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THIS PLACE WAS MADE SPECIAL FOR YOUR PROPOSALS.

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A special place for YOUR proposals to the mod. All proposals WILL BE reviewed by team members and the creator. Inadequate proposals will be removed. Also I hope you can give a normal proposal that can be added to the mod.

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TheBestGameMasters
TheBestGameMasters

This works as a suggestion board right? If so I will start first by putting one of the 303 ideas I posted earlier on here. Normally most 303 suggestions break the game by trapping the player in one area and rely on 106 or 049 teleporting in to attack the player, but that seemed annoying to me. I separated the idea into three parts to prevent a wall of words.
PART ONE: My idea for SCP-303 was for it to be a one time event blocking the large door to 914. You would have to get the level three keycard from somewhere else in the light containment zone in order to turn on the power to the large door. In the observation room you can see part of 303 through the window. Where the level 3 card is placed is up to you, but maybe it could be in 372's containment chamber or a new room (a random example being a containment chamber for 066).
PART TWO: After you restore power to the large door you can either press the button to open the door or 079 could manually open the large door in the hope that 303 kills you (whichever is easier to implement). If you left the door to the observation room open the power goes out and you die, but if you closed it you survive.
PART THREE: OPTIONAL: After the large door is open the observation door will be blocked with 303 (it is still outside the window). All you would need to do is close the blinds. After about five seconds 303 would leave.

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Kaud
Kaud

thats sick and terrifying ngl

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Guest
Guest

what about some scp-087-b instances and bring back scp-038 and scp-006

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Erov15
Erov15

They said they removed them to optimize game. But SCP-087 is good idea.

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Guest
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Erov15
Erov15

So i was reading few comments on page about SCP proposals and i was thinking of making my own of peoples requests.

SCP-303:
It would spawn behind door of locations where player requires to go or would help player in game to go to. (303 will only spawn inside of the rooms to make sure player wont get trapped)

Example: SCP-303 will spawn behind door to 914 chamber or behind Door where player first time encounters SCP-049. Before player opens the door, he must listen for wheezing that will tell if 303 spawned behind door or not. If wheezing stops or isnt heard, player is safe to enter. If player still hears wheezing but opens door anyway, player will get killed by 303.

It would make gameplay abit more challanging once being chased by SCP and
running into room 303 was in.


SCP-2521:
It would spawn anywhere where its document would appear and take it but if player reads document aswell, 2521 will take player aswell killing him.

Example: Player would interact with SCP-1162 that would cause 1162 to drop 2521 document. Or there would be cut-scene thing (simmiliar to 096)where
MTF, Scientist or D-Class reads document out loud without knowing abillitys of 2521 and soon after gets taken by it.

I think also 2521 should been 2D texture due to difficult of modelling it
and due to fact it wont be shown for long before it grabs player or disapears with its document.


SCP-330:
It would appear in its own chamber simmiliar to 109, 714, 860 etc.
As its abillity works, player will be able to take only 2 candys or simmiliar to 1162, player will get his hand ripped out and soon after die.

Consumation of 330 Candys could work as extra stamina for player.


SCP-087:
Very simmiliar to SCP-970, SCP-087 will be never ending Stair-Case leading down. Once player will keep going, he'll start to find usefull items lying on floor on further levels down such as Night Vision goggles (Wont work inside 087 due to its abillitys), batteries, level 1-5 key cards, and maybe even new items.

Obviouslly however, player will also have to avoid SCP-087-1 which can be either Masked Man, Red Mist, Smilling Face or actuall SCP-087-1 shown in document. (Face in Dark) Player would have to keep going back till 087-1 will stop chasing player.

Thanks for reading.

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TheBestGameMasters
TheBestGameMasters

With how you gave feedback on other people's idea I thought I might give you some feedback on yours (I hope this isn't against the rules).

1. There were two reasons I despised the 303 having to use 049 / 106 to attack. The first was that is was unfair. You solved that problem. The second was that it felt like 303 wasn't a threat. Your idea makes him a threat, but also isn't completely lore friendly. (The main reason I had 303 appear in 914 on my idea was because the door has a power switch near it. If I could add one thing to my 914 idea it would be listing the cause of death as a heart attack due to fear since it is always unclear if 303 can attack someone or not.)

