling asleep. There should also be a sound if the player starts falling asleep (https://soundcloud.com/class401/080_sleep).
SCP Nickname: Boogie Man
Ingame mechanics: SCP-080 should randomly appear near the player and will disappear if the player leaves a certain radius. The intervals between it's appearances shouldn't be too short (at least 2 min). If the player stays near SCP-080 for too long his vision will turn blury and he'll start walking slower until he eventually falls asleep. If the player falls asleep there shall be a 50/50 chance of the player waking up at the same position or dying because he was consumed by SCP-080.
Sounds: A sound shall be played if SCP-080 is seen by the player after it has spawned (https://soundcloud.com/class401/080_spotted). If that has happened an ambience sound/music (https://soundcloud.com/class401/080_ambience) shall be played until the player leaves the radius of SCP-080 or starts falling asleep. There should also be a sound if the player starts falling asleep (https://soundcloud.com/class401/080_sleep).
Re: The New Suggestions Thread
#624My Suggestion List
Most recent suggestion:
Both of these SCPs have recently been suggested by other people and I would like to say that I agree they should be added.
SCP-080 Dark Form
Ingame mechanics: Only appears in the darkest areas of the game. Will vanish if lured into into the brighter rooms. Causes sanity damage similar to SCP-895, but much slower, which increases the closer you are to it and especially when you are looking right at it. Vanishes when you are wearing SCP-714. It also temporarily lowers your stamina so that you cannot run as much for a few minutes after you encounter it.
SCP-569 Heads
Ingame mechanics: One or two of them may appear in random areas of the game. They will attack things that make sudden movements in their field of vision or loud noises. You can avoid them by not running when they are facing you. They may attack other SCPs although most of them will break free.
Top Suggestions
SCP 650 Startling Statue
Ingame mechanic: same as its article. Unexpectedly appearing behind you when you turn around and causing you to jump backwards in fear. After it had done this a few times it's behavior will change. It will start appearing in various poses that are meant to be creepy, such as cowering as though in pain, or looking as though it is clawing at a wall.
(I have seen that a mod that adds this SCP to the game but it needs more work. Currently it teleports to scare you but the position of its limbs never changes.)
SCP 743 A Chocolate Fountain
Ingame mechanics: Heals the player and boosts stamina if they drink from it but this will increase the probability that it will attempt to hunt them down.
SCP-136 Naked Doll
Ingame Mechanics: Viewing 136-1 for too long or to many times will result in the appearance of 136-2. You may become temporarily paralyzed or lose control of the character, due to fright. If you see 136-2 too many times you will die, similar to 895. After you have seen it at least once it may attack you randomly in other areas. 136-1 is located in a glass case in a room with more than one exit. Inside the room you will find a researcher who is being effected by it, he will die shortly after you encounter him. You have a possibility of finding a key card on the dead researcher.
SCP 1021 Exit
Ingame Mechanics: SCP-1021-1 is used by the foundation as an emergency exit. Finding this SCP leads to an alternate ending. However, it is difficult to reach because it is heavily guarded.
SCP-280 Eyes in the Dark
In game mechanics: Appears late in the game either in the area with the offices. It will chase you and attack you, or will follow you pretending to be a shadow. It will attack MTFs. It is a little faster than 106 but has trouble going through doors. It can be driven off by MTFs or by any light source, such as SCP-640.
SCP 266 Will o' the Wisp
Ingame Mechinics: It will follow you around for a while if you encounter it. It drains your stamina when it is close to you. It also causes a small amount of health damage when you get very close to it. Can drive off or slow down SCPs that fear light.
SCP 796 River Cat
In game mechanics: When you start a new game there is a small probability of this thing stalking you throughout the game. You can see it when you are in dark areas, usually following a short distance behind you, sometimes making soft footstep sounds.
Other SCP Suggestions
Most recent suggestion:
Both of these SCPs have recently been suggested by other people and I would like to say that I agree they should be added.
