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Found 133 results

  1. "I wouldn't want to wake up, but unfortunately, you must." ______________________________________________________________________________________________________________ npc_create npc_doomnack Can't use cheat command npc_create in multiplayer, unless the server has sv_cheats set to 1. Agh, double post. Let's just get this out of the way. SCP-990 isn't a regular SCP, nor is it a regular suggestion anyways. See this as a subtle way to cheer up the lives of spectators out there, while giving living players a slight edge. ______________________________________________________________________________________________________________ YOU ARE SCP-990  You are a mysterious entity, also known as the "Dream Man". You have been given another chance to interact with any living players. Let them know what is to come. ______________________________________________________________________________________________________________ Spawn Location(s): Site-19: Random (Human) Player Location ______________________________________________________________________________________________________________ Ingame Mechanics: Controls: LMB (Primary): Teleport to crosshair RMB (Special): Host selected player Stats: Health: ∞ Primary Cool Down: 1 sec Special Cool Down: 10 sec Speed: Normal Human Movement (can sprint or walk)  SCP-990 is incapable of achieving points. ______________________________________________________________________________________________________________ Description: SCP-990 purely functions for the exchange of information and warning. (Though I guess if you want to hang out with a person after death go for it) SCP-990's teleportational abilities allow it to move swiftly accross the site. SCP-990 cannot interact with the environment (like spec dm), but can phase through doors and other entities. (As such he can't really go through the elevator without following a person) SCP-990 can view and hear all players around him as if he were alive, but is only capable of speaking to his HOST. SCP-990 can select a new HOST using special. SCP-990's HOST gain the ability to see SCP-990, and as such can also hear SCP-990 speak. SCP-990 is highly encouraged to make use of its movement to alert its host whether danger is present or not. Feel free to give the Class-Ds a headsup whether MTF are coming or not, or letting people know that the SCP has stopped camping them in SCP-1162 or 914's room. ______________________________________________________________________________________________________________ Spawning: Throughout each round SCP-990 has a small chance to spawn every 2 minutes. This chance slowly goes up each interval until SCP-990 actually spawns. When SCP-990 actually spawns, a random active spectator will be selected and presented a small GUI saying if they wish to spawn as SCP-990. If accepted, they spawn with a random HOST. If declined, the offer is given to another spectator and so on. SCP-990 can be exited at any time with a special ulx command (!exit990 or something like that). SCP-990 is spectable, and appears under the leaderboard as RESEARCHER class. (you don't need to make another subsection for 990 anyways) ______________________________________________________________________________________________________________ Resources: SCP-990: https://steamcommunity.com/sharedfiles/filedetails/?id=474029314 ______________________________________________________________________________________________________________ Well I think we all know how it feels like to wait 12 minutes to spawn when you've unfortunately died at the start of the round, so here's another thing spectators can look forward to, other then the really rare chance that somebody drinks the soup, which is usually used for sending memes and not actual warnings to players. "Time, Doctor Freeman?"
  2. Yes. I'm already aware of what all of you are going to say. Im aware of what all of you are going to think. 'THIS IS STUPID, WE CAN'T REMOVE SCP-173, HES CORE TO THE GAMEMODE, HES CORE TO THE SCP FOUNDATION AS A WHOLE, HES AN MASCOT!" And i say fuck all of that. I dont care about any of that. People are fine with him not spawning on every single round. People wont suddenly throw a giant fit if scp-173 was removed. And as his current state is, I frankly think he should be removed. I've had discussions about it before. Basically 173's core mechanics are fucked as all hell due to the coding, and have no way of being fixed. My previous suggestions to remove scp-173 were also denied, due to him being core to the gamemode and all that stuff. The fact remains. He is a broken mess that is completely RNG dependant for his core mechanics to even work properly. The following are all various bugs related to scp-173. -Been blinded by scp-173 no matter where i was on the map, even after i died i continued to be blinded whenever scp-173 used his special (related to weeping angels special round, not a normal bug. Doesnt count) -Encountered people completely immune to blind. other people around them will get blinded, but this person will never get blinded. Alone staring at each other? Wont blind them. In a small room together? Wont blind them. Group of players? Wont blind them. -Blind range having a serious case of bipolar syndrome. Sometimes it hits the whole hallway down, sometimes it wont work unless you're right inside of someone already. -Scp-173s lagging so fucking badly that the blink meter is effectually worthless, or even to the point that they never stop moving even when being stared at down the entire length of the hallway leading from the corner near the armory to the doorway leading to 870(i think thats what it is at least) and making it the whole way down while being stared at the entire time. -Having scp-173's attack decide to simply not work on a specific person, even if said specific person is afk, and no matter how you attempt to make the attack work. -Numerous bugs with eyedrops including: People claiming they went blind permanently after they wore off, eyedrops never wearing off, eyedrops somehow unsynching blink timer, etc. Enough is enough. SCP-173 being removed would be a blessing if there is genuinely no way to fix his broken mechanics at this point.