2. 2521 only takes people when they say what it is out loud. It would be jarring to hear the main character read out loud only 2521's article. I do like the idea of some poor soul reading a picture document (that 2521 doesn't take because while the foundation might be dumb in the containment breach universe I doubt they would be stupid enough to completely ignore containment procedures.) out loud and getting taken tho. I recommend it being a D-class since any scientist, janitor, or MTF that has worked for longer than five minutes knows that if something isn't in its usual format it isn't a good idea to mess with it if you don't know what it is. Maybe it could be an event in room3office since that room isn't used for anything?

3. I think that SCP was in a previous version, but got removed. If it gets added back in it should be able to be cured with SCP-500 and the heal command.

4. I think the problem with that is location and that 087-b is technically a separate instance of 087. You could easily fix both of them with a handwave explanation that reality is breaking down. Maybe a note / monitor from one of the scientists stating that it might be reclassified since it teleported and merged with 087-B. I do recommend making 087 have a bottom tho. Maybe you could get an achievement for doing so?

EDIT: I think instead of replying to Erov15 I managed to somehow post a new comment. i have no idea how that happened.

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Erov15
Erov15

Thanks for feedback! I do agree about 303, 2521 and 330. I did however realized that overall 087 wouldnt be good idea due to fact its quite too big for the game, especially by fact that developers already try to optimize game as much as possiblle and it would just cause too much possiblle lag.

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TheBestGameMasters
TheBestGameMasters

I know that, but I figured that since the engine thing is brought up so often you would want to talk about something else. (BTW if you want to you could look at my suggestion and see if I messed up anything in it.)

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Erov15
Erov15

Well if your talking about your suggestion about 303 i do really like it. The only two things i'd say is maybe instead of level 3 key-card the power room should had its own key-card due to fact that i think level 3 key-card should be only obtainable by 914 or with low chance by 1162.
And maybe 303 wouldnt appear only once but maybe in light contaiment zone, heavy and entrance. For example 303 would appear in every location that going to would make game easier for player such as 914, Containing 106 and 860 room. Thats just my sugesstions though, overall i really like your 303 mechanic proposal.

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TheBestGameMasters
TheBestGameMasters

I will explain myself on that with two things. (I can make ideas, but am horrible at explaining them.)

The first the was that 914 isn't mainly for the keycard. It is also for the super gas mask. You can also get the keycard without either of those things from by going through the pocket dimension. My idea was not only for the 303 things mentioned above, but also to extend the length of the game while slightly nerfing 914 in a way that isn't frustrating to the player (adding in a random chance for the level 3 keycard for example is something I didn't want to happen) Giving 914 a keycard just for that observation room seems impractical both for the foundation and for the game. Once the player gets a level 3 keycard they can explore different areas and eventually come back to 914 to solve the puzzle, but it won't seem like a requirement to win the game.

The second thing I forgot to add in the original post, but 303 could also be heard in different areas behind doors you could never enter (the pit corner room in the HCZ and the server room in the Entrance Zone.)

Sorry if I messed this post up.

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Erov15
Erov15

Yeah, i agree about 914 thing. It do would make 914 not priority for player to go in order to get lvl 3 and instead just something extra incase player wants to ease the gameplay.

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HowToXP
HowToXP

That would be a good thing to put in, also it can fit in the game if you use a seperate map

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Kaud
Kaud

weapons should be added but not necessarily firearms. just hand held melee weapons like a crow bar and how it works is like killing zombies in the way or when 049 for example approaches you, you can use the crow bar to hit him and slow him down by getting him stunned or knocked out but never killed for a period amount of time like 4 minutes of him not showing BUT in exchange for that feature he spawns more often plus there should be a specific amount of percentage that he can counter your crowbar hit and kills you as a gamble in dire situations except if you have 714 on you because if thats the case then a quick timed event should trigger where you try to escape his kill choke hold by pressing a button repeatedly to escape and run away(just like when an android catches you in alien isolation game.) also every time you get a hit on him. the chances of him countering will be significantly increased. oh yeah hitting 173,106(106 should be instant counter and kicked into pocket dimension.) and other op scps wont do ****. and mtf should die if the blow was towards the head if you crouch and sneak behind em. plus IF possible mod devs should be able to contain more scps like 173,096 and 939 back into their cells if the remote door control is disabled but still it should be extremely difficult or not depending on the mod devs mind. in the end not everything i said should be exactly added as it is if the mod dev has a better idea. thnx for reading.