SCP-080 Dark Form
Ingame mechanics: Only appears in the darkest areas of the game. Will vanish if lured into into the brighter rooms. Causes sanity damage similar to SCP-895, but much slower, which increases the closer you are to it and especially when you are looking right at it. Vanishes when you are wearing SCP-714. It also temporarily lowers your stamina so that you cannot run as much for a few minutes after you encounter it.
SCP-569 Heads
Ingame mechanics: One or two of them may appear in random areas of the game. They will attack things that make sudden movements in their field of vision or loud noises. You can avoid them by not running when they are facing you. They may attack other SCPs although most of them will break free.
Top Suggestions
SCP 650 Startling Statue
Ingame mechanic: same as its article. Unexpectedly appearing behind you when you turn around and causing you to jump backwards in fear. After it had done this a few times it's behavior will change. It will start appearing in various poses that are meant to be creepy, such as cowering as though in pain, or looking as though it is clawing at a wall.
(I have seen that a mod that adds this SCP to the game but it needs more work. Currently it teleports to scare you but the position of its limbs never changes.)
SCP 743 A Chocolate Fountain
Ingame mechanics: Heals the player and boosts stamina if they drink from it but this will increase the probability that it will attempt to hunt them down.
SCP-136 Naked Doll
Ingame Mechanics: Viewing 136-1 for too long or to many times will result in the appearance of 136-2. You may become temporarily paralyzed or lose control of the character, due to fright. If you see 136-2 too many times you will die, similar to 895. After you have seen it at least once it may attack you randomly in other areas. 136-1 is located in a glass case in a room with more than one exit. Inside the room you will find a researcher who is being effected by it, he will die shortly after you encounter him. You have a possibility of finding a key card on the dead researcher.
SCP 1021 Exit
Ingame Mechanics: SCP-1021-1 is used by the foundation as an emergency exit. Finding this SCP leads to an alternate ending. However, it is difficult to reach because it is heavily guarded.
SCP-280 Eyes in the Dark
In game mechanics: Appears late in the game either in the area with the offices. It will chase you and attack you, or will follow you pretending to be a shadow. It will attack MTFs. It is a little faster than 106 but has trouble going through doors. It can be driven off by MTFs or by any light source, such as SCP-640.
SCP 266 Will o' the Wisp
Ingame Mechinics: It will follow you around for a while if you encounter it. It drains your stamina when it is close to you. It also causes a small amount of health damage when you get very close to it. Can drive off or slow down SCPs that fear light.
SCP 796 River Cat
In game mechanics: When you start a new game there is a small probability of this thing stalking you throughout the game. You can see it when you are in dark areas, usually following a short distance behind you, sometimes making soft footstep sounds.
Other SCP Suggestions
Spoiler
Other Suggestions
Spoiler
Please reply if you like any of my suggestionsLet's throw everything in and see what happens!
Re: The New Suggestions Thread
#625SCP Number: SCP-111
SCP Nickname: Dragon Snails
Ingame mechanics: It will be an item that will come in different variations. It acts like a lighter, providing light. However, it will need time to "recharge" itself after a certain duration of usage.
SCP Nickname: Dragon Snails
Ingame mechanics: It will be an item that will come in different variations. It acts like a lighter, providing light. However, it will need time to "recharge" itself after a certain duration of usage.
I GOT AN IDEA!
#626https://www.youtube.com/watch?v=vMau8kqe-oM
Ok, Jokes aside, There HAS TO BE A GOOD ENDING after the HELL /:173: I just went through! Look at , It ends on 2 good endings, and you feel like, "Yea! I'M THE MAN!" So add an ending that has you enter a forest after leaving Gate-B, What you do is you need to enter a code on the computer before the warheads go off, (yes you leave them on...) and that opens a door that leads you to the secret ending. This forest shows that you are running in a NORMAL FOREST away from the facility, and then shows you turning around and seeing the facility blow the hell up! You can see SCP-682 fly in the air, and then drop. Then you walk away in the forest and you see credits as this happens. That would be a epic ending!
