Re: SCP Suggestions General

#771
106phobia wrote:^ Straight from the regal creator's mouth. I guess that shuts down all of our planning and speculation for 990. XD

I'm not sure if I like the idea of other D-class speaking with you, but as long as it better explains the game's setting to new players and adds something interesting to the intro, then I can still back it up!

That sucks I thought 990 was the best scp idea I came up with (even though other people came up with it to). The only other idea I thought of that would be great is 682 having a chase scene with you near the end but that would be probably too hard to code into the game (hell if its even possible) :| .

Re: SCP Suggestions General

#772
106phobia wrote:Yeah. Fixing the map generation should be one of the top priorities for now. I almost always get lost in those repeating three-way rooms at the beginning of the game.

But I don't agree with Serimah's point about the game being "filled to the brim" with SCPs. If anything, there aren't enough SCPs populating the huge maps. The fact that there are so many empty and repeating rooms/halls is proof of that.
Beat me to it, I was about to say that lol. The game definitely needs more SCP's. I had an idea about the map layout but as others have said it would require a lot of work because it would involve stairs and elevators. It would be similar to the 'Hive' in the Resident Evil movie with each layer as an area for certain purposes. Here is a crappy drawing of it. Please keep in mind each layer would be filled with a intricate layout with rooms, chambers and etc but I suck too much at drawing to properly illustrate it :'(
Image
The facility is structured from top to bottom in terms of threat level, top being the least and bottom being the most.

A - Surface layer. This is the building that the world sees that hides what actually lies beneath. You don't really get to see this part of the facility until the end with Gate A and B which most of you should already be familiar with.

B - Office layer. Most of the office portion of the game is in this layer including the doctor's offices. Also, the bathrooms where the buttghost and suicide guard is.

C - Prison layer. This is where all the D-Class are kept (And basically where you start the game from) Something interesting that could be done is to have a way to get back to this section to explore the prison area. Such as the cells, cafeteria, bathrooms and etc. you could make this creepy with flickering lights, inmates that has committed suicide and etc.

D - Euclid layer. Pretty simple, all Euclid class SCP's chambers reside here and is where you end up at the beginning of the game. This layer is pretty large as most SCP's seem to fall in this category.

E - Abandoned layer. This could be one of the more creepy areas of the game as this layer would be sectioned off from the rest. Dilapidated rooms, furniture and testing equipment can be found in this layer. This layer can be used for SCP 343 ( I think that's the right number anyway :oops: ) As it states in it's file that an area was closed off and used as it's chamber. Not only that, if the mask SCP is added this could be where it's old chamber was ( the one with pools of blood with hands coming out of them) AS well as a place for SCP 055's room to spawn after finding it. ( Again, I hope I got the # right :? )

F - Keter layer. Now where getting into some serious sh** as you guessed it all Keter class SCP's chambers reside here :laugh:

G - Archive layer. Kind of a small area this is where The Foundation keeps most their documents and other sensitive data. You could add the SCP that cuts up Regan in here since he seems to be a crowd favorite :P

H - Warhead layer. Pretty much self explanatory. The part where you activate the warheads in the game can be found in this area.

Now you maybe thinking "Wtf!? Keter isn't at the very bottom? Wouldn't that be the most dangerous since it goes from least to most?" Well, yes and no. Keter is still very close to the bottom but you have to imagine a place like the foundation would most likely want to keep out of the public eye and if it were ever discovered that they had nukes they would gain a lot of unwanted attention ( which would unveil what they are and what they've been doing). Same could be said about the info they keep in the archive about their experiments and etc which could lead to investigations and ultimately expose them. Also, when it comes down to it what do you think the rest of the world would consider the most logically feasible and threatening? A facility with monsters in the basement or a corporation that has been doing illegal experiments on humans and so on with a possibility of developing nukes? Which sounds more believable? :laugh:

Edit* I forgot to add the maintenance tunnels and small area where the power room ( where you turn off the lights and doors) is should be located between D-E or E-F.

Re: SCP Suggestions General

#773
Yes! That is one plan I mostly agree with :D (Just some minor details that can be changed/switched but WHO CARES. It's a great start!)

As for the SCP Stuffing, I meant that a little less... how should I put it.
What I meant was that there are SCPs being added that make too little sense to me FOR NOW.
Before adding any more new SCPs you should first consider the already existing ones in the game.
Let's recap. How long did it take for 173 and 106 to become implemented into the game without many game crippling bugs?
So yes. For now, I'd say... work out the bugs on the other SCPs before adding others. Just look at 096 and his glitchy ass.
372 could also be further refined in many ways.

Except for the nonworking door to 008 I think it should work just fine. Except for that strange teleportation thing it does sometimes.

As for 049, he has SO MUCH potential (just like that shy guy) but is currently doomed to remain behind a closed door unless the
player somehow stumbles upon his trigger. I'm not saying he should be wandering around like 106 or 173, but maybe inhabit certain areas?
He is a "doctor" so maybe he'd could be found in the medical wing/laboratories? That's just an idea.
I feel like 049 is down there just for the sake of being in the game right now.
My Youtube Account: http://www.youtube.com/user/TheSerimah
Image

Re: SCP Suggestions General

#774
I would not mind seeing SCP-049 in a medical wing, could be explained that it escaped its containment cell and moved to the med wing.

Could also potentionally allow for pseudo-stealth with the SCP-049 entity's.
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.

Re: SCP Suggestions General

#775
TheRooster09 wrote:
Spoiler
106phobia wrote:Yeah. Fixing the map generation should be one of the top priorities for now. I almost always get lost in those repeating three-way rooms at the beginning of the game.

