Juanpro has kindly agreed to help out where he can with the project. He has since been working on the chamber for 939, which is turning out great. I originally intended to get it done myself, however up until recently I couldn't get 3D World Studio working. Obviously its still a work in progress, but please leave any feedback for possible additions and improvements. Thanks!
SpoilerOLD CONCEPT STUFF
SpoilerDesign out of the way, I'd like to discuss the chamber in further detail. I think that the door to the room should require a keycard, but be left open so it isn't needed. This is because it is one of the rooms that the player should enter early on to build up tension, and plus there wont be anything much in there that is of any use. When they see inside the room (perhaps triggering by looking at the body, like how a sound is played when you first see 173) some sort of frightening 'shock' type noise will play. Flickering lighting would also be a nice touch in this room. The computer could also display a message saying something about how to the electric wire has failed.
With this room being placed quite early in the game, the storage room would be found later on. The player could be forced to enter it in order to continue, due to something like a large pile of rubble from a collapsed ceiling blocking the only other route to the next zone.
That's all I have for now. I will contribute to this as much as I can in the way of textures and sound effects, however I will need as much help as I can for modelling and room design and such (InnocentSam, I'm looking at you ). Please leave any feedback below, and let me know if you would like to help out. Thanks for reading!
This is the texture for the huge concrete panels on the walls. Take note of the crap/dirt stains
SpoilerI made this a while ago, and I thought it would fit nicely for the roof.
SpoilerThe electric wire can be a flat image because the player doesn't see it close up, other than the broken wire in front of the window that can be modelled.
SpoilerBroken glass, the right side of the window (from the inside). Not entirely sure how this would work out ingame, but I gave it a try.
SpoilerDead body for a Class-D floating around in the water. Most likely wont be used, but whatever.
SpoilerFireFox has create two fantastic sounds for the project. The first one is the horror noise when you see the damage done by the 939 instances, and the second is the sound of one of them jumping up and clawing at a window
https://soundcloud.com/fire-fox-3/scp-9 ... ber-horror
Here is where I'll put down any random thoughts, ideas or suggestions.
Things inside the containment chamber (bodies etc.) can be scaled down to a smaller size, so that it creates the illusion that the space is much bigger than it actually is.
Maybe some cracks in the glass, then if the player stands up there on the observation deck long enough, looking through the window, suddenly an SCP-939 instance will jump up and attack the window. Maybe a nice jump-scare. It could also occur just after the player finishes looking at the computer screen. To make sure that the player actually sees the scare, their head should be turned towards the window like in the intro with 173. The player could fall back for a second, and then get up.
Someone suggested that an instance of 939 could pursue the player if they stay around for too long. Whilst I kinda like this idea, I'm not sure how it would work out since it would probably get in the way of normal gameplay having that thing around all the time. Plus, I just like them having their own little section of the game.
Just a small list of the people who have helped out with this.
juanpro - MASSIVE thanks to him for creating the room itself, and just helping out in general.
Firefox - He created the new great sound effects for 939.
Skin_ - I created the textures and got this thing organised.
Mirocaine - He came up with the original concept for 939's chamber.
I'll probably add a few more later ;)