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The Sixth Room
Posted: Sun Sep 22, 2013 7:45 pm
by G4meFr3ak096
One quiet night at the office you decide to open the odd sixth room door, because you swear you can hear strange noises in there as if something is locked inside, and your act of humanity got the best of you as well. You enter but then you notice it is just a hallway, you are going to turn back but the door immediately locks behind you. Little do you know, you've entered an SCP. Now you must venture onward in to the strange rotting hallways.
(Possibly the final edition)
http://www.mediafire.com/download/ur79l ... m+v1.1.zip
Re: The Sixth Room
Posted: Sun Sep 22, 2013 8:04 pm
by D-9999
So far, so good. I have a couple flaws in it.
1. Everything has the same model. - When making a game(or in this case; mod) about SCP-173, you need to know that SCP-173 does NOT look human. So, you may need to nab the 173 model from an older version of CB.
2. Source Code remains untouched - You need a new AI script if this is about SCP-173. At least make the lights go pitch black when the monster moves. Also, make the character relatively faster. As well as the monsters.
3. The textures are out of place - Since when do we go from wood to plaster? It makes no sense in my eyes. At least let it blend, or make a boundary so the transition isn't such a bother.
4. Glimpses - I would have liked the glimpses to be completely blacked out. SCP-173 is not glimpsed upon in a dark room. It's always a surprise when it pops up.
5. The ambiance needs changing - 'Nuff said.
That's all I could find. I'll report back when I find more problems.
Re: The Sixth Room
Posted: Sun Sep 22, 2013 9:35 pm
by G4meFr3ak096
I've already tried to change the human model to a statue model but when I do the game crashes or when it does work its just not visible. That's not the story anymore I was just trying out everything, but I will be changing the textures on the white.jpg to something more reasonable and I will be changing the 173 texture to something that has to do with more office horror I guess and the mental as well.
Anyways thank you for downloading this and letting me know what I need to fix, but after I fix some of these problems I will upload The Sixth Room v0.3

Re: The Sixth Room
Posted: Sun Sep 29, 2013 6:51 am
by Cridone
You're suppose to comment on the mod page to tell me to put your mod, but anwyways.
Here you go.
Re: The Sixth Room
Posted: Sun Sep 29, 2013 3:52 pm
by G4meFr3ak096
I didn't know that, but thank you.

Re: The Sixth Room
Posted: Sun Sep 29, 2013 6:01 pm
by Cridone
You managed to use the same footsteps and sign on the wall as me.
Re: The Sixth Room
Posted: Mon Sep 30, 2013 1:59 am
by G4meFr3ak096
What? I got all my sound and textures from Penumbra, unless that's where you got yours s well.
Re: The Sixth Room
Posted: Mon Sep 30, 2013 11:45 pm
by Cridone
I got my sign from SCP:CB, it's a sign unused in the map folder.
The footstep sound I found in my "sound" folder, and I don't know where I got that.
Re: The Sixth Room
Posted: Mon Sep 30, 2013 11:58 pm
by G4meFr3ak096
Which one your mods are you talking about?

Re: The Sixth Room
Posted: Tue Oct 01, 2013 12:01 am
by Cridone
G4meFr3ak096 wrote:Which one your mods are you talking about?

One I haven't released yet. Still working on it.