  3. "Welcome, welcome to City 17." idk what I'm quoting anymore just go with it ______________________________________________________________________________________________________________ npc_create npc_doomnack Well here I am with another suggestion, because why not. Though to be honest, Site-19 is starting to get pumped with SCPs that I think my SCP-363 took up the last availible space for any actual SCP to spawn. I don't know what will happen now, but the dawn of replacement SCPs definitely was a result of this. Anyways, Ashur soon realized that the Foundation's room service wasn't all that great. Staff were horrible actors, an awful stench that seemed to be everywhere, and the food wasn't even that great. He soon began to take out his anger on the Foundation, emerging from the depths of the site. This suggestion is totally not slightly inspired from the Combine Advisors from HL2. ______________________________________________________________________________________________________________ YOU ARE SCP-3740 You are a Ashur, the god of air. You are capable of air current and temperature manipulation. Blow back your opponents in a gust of wind, or leave them scorched in fire. ______________________________________________________________________________________________________________ Spawn Location(s): Site-19: SCP-513's chamber, shared with another fellow demigod. ______________________________________________________________________________________________________________ Ingame Mechanics: Controls: LMB (Primary): b l o w RMB (Special): Meteorological Combustion Stats: Health: 1750 Attack DMG: 20 (see description) Primary Cool Down: 1.5 secs Special Cool Down: 15 secs Speed: Slightly Above Human Walking Speed  Like most other SCPs, SCP-3740 gets points by killing people. ______________________________________________________________________________________________________________ Description: SCP-3740's primary pushes a person in the direction SCP-3740 is facing, of a distance roughly the size of an average Site-19 room. Once a victim collides with any detectable surface, he suffers 20 damage. This can be useful to storm units from an area, or in certain situations it may lead to their death. NOTE: pointing your primary in certain direction can be useful for introducing people to falldamage SCP-3740's special causes anybody near SCP-3740 to be briefly ignited for {25-50} damage ticks, but heavily disorients them like a concussion grenade. Human flashbang. ______________________________________________________________________________________________________________ Resources: Use Male-09, as it looks most like SCP-3740: https://steamcommunity.com/sharedfiles/filedetails/?id=110138917 Or you could use this, please do: https://steamcommunity.com/sharedfiles/filedetails/?id=1629223506 the resemblance is uncanny ______________________________________________________________________________________________________________ Lvl. 35 SCP
  4. Due to a post made by duc on another thread, i've decided to post a few 'item' scps. Scps that aren't alive or anything like that, simply useful items that can be picked up and used in some way. This is the first one as I can reuse most of my original suggestion for it SCP-2953: Fragments of a rock with ties to japanese mythology. Had fragments of the rock turned into bullets in order to be weaponized. Individuals who touch the rock(or get shot by the bullets) transform into an ordinary fox(Albeit still with their intelligence. Ingame: A special pistol loaded with a single scp-2953 fragment would spawn somewhere on the map. Upon shooting a non-scp(would be way too overpowered if it affected scps), the person shot gets transformed into a fox. They gain increased movement speed, but lose all access to items(Items they had on them should either drop or disappear, whatever is easier), and have a melee attack that does 50 damage. The shot itself does no damage, and the transformed player keeps their original team. They can be returned to normal by using a scp-500 on them(same way you cure a scp-049-2 zombie). Model: Could use an existing pistol model already for the weapon. If it needs to stand out the hl2 pistol would be an okay choice.(It doesnt really matter what the actual weapon looks like, but it might be better if it stood out). Sadly there is a current lack of proper fox models on the workshop. Potential alternatives include using an eevee model like 334 uses, or the 023 model despite it being a wolf instead of a fox. Link to 023 model: https://steamcommunity.com/sharedfiles/filedetails/?id=1368927958&searchtext=SCP-023
  5. well would you look at that mtf is camping yet again when there is no admins on. what a surprise. If there was only an scp other than 1471 that could teleport to a hostile player that saw it. Fear not for there is an answer. 689. 689 has been implemented on other servers and has been great at preventing camping for those servers as it teleports to the person who saw it last I believe. I've asked the server about adding more teleporting scp like 1471 and well over 10 people have said yes to the idea so far. As seen below. Basically put its a combo of 096 and 1471 except unlike 1471, 689 would teleport to the person that last saw it instead of it being randomized. Coding already exists for this scp so it wouldn't be to much of a hassle to implement it stats: HP: 1100 Attack: 100 (45 if OP) ability: able to teleport to last person that saw it. Able to kill almost instantly cooldown: 10 seconds weakness: stunned for 1-3 seconds upon teleporting. Cant hurt people who haven't looked at it. The idea the model: https://steamcommunity.com/sharedfiles/filedetails/?id=370820630
