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[Suggestion] Revising SCP-096's Lockroom

Posted: Thu May 01, 2014 9:52 am
by Akatos
Well, we all know the lockroom in the entrance zone where SCP-096 is sitting on the floor. I really like this room, but I have some proposals for modification.

First of all, it doesn't make much sense to me that the room is in the entrance zone, because:
1) It is the only lockroom in the entrance zone, all others (including standard and T-shaped lockrooms) are in LCZ.
2) We first get to see 096 in the small server room in HCZ. And once this event has been activated, 096 can't spawn in it's lockroom anymore. That makes sense, but the lockroom becomes totally useless and unspectacular.
One way to fix both of those problems could be moving the lockroom to LCZ, but would this really improve the gameplay?

Second point, once you know what SCP-096 does it is very easily avoidable in the lockroom since it's only sitting on the floor and doing nothing. Maybe it could walk around in the room just like in the small server room. Or maybe it could move it's head around when the player enters the room. Or maybe something different?

And last but not least, the most important of my points: the room needs a better layout.
Moving the room to LCZ or not, the room once was meant to be a standard lockroom I guess (before 096 came and smashed down the doors). So it should more look like a standard lockroom. My suggestions:
- On the one side, the door is lying on the floor, as well the button, and the yellow "Cation"-sign is still on the wall, but it is crooked.
- On the other side, the door is also lying on the floor, the button is still on the wall and displaces the "... nothing happens"-message when presssed (maybe the timer alarm could still be heard) and the yellow sign is lying on the floor and covered with some blood (not too much).
Or MAYBE one of the doors could still work properly and the room had to be crossed like a standard lookroom from one side.

That's it for now! What do you think?

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Thu May 01, 2014 3:04 pm
by DrRichieRich
Yeah, but maybe we need SCP-096 instead of attacking the Guard, he attacks the MTF that walks in. Since he enables SCRAMBLE gear, but it says in the wiki that. Even though you don't see it, the brain still has a image of seeing SCP-096, so he still attacks.

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Fri May 02, 2014 9:26 am
by legendaryweredragon
they would not use scramble gear since they already know that it does not work unless they fixed it.

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Fri May 02, 2014 11:26 am
by RaptorCyclone
Akatos wrote:Well, we all know the lockroom in the entrance zone where SCP-096 is sitting on the floor. I really like this room, but I have some proposals for modification.

First of all, it doesn't make much sense to me that the room is in the entrance zone, because:
1) It is the only lockroom in the entrance zone, all others (including standard and T-shaped lockrooms) are in LCZ.
2) We first get to see 096 in the small server room in HCZ. And once this event has been activated, 096 can't spawn in it's lockroom anymore. That makes sense, but the lockroom becomes totally useless and unspectacular.
One way to fix both of those problems could be moving the lockroom to LCZ, but would this really improve the gameplay?

Second point, once you know what SCP-096 does it is very easily avoidable in the lockroom since it's only sitting on the floor and doing nothing. Maybe it could walk around in the room just like in the small server room. Or maybe it could move it's head around when the player enters the room. Or maybe something different?

And last but not least, the most important of my points: the room needs a better layout.
Moving the room to LCZ or not, the room once was meant to be a standard lockroom I guess (before 096 came and smashed down the doors). So it should more look like a standard lockroom. My suggestions:
- On the one side, the door is lying on the floor, as well the button, and the yellow "Cation"-sign is still on the wall, but it is crooked.
- On the other side, the door is also lying on the floor, the button is still on the wall and displaces the "... nothing happens"-message when presssed (maybe the timer alarm could still be heard) and the yellow sign is lying on the floor and covered with some blood (not too much).
Or MAYBE one of the doors could still work properly and the room had to be crossed like a standard lookroom from one side.

That's it for now! What do you think?
As I have mentioned before, that is not its offical chamber, as it is not a 5m x 5m x 5m airtight steel cube. SCP-096 most likely tracked a victim to the room. Also, the lockroom doesn't really spawn anymore, at least not with the seeds I chose.

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Fri May 02, 2014 12:12 pm
by Precipitator
legendaryweredragon wrote:they would not use scramble gear since they already know that it does not work unless they fixed it.
In the sfx mtf folder 096spotted an mtf says 096 has been spotted... Activating scramble gear. I never tried to spawn
096 and some mtfs so I don't know if they actually say that though they should...