But I don't agree with Serimah's point about the game being "filled to the brim" with SCPs. If anything, there aren't enough SCPs populating the huge maps. The fact that there are so many empty and repeating rooms/halls is proof of that.
Beat me to it, I was about to say that lol. The game definitely needs more SCP's. I had an idea about the map layout but as others have said it would require a lot of work because it would involve stairs and elevators. It would be similar to the 'Hive' in the Resident Evil movie with each layer as an area for certain purposes. Here is a crappy drawing of it. Please keep in mind each layer would be filled with a intricate layout with rooms, chambers and etc but I suck too much at drawing to properly illustrate it :'(
Image
The facility is structured from top to bottom in terms of threat level, top being the least and bottom being the most.

A - Surface layer. This is the building that the world sees that hides what actually lies beneath. You don't really get to see this part of the facility until the end with Gate A and B which most of you should already be familiar with.

B - Office layer. Most of the office portion of the game is in this layer including the doctor's offices. Also, the bathrooms where the buttghost and suicide guard is.

C - Prison layer. This is where all the D-Class are kept (And basically where you start the game from) Something interesting that could be done is to have a way to get back to this section to explore the prison area. Such as the cells, cafeteria, bathrooms and etc. you could make this creepy with flickering lights, inmates that has committed suicide and etc.

D - Euclid layer. Pretty simple, all Euclid class SCP's chambers reside here and is where you end up at the beginning of the game. This layer is pretty large as most SCP's seem to fall in this category.

E - Abandoned layer. This could be one of the more creepy areas of the game as this layer would be sectioned off from the rest. Dilapidated rooms, furniture and testing equipment can be found in this layer. This layer can be used for SCP 343 ( I think that's the right number anyway :oops: ) As it states in it's file that an area was closed off and used as it's chamber. Not only that, if the mask SCP is added this could be where it's old chamber was ( the one with pools of blood with hands coming out of them) AS well as a place for SCP 055's room to spawn after finding it. ( Again, I hope I got the # right :? )

F - Keter layer. Now where getting into some serious sh** as you guessed it all Keter class SCP's chambers reside here :laugh:

G - Archive layer. Kind of a small area this is where The Foundation keeps most their documents and other sensitive data. You could add the SCP that cuts up Regan in here since he seems to be a crowd favorite :P

H - Warhead layer. Pretty much self explanatory. The part where you activate the warheads in the game can be found in this area.

Now you maybe thinking "Wtf!? Keter isn't at the very bottom? Wouldn't that be the most dangerous since it goes from least to most?" Well, yes and no. Keter is still very close to the bottom but you have to imagine a place like the foundation would most likely want to keep out of the public eye and if it were ever discovered that they had nukes they would gain a lot of unwanted attention ( which would unveil what they are and what they've been doing). Same could be said about the info they keep in the archive about their experiments and etc which could lead to investigations and ultimately expose them. Also, when it comes down to it what do you think the rest of the world would consider the most logically feasible and threatening? A facility with monsters in the basement or a corporation that has been doing illegal experiments on humans and so on with a possibility of developing nukes? Which sounds more believable? :laugh:

Edit* I forgot to add the maintenance tunnels and small area where the power room ( where you turn off the lights and doors) is should be located between D-E or E-F.

Yes! that is what I was talking about!

But I think that the design needs a "Safe" layer too, between C and D
Don't put the gas away yet...

Re: SCP Suggestions General

#776
Well, maybe that's where you could potentially put the medical wing or laboratories?
Though I wouldn't make it a "completely safe area". Maybe lower the chances of 106 and 173 appearing but instead having to face the possibility of running into SCP-049 and a few of his... patients.
My Youtube Account: http://www.youtube.com/user/TheSerimah
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Re: SCP Suggestions General

#777
I like those ideas. As long as they all have scares and surprises, organized floors would be a very very very very welcome addition!
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Glitch wrote:903 - Tunnel of Infinite Possibility:
Not sure if this would be possible due to the games physics engine and map generation algorithm, but you would sit in a cart and go alone the rail, while doing so the ambiance shifts and the player starts hallucinating, leaving the cart before it stops would quickly kill you. Afterwards your character will be shocked and paranoid, something curable with some 420.
This would be amazing to see. As long as the ride isn't too long and as long as each ride features different/randomized hallucinations, then I would totally go for it. I imagine 173 won't be able to spawn in the lab that the tunnel leads to, since there seemingly isn't any way for it to enter that place. Unless of course it knows how to actually traverse the tunnel safely.
882 - A Machine:
I imagine this SCP being in the center of a 3 or 4 doored room with an acrylic walkway around the outside, it's tank would be smashed and it's support broken, while near it you will start hearing machine noises, your character's speed will drain and you will slowly go insane, to stop this you'd leave the room quickly and get away from it to recover. If you go fully insane, you loose control of your character and a short sequence plays where he climbs onto the rail and jumps into 882, giving it all your metals and resulting in death.
I would love this idea if it weren't for the fact that the few electronic items the player owns are actually pretty important and hard to come by... It might also be hard to animate all of those gears and moving mechanical thingies and whatnot.

Re: SCP Suggestions General

#778
Serimah wrote:Well, maybe that's where you could potentially put the medical wing or laboratories?
Though I wouldn't make it a "completely safe area". Maybe lower the chances of 106 and 173 appearing but instead having to face the possibility of running into SCP-049 and a few of his... patients.
Safe = safe SCPs (remember, SAFE, EUCLID, KETER)
Don't put the gas away yet...

Re: SCP Suggestions General

#780
Serimah wrote:
Juicy wrote:
Safe = safe SCPs (remember, SAFE, EUCLID, KETER)
Ah yes, that is true. But what SCPs could be considered actually "safe" to be put there... besides 914 of course.
And the kind of SCP that will also fit into the game/story blah.
SCP-1025, SCP-714, SCP-860 (if the project isn't dead) etc.
Don't put the gas away yet...