  6. As you know, the server is A SHAMEFUL DISGRACE MADE BY SOME MORON WHO NEVER EVEN READ THE FUCKING ARTICLES JESUS FUCKING CHRIST WHO HIRED THAT RETARD BAN HIM FOR NOT KNOWING HIS PRECIOUS LORE REEEEEEEEEEEEEEEEEEEEEEEEEEEEEE. This thread exists to point out everything wrong with this idiotic piss poor excuse of a server inregards to precious and elaborate SCP foundation lore. (Yes, this is half a joke thread, half a for fun thing). If you find something that I have so shamefully missed and should give myself 50 lashings for forgetting any part of the precious amazing scp foundation backstory and lore, please, post it on the comments. I have divided this holy bible of mistakes and disgracefullness into sections in order to make it easier to read and to keep it more organized. Basic Gamemode Mechanics: -Any unarmed person in real life would be able to use their bare hands as a weapon at the bare minimum. -The nuclear warhead would not be as easy to disable as it is in both SCP:CB and in the breach server. Infact, it makes the foundation seem woefully incompetent if the room containing the warhead was easily accessible by a level 4 senior researcher or anyone who obtained such a keycard, and that the warhead detonation could be canceled or disabled completely just by flipping an easily labeled lever. -A heavily reinforced gate wouldn't just magically get broken open by someone beating on it with a crowbar for several minutes. Neither would it magically get broken open by being shot, clawed, mauled, or by the physical impact of a grenade. -Being escorted out of a facility does not involve magical teleportation and disappearing into thin air while suddenly being immune to all physical damage and having all wounds and infections magically cured in the progress. The same applies to the act of escaping a facility. -Gate controls would not be handled by flipping a single lever down to open gate-a, and up to open gate-b. The door controls would either be separate, or a universal locking mechanism. -Disabling power to the lights would actually cut off power to the lights, not leave them on unpowered. Unless all of the lights were some kind of unreleased scp in the 4000 to 5000 range that simply hasn't been written yet. -Unlike what the gamemode would like to say, getting shot in the head does infact hurt more than being shot in the foot. -Someone's body does not magically disappear upon being killed. -Mechanical sliding doors do not break as often as they appear to do ingame. Nor are they as easy to fix if they were to fix as they are ingame. -Mechanical sliding doors would not be more durable than a giant reinforced metal gate. -Elevator doors would be unlikely to instantly destroy whatever they touch upon closing. Thats a SCP, not a door. Why is it not contained. Why is it not playable. -There would not be a minute start-up period where onsite guards and SCPS are locked inside small, sometimes random, rooms, before the doors slide open. -The onsite armory would not be unlocked and accessible to anyone. -You would not be required to use a keycard for a door with a button and nothing else. You also wouldn't be able to open a door with a keycard slot without a keycard. -There isn't some magical timelimit where at the end, everyone starts shooting each other and someone is announced the winner. D-Class: -D-class cells would likely not be magically unlocked. Nor would they randomly be in the middle of a security booth. -MTF and researchers alike wouldn't be gunning down every single d-class they see en-mass. Not all d-class are taken from death row prisoners, and they only have so many. The exception would be if some kind of viral outbreak happened(like in SCP:CB where there was a potential containment breach of scp-008, which would result in a valid reason to shoot d-class on sight). They would be shooting any trying to escape, attacking foundation personnel, etc. However, the vast majority would either be escorted along with the researchers, or left in their cells. -Similarity, not all D-class would be trying to escape instantly during a breach happening, due to the various backgrounds and origins of the d-class. Additionally, d-class would likely to be scattered a bit more around the facility, as some could have been in the middle of doing tests or janitor work. -Not every D-class would know how to properly aim and use a firearm. -Similarity, most d-class wouldn't know how certain SCPS work or even exist, and wouldn't be putting on night vision goggles they magically found on the floor and turning it on while in complete brightness. -D-class dont have a flashlight surgically