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TheBestGameMasters
TheBestGameMasters

I dislike the weapon thing. I also don't think it would be practical for the main character to use them since ALL of the SCPs would destroy him if he attacked them. 049 took out armed guards with training. What good would a past scientist do to 049 or even the zombies? The quick time event thing also reminds me a bit of Resident Evil where that one guy lifts a boulder.

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Kaud
Kaud

damn didnt know he did that. thats badass but what about traps then? or make him understand how tesla gates work by standing till the tesla finishing its zapping and then walks instead of walking through the tesla with nothing happening

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Jabka Author
Jabka

We are planning to add SCP-939's containment chambers.

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TheBestGameMasters
TheBestGameMasters

Nice! I do have three questions. What will the size of the room be? What zone is it in (I think it would be in HCZ)? And how many entrances / exits would it have? If more containment chambers are added I think it would have amazing possibilities.

If you need any inspiration there was a thread about making it already on the original containment breach forums. Here is the link! Undertowgames.com

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ISDATADEER
ISDATADEER

I've been waiting to hear something like this, what do you think its gonna be like? or where should it be?
my suggestion to that is probably in HCZ, some instances stay in the storage room, while others are in the chamber. (also i suggest you can view them with an observation room on high ground.) and they just walk around the chamber while they mimic voices. the doors open when the player enters the room, (technically, theres 2 containment chambers) dude to remote door control system. the player must shut the doors before the 939 instances notice the player.

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Guest
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rugbyhouse
rugbyhouse

I've Been Looking Through The Top SCPs And I Saw this, SCP-1983.
Would He Be Good? Heres The Link I Got The Info From

I SUGGEST USING AN AD BLOCKER. Alienationmentale.wordpress.com
there

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Kaud
Kaud

dont think that will happen because the scp is set in a nuclear power plant and not a site. at leastthats what i think.

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rugbyhouse
rugbyhouse

Ok

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DrShadow
DrShadow

SCP-1983 is an interesting SCP I will admit, but it would be too large to implement, and it contains entities that you have to shoot and pray at the same time to kill. The engine would be unable to handle it and (Like Kaud said), it takes place in a completely different location.
EDIT: SCP-1983 could EASILY be referenced with it's own document instead!

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rugbyhouse
rugbyhouse

Well Just Some Ideas

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aguyiguess124
aguyiguess124

I'm actually working on a game for that

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Guest
Guest

can you add new console commands? i have a couple ideas...

removescp (removes any scp in the players sight, or you can just make a disabler for all scps that are entities.)

unlockdoor (unlocks/opens any door except ones that were not meant to be.)

Spawn Scp939 (Scp:CB cannot do it for some reason...)

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TheBestGameMasters
TheBestGameMasters

I don't think these commands need to be put in.
1. That command can just be accomplished by using the notarget command.
2. You just need to use a keycard. They aren't that hard to spawn.
3. Due to how 939 is in a set path it could break the game if you spawned it somewhere else. (Before you use the MTF/NTF mod as an example remember that 939 is programmed differently in that mod.)

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Guest
Guest

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[dataexpunded]
[dataexpunded]

maybe, add a new factor in custom difficulty? I think need to add two slots. when this factor is activated, there will be 2 slots in the inventory, as in the Thaumiel difficulty.

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Jabka Author
Jabka

Good idea!

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Jabka Author
Jabka

- Added to the mod.

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Nitroman7
Nitroman7

Scp-999:he will follow you if you encountered him the only thing to stop him from following you his to drop some candy

Scp-735:once you touch him he will insult you like the document said to stop it from insulting you just walk away and not think about it

Scp-1048 c:it will rarely spawned at the control room like scp 096 to distract throw a served hand scp-1048 c will sliced the hand quickly turn the power station before scp-1048 c stop slicing the hand if it stoped your screwed

Scp-469:it will spawn at the cafeteria if you see a lead of feather don’t follow it if you do scp-469 will kill you the worse thing will happen if you ring scp-513 if you ring it scp-469 will charge and kill you

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TheBestGameMasters
TheBestGameMasters

1. 999 doesn't sound scary. It just sounds annoying. Also what is stopping you from sprinting with the super gas mask?
2. That sounds more like an easter egg than a threat. (That said I could imagine throwing it into 914 on rough.)
3. There are multiple problems with that idea, but the main one is that you have to go through room2servers multiple times in certain maps. If you go through the room and end up at an endroom you are doomed through no mistake of your own.
4. The two biggest problems with this are that the cafeteria isn't large enough to handle 469 and that the cafeteria is already crowded enough with 066 and 294.