Ok, Jokes aside, There HAS TO BE A GOOD ENDING after the HELL /:173: I just went through! Look at , It ends on 2 good endings, and you feel like, "Yea! I'M THE MAN!" So add an ending that has you enter a forest after leaving Gate-B, What you do is you need to enter a code on the computer before the warheads go off, (yes you leave them on...) and that opens a door that leads you to the secret ending. This forest shows that you are running in a NORMAL FOREST away from the facility, and then shows you turning around and seeing the facility blow the hell up! You can see SCP-682 fly in the air, and then drop. Then you walk away in the forest and you see credits as this happens. That would be a epic ending!
Re: The New Suggestions Thread
#627You either don't know what makes a good game or are incredibly stupid. And word of advice to other people on this thread, please don't make your posts obnoxiously large and bolded with loud text colors. You'd be doing my eyes and judgement a favor. And don't change the subject title. Now, back on topic.kapamikey222 wrote:-snip-
Jammed doors
I'd suggest doors that have been either damaged shut or jammed, which requires you to take an alternate route. These can usually be usually found near zones that contains violent SCPs such as SCP-173 or those red dragon things down in the lower levels of the containment facility. There can be special things behind these doors. Or a safer route, but you can't get through there without a physical leverage tool.
Crowbar:
A utility item that is solely used for prying open things such as doors, crates, etc. Its location would be in a room that contains various maintenance work materials, most likely in the maintenance tunnels so there would be a purpose of venturing into there in the first place. It would pry open jammed ordinary doors to allow access to unique areas and/or items. You can also shove it between a door so it wouldn't function until you or someone else pulls it back out. This can be used to lose certain entities such as 173 or the MTF squad from opening the door, but the MTF will eventually pull out the crowbar. If you want to remove the crowbar, it will take time for you to pull it out.
"Checklist completed, S.O.B."
Re: The New Suggestions Thread
#628I think that this is a pretty cool suggestion but the game is already in the late beta stages.Spiffycat wrote:You either don't know what makes a good game or are incredibly stupid. And word of advice to other people on this thread, please don't make your posts obnoxiously large and bolded with loud text colors. You'd be doing my eyes and judgement a favor. And don't change the subject title. Now, back on topic.kapamikey222 wrote:-snip-
Jammed doors
I'd suggest doors that have been either damaged shut or jammed, which requires you to take an alternate route. These can usually be usually found near zones that contains violent SCPs such as SCP-173 or those red dragon things down in the lower levels of the containment facility. There can be special things behind these doors. Or a safer route, but you can't get through there without a physical leverage tool.
Crowbar:
A utility item that is solely used for prying open things such as doors, crates, etc. Its location would be in a room that contains various maintenance work materials, most likely in the maintenance tunnels so there would be a purpose of venturing into there in the first place. It would pry open jammed ordinary doors to allow access to unique areas and/or items. You can also shove it between a door so it wouldn't function until you or someone else pulls it back out. This can be used to lose certain entities such as 173 or the MTF squad from opening the door, but the MTF will eventually pull out the crowbar. If you want to remove the crowbar, it will take time for you to pull it out.
Also...WHY DOES EVERYBODY KEEP POSTING AND REQUESTING NEW SCP ADDITIONS?! IT'S TOO LATE FOR ALL THAT CRAP! GIVE REGALIS A BREAK!!!
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History is written by the victor~Winston Churchill
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History is written by the victor~Winston Churchill
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Re: The New Suggestions Thread
#629Sooo… What you are saying is that people aren't allowed to suggest because it is ''too late''? I do not see it being too late as the game still can be offered SCPs, it's still pretty empty if you ask me. Also please do not get an attitude like that.
"You could possibly add something I just shit out."
~ Agent Ulgrin 2014
Getting hit by vehicles ever since -69
~ Agent Ulgrin 2014
Getting hit by vehicles ever since -69
Re: The New Suggestions Thread
#630Regalis has even said there will be more SCP additions past 1.0.
ERIC IS LOVE, ERIC IS LIFE.