implanted into their chest cavity. -D-Class would not magically know the identity of every Chaos insurgency agent inside the facility, nor would they instantly know to trust them and work with them. Researchers: -Researchers would have different ranks, and would likely not all have the same level keycard on them. -Researchers would NOT be actively trying to escape the facility on their own. At least not the vast majority. In-fact, they would be following the instructions given by both the announcement for the arrival of the nine tailed fox unit or other MTF units, and proceed to hide in a safe shelter until the guards can secure the situation and escort them out of the facility. -Researchers, much like d-class, would not instantly have knowledge of how to use fire-arms or equipment. -Researchers would not grab fire-arms from an onsite armory and proceed to start opening fire on d-class personnel or escaping scps. Unless they're Dr.Bright. Or Dr.clef. Mostly Dr.clef. -Also like D-class, researchers most likely do not have a flashlight surgically implanted into their chest cavity. -Researchers would just as likely be shot and terminated incase of a viral outbreak, much the same as d-clas personnel, provided they were known to be acting close to the source of infection or could be possibly infected. -Researchers utlizing scp-500 in order to heal themselves would likely find themselves fired. This isn't necessarily a lore break as we dont get to see what happens after researchers escape, but I feel like mentioning it. -While researchers would be willing to work with d-class incase of a site-wide containment breach in order for both to survive, they wouldn't be magically deflecting bullets off of one another for the first 2 minutes of a containment breach. Items and Equipment: -There would not be grenades, night vision goggles, crowbars, scp-500 pills, and various firearms and ammo for said firearms scattered around random containment cells or rooms in the facility. Especially not in the d-class cells. The same applies for keycards. -Medkits would not magically heal all wounds instantly. -A p90, a UMP, a Mp5, a TMP, and a Gali wouldn't all use the same type of ammunition. -The same applies to the M4, the Ak-47, the ER-1, the Krieg, the Aug, the Famas, the magical energy rifle used by Mu-7, and the Flamethrower. -And the same also applies to the desert eagle, Five seven, USP, and Glock. -An armory would actually stock shells and ammo for shotguns and sniper rifles, provided the armory had those items to begin with. -A famas would not be firing 3 bullets for the cost of a single bullet. -The Er-1 would probably not even exist. Same for the energy weapon the MU-7 use. -Hazmat suits, fire resistant vests, and body armor would not all look identical when not being worn by an individual. -Frag grenades and other kinds of explosives would be available in some form. -That being said, there is no such thing as a grenade that knocks people around without harming them or without releasing shrapnel. -A crowbar could not be swung as fast as it is ingame by any normal human being, nor would it magically take out a trained solider with 4 hits to the foot. -You would not magically pick up all of the ammo someone had by picking up their gun and only their gun. -Vests would not magically disappear upon the person wearing one dying. -Night Vision goggles would blind you if you attempted to use them indoors with the kind of lighting most of the maps have. This also includes surface usage as well. -Stunsticks as they are portrayed ingame would be unlikely to exist, and wouldn't kill people. -The UID turret, or whatever its called, is not some giant super deadly laser that kills whatever it touches. It is a electromagnetic pulse intended to force 106 back into his pocket dimension or disable his abilities to pass through objects. Guards: -They would actually follow some kind of command structure. -Would be more scattered throughout the facility rather than gathered into a single spot. -Would likely not have access to open gates incase of a lockdown. -Would be unlikely to start opening fire as their first response to spotting d-class or a scp that has breached containment. -Would be focused on escorting researchers and themselves to safety to shelters, not getting them to leave the facility to be beamed up by scotty. -Would NOT have access or permission to activate the nuclear warhead. -Would be attempting to recontain or escort scp-999 instead of treating him like a valuable combat asset. -They would probably not suddenly turn around and help a scp-999 who was healing d-class or other hostile entities attempting to shoot at them. -Guards would be, overall, less suicidal and incompetent than the ingame versions shown. -Guards would be unlikely to instantly strip all of their armor in order to obtain a 'speed boost'. -Guards would not abandon the facility and all personnel within to stand guard over an elevator. MTF Units: -Mobile Task forces would come in all at once, and not split into 2 seperate squads that arrive at 2 completely different times. -Nine tailed fox would likely be deployed with knowledge ahead of time as to