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Nitroman7
Nitroman7

Ok instead of 469 spawning in the cafeteria he will spawn in his containment cell and inside the box near 469 cell is bells

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Guest
Guest

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Guest
Guest

сделайте так чтоб scp 049 можно было вернуть в камеру содержание и закрыть можно будет при отключенном scp 079

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Jabka Author
Jabka

Не думаю, что нам это нужно.

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supergemer
supergemer

1.Предлагаю добавить scp 4193 какой будет лечить от scp 1025 но при большом употребление убьет игрока
2.Предлагаю добавить scp 002
3.Предлагаю добавить scp 017 или 080
4.Предлагаю добавить scp 330
5.Предлагаю добавить scp 407
6.Предлагаю добавить scp 016 или 081

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Jabka Author
Jabka

1. Для этого есть 500.
2. Слишком большой.
3. 017 уже пытались добавить/слишком сложная реализация, 080 есть в Project Resurrection.
4. Уже был, он FPS сильно снижает.
5. 407 нейтрализован.
6. 016 будет в другой моде, к тому же не вижу смысла в его добавлении.

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supergemer
supergemer

На данный момент последние что я могу предложить это scp 310

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supergemer
supergemer

На данный момент последние что я могу предложить это scp 310

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supergemer
supergemer

также предлагаю добавить scp 046

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Nitroman7
Nitroman7

Few more scps

Scp-017:it will teleport to you like 106 unlike 106 scp 017 can run faster than 106 but go up the floor slower than 106
Example: there will be a cutscene where a class d or scientist got to scp 017 cell scp 017 will teleport to the class d or scientist the person turns around and saw 017 he was going to escape but 017 charge to the person and killed him
Scp-040:she will spawn as a Easter egg ridding her pet scp-040-1 is the enemy
Example:scp-040-1 will run faster than 939 to out run it you must close the door on 040-1 causing it to try to come in so you more time going to the elevator
Scp-058:it will run from the vents if you heat vents bumping that’s scp-058
Example:scp-058 will run fast as 096 but does less damage than 966 to out run it you must hide if you hide scp-058 will come back to the vent searching for host

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TheBestGameMasters
TheBestGameMasters

1. One of the posts mentioning 017 on this article (in what I think is Russian) mentioned the Resurrection mod so I don't think this one will get in.
2. I read these and the article doesn't mention any part of 040-1 being hostile at all.
3. The vent thing seems a bit too complex. Maybe it could just be an alternate spawn in the room tunnel2? It also shouldn't camp one area. It could break the game if it camps in front of something like 079's room.

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supergemer
supergemer

1.scp 310
2.scp 046
3.scp 059

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TheBestGameMasters
TheBestGameMasters

310 just seems to be a way to creatively die if you touch it. It would be easy to add in, but it wouldn't add much.
2. I don't think it would be much of a threat unless your character is near death anyways.
It could be a bit hard to program, but maybe it could give use to the hazmat suit?

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TheBestGameMasters
TheBestGameMasters

I forgot to add a "3." to my last reply. "It could be a bit hard to program, but maybe it could give use to the hazmat suit?" was about 059 and not about 046. The biggest problem with 059 would probably be difficulty to add in.

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DrShadow
DrShadow

I really don't like the "but it doesn't add much" comments. In my opinion, the little details are also what makes it feel like a actual SCP facility. I always like the small details. not everything in a facility has to be chasing after you, it is really fun (for me at least) to experiment with the tiny SCPs and see what happens when you use them. Just keep that in mind, alright?

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TheBestGameMasters
TheBestGameMasters

I have two small ideas to improve the game. They are probably very easy to add in.
1. In the elevator guard event if you get too close to the guard you are shot. (This prevents the player from going into the elevator during the event.)
2. 106's room appears to be the last Heavy Containment Zone room with Light Containment Zone walls. Maybe the walls can be changed?
BONUS: Maybe the tile floor at the bottom of 106's chamber (the top of the chamber near the label has a concrete floor under the metal, but the rest is tile floor. You can decide if the control / observation room looks better with tile or concrete.) and at the bottom of the large Heavy Containment Zone testroom could be a concrete floor instead like in room3?

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Jabka Author
Jabka

1. Good idea.

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DrShadow
DrShadow

For the bonus idea, I prefer tiles because it is usually easier to clean (That I know of). Also, there could be a small Janitor's Closet in 106's Chamber in order to show that the staff keep the chamber clean from SCP-106's corrosion.

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