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Version 0.1.3/1.0 of SCP - Deception. A modification of SCP: Containment Breach.

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SCP - Deception v0.1.3/v1.0
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soleila123
soleila123 - - 12 comments

Thank you. I'm excited to play this.

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Legal.Alcohol
Legal.Alcohol - - 182 comments

This is going to be poggers

-Mahatma Ghandi

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Guest
Guest - - 690,581 comments

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ashadttt
ashadttt - - 83 comments

I was going to send a message in the previous version of the game at the time but forgotten about it lol anyways though wow... I love how this mod turned out, seriously nice job on this even though it was pretty short it sure as heck was sweet. I really had a great time playing it, I always wondered how it would be like playing an SCP Containment Breach game with the 087-B monsters in it of course there's the 087-B mod for the game but this takes the concept of what if the foundation had taken in the monsters and contained them in the facility seeing them roam around and act like their base counterparts is a really interesting concept that I always imagined being something cool to see. No replacements of the already existing SCP monsters but just adding them alone as anomalies you have to deal with. It's really cool to see this happen and considering how much I loved Terror Hunt I had a feeling I would like this one as well.

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ashadttt
ashadttt - - 83 comments

[Spoilers ahead]
During my playthrough of the game I did discover a few bugs that occurred, one of them is the cursor being forced back into the center when you are viewing the clipboard inventory whenever I move my cursor further up or down it forces it back into the middle. This can get annoying when I'm trying to view the bottom slots that I have the documents, keycards, etc. placed into there. Another isn't something that has happened to me often only the first time I played this but still feel like I should point this out as I know you have removed SCP-049 from the mod if I'm not mistaken but there's still a death message that exist within the game that I randomly got when I got the ending where I escape through the surface. Instead of it giving me the game end screen it showed that I died and the death message states that I was killed by SCP-049 so yeah it was weird.

That's all the problems I had regarding anything bug/glitch related, there are a few other problems I'd like to point out in general regarding some areas in the game, one is the sector 3 rooms with the numbers for the combination to the room that gives you the level 5 key card some of the map seeds don't give you all the rooms that have the combinations that are needed to enter the code for the door. It's too huge of a problem it can just be a bit annoying for those who want to get that specific ending without cheating so if it's possible to make it so every map seed has those rooms with the numbers in it that would make playing through the game and being able to get every ending in one map easy it would really help. The second being the Class-D cellblock, I love the concept of eyekiller and how it's done in this mod but I personally feel that he's way too fast. I'm sure others agree but I believe myself how it's done is almost impossible for newcomers who play the game to avoid and just period I feel it's impossible to do without cheats. Now don't get me wrong I know it's still possible to do but you have to be very careful to not get to close and almost play it stealthy by crouch that's how I got it after many attempts and trying to understand how his A.I. works. You pretty much would have to have him facing a wall to get around and book it to the next room. So I feel the only way to fix this is to lower down his speed making him very slow since he already makes your vision blurry almost making it impossible to escape I feel it's more fair and easy to handle if he's super slow. Now I started thinking about that and thought that would be a little too easy since if he's slow he would be easy to move around and avoid making him just flat out annoying since all he does is blur your vision still being able to avoid tho since he's super slow but then I thought of an idea that would balance out this concept and make it more of a challenge and that is adding redmist down there. Since he's not only the last 087-B monster that hasn't been encountered in this game yet I think this would be a cool concept to add up to having eyekiller move super slowly towards you. Just like in the SCP-087-B game you have to look at redmist so having to look at him while also dealing with eyekiller will not only more of a challenge but makes it more worth going down there just to get the fuse you need to progress through the game. It's more fun and easier than having a super fast eyekiller that just runs right up at you at full speed it also makes it harder to focus on redmist considering how eyekiller will make your vision blurry which I personally think that's more fun of a challenge to experience. That's just my opinion and idea though. I love this idea but sure how it would be done, eyekiller's spawn point is perfectly fine but for redmist I'd say put him in the second open space of the cell blocks might just work. If otherwise excluding the idea then it would okay to just having eyekiller's speed tuned down a little so that it's more fair to handle.

Other than that's all I got to see regarding my thoughts and feedback about the game hope you enjoy the idea and might even consider it I'd honestly would love to see it if not though that's okay I really enjoyed this mod overall and continuing to support your future projects for whatever you plan to do next. You guys really did a great job with this game once again sorry for the very long message lol

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