what SCPs have broken containment, and have equipment suited as such. They would not be sent into a facility with a known 966 containment breach without access to some way of detecting said scp-966, as an example. -Nine Tailed Fox's priorities would be to recontain the breach, then escort researchers after the breach is secure. They would not be focused on rescuing researchers. -Similar to guards, Mobile task forces would not abandon the facility to stand guard over a single elevator. Most likely, at least. -While Mu-7 would be likely to show up, Mu-7 would not be armed with plasma rifles and energy balls. There would also be more than three of them, and they would also bring tanks and other heavy artillery. Including helicopters. -SCP-2639, also known as Omega-9, the scrubs, would almost never be deployed into a containment breach scenario if there was any kind of personnel left alive. SCP-2639 would be unable to easily tell apart personnel from monsters, and would likely end up shooting at both. -SCP-2639s could not be converted into zombies, infected by a diesease(unless its some kind of memetic hazard), make use of first aid kits, etc. -SCP-2639s would not fire upon serpent hand personnel if they were aware of their human status. -SCp-2639 would be using quake 1 models and weapons, not quake 3. -SCP-2639s would be able to respawn an infinite amount of times upon being killed, and could be teleported in to whereever in the facility they would be needed, not just to the outside area near a giant gate. -SCP-2639s would have a lot more varied weaponry than simply a machine gun, minigun, or rocket launcher, and would find more weaponry around the facility. -SCP-2639s would not have regenerating ammo. -SCP-2639s explosive weapons would damage the enviroment and facility, not leave them unharmed. -Fire eaters would most likely not be dressed up like the pyro from tf2. They also would only be sent in to deal with the spread of a viral disease, and no other kind of breaches. If a flamethrower was needed, it could be provided to other MTF personnel. -MTF-lamba 2, "Dr.clef's all female bisexual stripper assassin squad', would likely behave much the same as ninetailed fox. -Dr.Clef would not be charging into battle without wearing some kind of armor or equipment. His zealous usage of a shotgun over anything else, however, is perfectly fine. -Dr.Clef would not be holding a 05 card, as 05 cards dont exist, and even if they did, he would not be issued one. -It would be incredibly difficult for an entire squad of MTF units to consist of chaos insurgency spies. Chaos Insurgency: -Chaos insurgency would be unlikely to go out of their way to rescue and save d-class, and would be just as likely to ignore them or shoot them as they would be to 'save' them. -Chaos insurgency would have a more pre-defined goal than "Save d-class". -Chaos insurgency would be unlikely to care as much as preventing SCPS from escaping as they do ingame. Serpent Hands: -Serpent hand members would not be allied and friendly to every single SCP, nor would they be attempting to rescue every single SCP. -Serpent hand members would be unlikely to randomly start opening fire on d-class personnel unless they posed a danger to them in some way. -Serpent hand members would not have access to scp-500 pills. SCPs in General: -Scps would not all be friendly to one another. -SCPs would most likely not be shot at with the intent of being terminated by foundation personnel. -Would most likely not be friendly to serpent hand members and would be just as likely to eat them as anyone else. -Various SCP containment cells containing items would actually contain the scp inside and not be empty. SCP-999: -While he can tickle someone into submission, it is unlikely this would work multiple times, and only on SCPs. -I would like to know how SCP-999 could tickle sapient fire. Or touch scp-106 safely. -SCP-999 does not have magical field medic healing capabilities. -SCP-999 would most likely not be escorted out of the facility alongside researchers unless it was an incredibly drastic situation. -SCP-999 could not get its neck snapped, nor turned into a humanoid zombie by scp-610 or scp-049. SCP-173: -SCP-173 would not stand still and let himself get damaged in any way. When scp-173 is in danger or being damaged, he has the ability to move, regardless if hes being watched or not. -SCP-173 would be shitting blood and feces all over the place, which is disguising. -SCP-173 could not magically take away the eyesight of people near him for a few seconds. -Scp-173 would not ignore other SCPS staring at him and continue moving. -SCP-173 would be heavily unlikely to be damaged by bullets. SCP-106: -SCP-106 would be able to travel to its pocket dimension anytime it wishes. -SCP-106 can corrode almost anything. This includes people. -SCP-106 could pass through doors and walls using his pocket dimension. -SCP-106 would most likely not be harmed by bullets due to his corrosive effect. -SCP-106 would do more than solely drag people into his pocket dimension to slowly bleed out. While he is just as likely to drag someone to his pocket dimension to have them slowly bleed out, he