Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.2) (Download)

#254
Alphive wrote:
Vane Brain wrote:Really? But.. these rooms are useless... although triple corridor can be a little confusing.
In one of them may spawned dead guard.
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At least the game can contain more rooms, same if they can be useless, that is amazing to see different rooms it changes:)
That's exactly how I think about new rooms in SCP:CB.
They shouldn't' have to be useful to get added to the game(Same thing is with the Medibay, which I think should be added to the game even if it is not useful.)
I mean an SCP facility definitely consists of more than just useful rooms.
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.2) (Download)

#255
AveryLP wrote:
Alphive wrote:
Vane Brain wrote:Really? But.. these rooms are useless... although triple corridor can be a little confusing.
In one of them may spawned dead guard.
Spoiler
Image
At least the game can contain more rooms, same if they can be useless, that is amazing to see different rooms it changes:)
That's exactly how I think about new rooms in SCP:CB.
They shouldn't' have to be useful to get added to the game(Same thing is with the Medibay, which I think should be added to the game even if it is not useful.)
I mean an SCP facility definitely consists of more than just useful rooms.
Oh, okay, so this is useless room with elevators will add variety to the game.
Spoiler
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