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Re: Old, creepy, abandoned heavy containment zone.
Posted: Fri Oct 24, 2014 5:28 pm
by Foxxy
Not so bad, i like it... but is too radical man, it's impossible to do a perfect thing by one update to other...
Re: Old, creepy, abandoned heavy containment zone.
Posted: Wed Dec 03, 2014 8:11 am
by yonzo_rikuo 097
how about this:
and the monster is not an scp but they are scientist and class d exposed to scp that can change someone form and give them ability when consumed and the scp are no more exist.
Re: Old, creepy, abandoned heavy containment zone.
Posted: Wed Dec 03, 2014 8:22 am
by Serimah
yonzo_rikuo 097 wrote:how about this:
and the monster is not an scp but they are scientist and class d exposed to scp that can change someone form and give them ability when consumed and the scp are no more exist.
... um... Care to re-write? I honestly did not understand this, at all. You want your own SCP-OC idea to be put into the game?
Re: Old, creepy, abandoned heavy containment zone.
Posted: Sat Dec 06, 2014 2:12 pm
by danielmus
This should definitely be a thing!
Re: Old, creepy, abandoned heavy containment zone.
Posted: Sat Dec 06, 2014 8:14 pm
by Brunou8
Re: Old, creepy, abandoned heavy containment zone.
Posted: Sun Dec 21, 2014 8:20 pm
by slender1200
yonzo_rikuo 097 wrote:how about this:
and the monster is not an scp but they are scientist and class d exposed to scp that can change someone form and give them ability when consumed and the scp are no more exist.
SCP-049-2?
Also....still you're grammar sucks
Re: Old, creepy, abandoned heavy containment zone.
Posted: Mon Mar 02, 2015 4:18 am
by Vulpest
If I recall, there was an old idea floating about of an abandoned section, and I'm sure it was forgotten so please forgive me.
The service tunnels are expected to be more expansive and have a certain chink somewhere within the pipes where, if torn open, the player would find an old, filthy storage closet filled to the brim to disguise any light filtering in. If the player gets past it, he would find a door leading to the older section.
Now, if I can recall, the place was decades ago and built over it, leaving Dr. Gears and his team to forget of it. Of course, that leads to an exit.
But, we can't have another exit because no one would fund another exit in the game. But that exit would have led several kilometres away from the facility.
On another note, why would Regalis be worried about memory consumption?
Re: Old, creepy, abandoned heavy containment zone.
Posted: Mon Mar 02, 2015 5:01 pm
by Brunou8
Irontaco wrote:8. Avoid necroposting! Either start a new one, or find another thread on the same topic, this rule doesn't apply if the thread is under 2 weeks old, or if the thread is for a creation (mod, collaboration for the game or any new assets) and is of your property.
Read the rules before posting, dude.
Re: Old, creepy, abandoned heavy containment zone.
Posted: Mon Mar 02, 2015 5:38 pm
by Vulpest
I noticed it was on the first page of Collab and I didn't pay mind to it, please excuse me.
Re: Old, creepy, abandoned heavy containment zone.
Posted: Mon Mar 02, 2015 9:51 pm
by CLgaming
Vulpest wrote:Now, if I can recall, the place was decades ago and built over it, leaving Dr. Gears and his team to forget of it. Of course, that leads to an exit.
I actually have that same idea. "Zone -1" I call it.
I actually made a concept drawing of an entrance to this area, except that my interpretation is in the form of an elevator crash. I can get on my computer and hook up my webcam real quick later today and show it off.