is equally as likely to straight up murder someone on the spot. -People trapped in SCP-106's pocket dimension would never be heard or seen from again, chances are. They would not all easily escape the pocket dimension despite 106's wishes. SCP-939: -SCP-939 would not have the ability to transform into a researcher or other person. It can imitate voices. Thats it. -There would be mutiple scp-939s in a containment breach, most likely, as scp-939 is more than a single entity. -SCP-939 would not be able to intelligently imitate voices, as they have the intelligence of a normal pack animal. At least, the vast majority of them do. -SCP-939 would be a lot easier to kill/terminate with fire-arms than he is ingame. -SCP-939 would likely be a lot faster than he is ingame. -SCP-939 probably wouldn't be kept contained in a room next to an exploding lethal melon. SCP-372: -Similar to SCP-939, 372 isn't particularly intelligent. -SCP-372 is not invisible. Nor does it randomly have its invisibility flicker. Nor can it suddenly decide to be visible and start killing people. -SCP-372 would never be able to be seen directly. -SCp-372 would most likely not be nearly as durable as he is ingame. SCP-966: -Similar to 939, Scp-966 is both not particularly intelligent(being a kind of animal/predator), and there would be multiples of scp-966. -SCP-966's sleep disabling radiation would not deal AOe damage knocking people away, and would probably cause permanent inability to sleep. -SCP-966 would be not durable in the slightest when it came to being shot by bullets. SCP-049: -Unlike what is shown ingame, scp-049 is rather intelligent, and would be able to make use of keycards and medical supplies, as well as weapons and fire-arms if he so chose to. -While he would be more durable than the average person, he would not be durable enough to take entire magazines of fire-arms. infact its questionable if he could even take a single shot from the average fire-arm. -SCP-049 has incredibly limited control over SCP-049-2 entities. -SCP-049 does not magically transform people instantly into scp-049-2 entities upon touching them. His touch simply kills people instantly then he preforms surgery on the corpse. -SCP-049 would be possibly willing to work with d-class in order to escape, provided he doesnt feel they were infected with the disease. -SCP-049 would not be able to turn scp-999 into a scp-049-2 entity(Most likely). -As scp-049-2 zombies are literally corpses brought back to life by him operating on them, scp-500 would not magically cure the individual. -SCP-049 would be unable to hurt someone wearing a hazmat suit or armor, as he has to touch someone directly to kill them. SCP-066: -SCP-066 would not be contained in the same cell currently containing 910(At least i think that's the scp number? The coffin SCP) -SCP-066 would do more than simply blast Beethoven at everyone in sight. In-fact it could do a lot more. -SCP-066's Beethoven blast wouldn't deal damage overtime, and instead instantly deafen someone or cause internal bleeding that results in the person's death. -SCP-066 would be unlikely to slow down while in the middle of blasting Beethoven. -SCP-066 would most likely be nearly unaffected by bullets, if it wanted to. -Scp-066, while being sapient, is also not particularly intelligent. SCP-035: -A scp-035 possessed researcher would be unlikely to already be in the d-class containment cells while also having an ak-47 and a medkit handy. -SCP-035's mask would drop from the person wearing it when killed, and could be put on by someone else. -SCP-035 would not be considered a d-class by the foundation, but as an scp. -SCP-035 would not be able to be turned into a scp-049-2 entity(albeit scp-049 could still kill the host), and while scp-610 infection would still take affect on the host, it is unlikely scp-035 would then promptly lose control of said host. -SCP-035 has the ability to spawn weird fleshy tentacles that attack people. -SCP-035's host would slowly rot away. SCP-610: -The SCP foundation would not be containing scp-610 inside a facility, or any kind of instance of it. -SCP-610 would not be stored in scp-035's containment cell -SCP-610 is not a single instance and is instead an infection. -SCp-610 hosts do more than simply infect people. -SCP-610s dont randomly die after a couple of minutes. -SCp-610 instances can't turn into a inmobile fleshy blob then return to walking around. -SCP-610 infection takes much longer to happen than how it works ingame -Bullets are basically useless against scp-610 instances with only fire really working as a weapon SCP-017: -SCP-017 would be rendered completely harmless by shining a flashlight on it -Bullets wouldn't harm scp-017 as its made out of... well, shadow. SCP-457: -Would literally just be fire, and not a burnt corpse on fire -Bullets and flamethrowers would do nothing to it. You're trying to shoot or burn fire. -Would split into copies that then try to murder each other -Wouldn't be able to sprint at and light people on fire. SCP-689: -Dont actually know much about this SCP, but im pretty sure it doesnt look like skeletor. SCP-682: -Wouldn't get killed by bullets. Or fire. Or