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Fri May 02, 2014 12:24 pm
by SCP-500
RaptorCyclone wrote:
Akatos wrote:Well, we all know the lockroom in the entrance zone where SCP-096 is sitting on the floor. I really like this room, but I have some proposals for modification.

First of all, it doesn't make much sense to me that the room is in the entrance zone, because:
1) It is the only lockroom in the entrance zone, all others (including standard and T-shaped lockrooms) are in LCZ.
2) We first get to see 096 in the small server room in HCZ. And once this event has been activated, 096 can't spawn in it's lockroom anymore. That makes sense, but the lockroom becomes totally useless and unspectacular.
One way to fix both of those problems could be moving the lockroom to LCZ, but would this really improve the gameplay?

Second point, once you know what SCP-096 does it is very easily avoidable in the lockroom since it's only sitting on the floor and doing nothing. Maybe it could walk around in the room just like in the small server room. Or maybe it could move it's head around when the player enters the room. Or maybe something different?

And last but not least, the most important of my points: the room needs a better layout.
Moving the room to LCZ or not, the room once was meant to be a standard lockroom I guess (before 096 came and smashed down the doors). So it should more look like a standard lockroom. My suggestions:
- On the one side, the door is lying on the floor, as well the button, and the yellow "Cation"-sign is still on the wall, but it is crooked.
- On the other side, the door is also lying on the floor, the button is still on the wall and displaces the "... nothing happens"-message when pressed (maybe the timer alarm could still be heard) and the yellow sign is lying on the floor and covered with some blood (not too much).
Or MAYBE one of the doors could still work properly and the room had to be crossed like a standard lookroom from one side.

That's it for now! What do you think?
As I have mentioned before, that is not its offical chamber, as it is not a 5m x 5m x 5m airtight steel cube. SCP-096 most likely tracked a victim to the room. Also, the lockroom doesn't really spawn anymore, at least not with the seeds I chose.
He didn't say it was his official chamber, he said it was a lockroom many times in his post.

It's rare but i've seen it in a couple times, don't remember the seeds (I never look) but each time there was no :096: in it at all, just lots of blood.

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Sat May 03, 2014 3:36 am
by legendaryweredragon
I think that the map seed changes whether or not that room shows up, and it also effects the random probability the 096 will be in it. In a custom seed you can change the probability to 100%.

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Sat May 03, 2014 6:09 am
by _Nightmare_
I have missed that lockroom. I haven't seen it in recent updates at all, and I think the new 096 room is creepy, but nowhere near as creepy as when he was in a lockroom.
I like your ideas Akatos. Except the 096 walking around the room idea, it makes the whole situation less creepy. Maybe there could be a 50% chance of 096 looking at the player as they walk by, making him less avoidable and adding to the dread of having to pass through the room. And maybe there could be a higher chance of the room spawning in, if there is any chance at all as of late.

Re: [Suggestion] Revising SCP-096's Lockroom

Posted: Tue May 20, 2014 7:22 pm
by _M4Z_
The 096's room should be made better, because currently we have no idea what was it and the guard doing in that room. But here is my idea of how it should be made:

Somewhere in the facillity you go into an office and a door leading to SCP-096's chamber, but there is an alarm ringing, because there are blood and body parts all over the chamber and a hole leading dowstairs. But you would not be able to enter the room, because the door would be either broken or it'd be blocked by some deprish. Also once you notice the blood and the hole, you would hear spooky music and sounds, some of them are coming out of 096 or the victims.

Well, once you would find yourself downstairs, you would have to go into a room with a hole above it and blood all over the room and a hallway. Once you carry on and follow the hallway, blood, flickering lights and at the same time listen scary noises and music, you'd come to a room with blood all over it again and 096's dead victims, or what's left of them and once you'd enter the room, a jumpscarish-music clip would activate.

Then, you'd have to hide somewhere, because there would be a guard coming towards the room with the electrical devices and the locked door. But the door leading out of the bloody room would be ripped open. And once he enters the current 096's room, the guard would see its face and the door would malfunction and close. And then the stuff in the game would happen.