energy weapons. Or a crowbar -Would be much more dangerous than just 'sprint at people for a few seconds'. -Too many things to list here since it can adapt. SCP-096: -Wouldn't have any 'safe period' after attacking where you can look at it -Can't be killed by bullets at any point -Only attacks people who look at it -Can't be stopped by shutting a door in its face -Enrage doesnt end til the person who saw it dies. SCP-795: -A cat would get killed incredibly easy by bullets -Cat/Mice transformation would last as long as 795 wanted it to last -Isn't very smart, its a cat with reality bender powers that is too stupid to realize what it can actually do with it SCP-2521: -This forum post wouldn't even exi OH GOD ITS EATING ME -It wouldn't be slowly chasing after people with long grabby hands -It just kidnaps anyone who refers to it in writing in any way -OH GOD ITS EATING ME SCP-334: -Wouldn't be affected by bullets or fire, its super heated plasma -Would probably instantly kill anything it touches due to how hot it is -Isn't very smart, has about the intelligence of an actual fox. SCP-2845: -Transmute attack wouldn't be a massively delayed red circle of exploding water particles. -Would be literally impossible to kill with bullets. -Wouldn't be kept in a locker
  7. Hey, this isn't really a full-on suggestion, just a minor tweak. I don't think the speed of SCP-795's mice is changed during the transformation, so you might need to make them slower. Even though actual mice would honestly dash away at that point, their speed needs to be adjusted to make SCP-795 competent in hitting them. Recall that the mice's model isn't an ordinary playermodel, and its hitbox is really small. Even a small speed reduction will help 795 actually hit its targets easier. Also if the mice can jump, that would obviously not be needed either. Or maybe this entire suggestion is already implemented and I'm tonight's big loser.
  8. Yo, saw this article, decided to make a suggestion for it. Incredibly similar to an old suggestion i had for 513 Brief Description: SCP-4205 is a pair of ember eyes that causes rapid brain death in most people who view it. However, in a few cases it instead takes a prolonged amount of exposure to the scp in order to suffer the terminal effects of exposure. Brief gameplay description: Health: 500(Maybe lower, maybe higher) Invisible until it reveals itself Staring at SCP-4205 causes you to take rapid damage(think 066's damage ticks but slightly faster) and slows you. The slow is permament until a healing item is used. Cannot break gates Health is low due to the effect. Note that due to the abundance of healing items in the entrance zone, this SCP is easier to deal with before it reaches the surface, a stark contrast to most scps. Might need a flickering effect like 372's except without the name tag showing up in order to prevent it from being super easy to just sneak outside without ever turning visible. Model: https://steamcommunity.com/sharedfiles/filedetails/?id=519434258&searchtext=Eyes (Im aware its only a single eye, and has no animations, but should work fine regardless).
  9. Player Doomnack has joined the server Long story short, turns out Site-19 has been hiding a lot of stuff within its walls. Not big lizards, deadly sculptures, skinny white people, or any type of monster. Items, artifacts, a lot of weird collectibles that most staff have hidden. Anyways, this isn't like my normal suggestion. This is a spew of different ideas that prominently feature different item SCPs that are featured in SCP:CB and the actual wiki. I figured if SCP-1025 was added, then the idea of adding more collectible and entity-based SCPs is no longer foreign. I know we have stuff lke SCP-294, 458, and 330, but those SCPs are in common use by players due to their phyiscal apparency and exetremely helpful use. These SCPs may prove dull, but can be useful when criteria or other circumstances are met correctly. Some of these SCPs synergize or negate others, and have varied functions, so enjoy some weird collectibles. "Well, that's enough chit chat. I got a rocket to launch." ______________________________________________________________________________________________________________ *part of suggestion SCP-714: "The Jaded Ring" -Spawns in random LCZ location -Item Type: Passive Weapon -User is immune to SCP-049's infectious properties -User is no longer affected by SCP-795 -User no longer achieves bad symptoms from SCP-1025 -User is no longer affected by SCP-966's special -User can detect SCP-939 (may be op) -User takes 10% less damage from all sources -Movement is slowed to a walk *User can safefully pick up SCP-1123 *User can see the identity of the user of SCP-034 *User is immune to SCP-209 Purpose: protection from minor dangers and mind-affecting hazards. Slight hardening too, but all at a cost of speed. SCP-1123: "Atrocity Skull" -Spawns in random LCZ location -Item Type: Active + Passive Weapon -Having SCP-1123 in your inventory rapidly deals damage to its user (probably -8 per 0.5 seconds) and is unusable -SCP-1123 can only be safefully handled when SCP-714 is equipped -Using SCP-1123 on another player inflicts SHOCK -SHOCK causes a player to remain frozen for a few moments, unable to use a weapon (similar to 999 stun) -SHOCK degenerates their health similar to passively holding 1123 without 714 -Does not work on SCPs Note: encouraged to use some weird screen effects when 1123 is affecting you, maybe motion blur and vignette Purpose: literal skeleton taser, well, if you have protection SCP-1499: "The Gask Mask" -Spawns in random LCZ location -Item Type: Active Weapon -On use: teleport to SCP-1499's dimension, vanishing from normal view -On equip other item or drop: reappear in the exact same location -Useful for getting away from danger -Deploy has a 1 second delay -Health slowly degenerates by -1 in dimension Note: SCP-1499's dimension is not physical, since most maps lack it anyways. Just put the player in really far map coordinate and blind their view. Purpose: the unconventional escape route SCP-034: "Obsidian Ritual Knife" -Spawns in random HCZ location -Item Type: Active Weapon -SCP-034 deals 25 damage on use -On use on human class (victim): flawlessly and instantaneously disguise as their class and playermodel -Regular class rules apply before disguise; use to become a spy -Disguise fades away based on damage done -Each hit grants 30 more seconds till disguise fade -Disguise dissapears instantly if the original victim dies Purpose: that engineer is a spy SCP-427: "Lovecraftian Locket" -Spawns in random LCZ location -Item Type: Active Weapon -On equip: heal slowly with +5 per second -On equip: user deals 15% more damage -Can be (optionally) created by putting SCP-500 in SCP-914, but should spawn normally -Prolonged use will slowly kill the user (around 20-30 seconds) Purpose: increased strength and health, with a cost SCP-207: "Cola Bottles" -Spawn Location: EZ Cafe -Item Type: Consumable Entity (similar to SCP-458) -On use: Heal 50 HP -User takes 10% less damage from all sources -User deals 5% more damage -User travels 10% faster -User will instantly die in one minute, make it count Purpose: use cautiously in situations where you are at your last stand and there no other options left, or are wholesome enough to sacrifice your presence for others SCP-109: "Infinite Canteen" -Spawns in random LCZ location -Item Type: Passive Weapon -User deals 5% more damage -User travels 15% faster -User's deploy speed is slightly increased Purpose: well, speed is cool SCP-209: "The Sadist's Tumbler" -Spawns in random HCZ location -Item Type: Active Weapon -On use: the closest human enemy in a certain range is frozen in place for 15 seconds. -Victim cannot use weapons, move, or rotate their view -Wreak havoc on your weakened enemies -User takes 50% less damage during this period -User moves 50% slower OR cannot move out of the range -Cannot be used for another 45 seconds after use -Range is defined as a small circle, roughly the size of a room, surrounding the user. Purpose: useful for taking out lone enemies, but user may be overwhelmed by crowds, even with 50% less damage SCP-035 (Class-D): "Possessive Mask" -Item Type: Entity -Dropped on death of 035 -May appear in its CC if 035 hasn't spawn, sometimes I had an idea for a latching 035 before, just want to see if it gets far. -On use, user becomes 035 with slightly lowered health. No new weapons are added. -Only usable by Class-Ds Purpose: continue the legacy (eh, wiki accurancy) Also, with SCP-1025. Can we see more helpful diseases as well? I'm pretty sure several other people have listed some stuff we can use. That was a lot to process. I might add more if I want to, but I think the list is good enough. These ideas were designed to be 'iffy; they may need to be nerfed or even buffed. If you have any feedback it is completely welcome. ______________________________________________________________________________________________________________ OH NO SELF-PRIDEFUL UPDATES THIS CAN'T BE HAPPENING OH GOD OH F- Haven't made an update in a while sooo The two medical siblings Anomalous artifacts A familiar painting, (1074 not included, sadly; I leave room for additions) A very cuddly "pen" A very peculiar apple tree, I have an idea for its function Oh yeah, I forgot to mention. Patches got out again, but I doubt he went far anyways. do not forget the melon Also this is totally not inspired by this post totallyyy
  10. This is a joke guide. Some people might even call it a shitpost but still, have fun. Tired of that pesky RNG? The stupid SCPs and MTF/NTF? On your way to the escape but suddenly some random thing from literally nowhere that you've not seen before comes and kills you? Hate that the jukebox still isn't working? Well this guide is for YOU! Or anyone else in the entire server. Before we start this I wanna say that if this for some reason fails, it is entirely your fault by your choices and game sense, so don't come back and complain that: " OMG diDNT WORK !!!! " Oh, and there is no way this CAN'T work, if your saying it doesnt work your just trolling, get out of here. Now, to fix our first problem. So tired of getting Class-D every single spawn? Well, I have a solution! Keep playing Class-D until you have a fun time. Once you do this, you must pass to the second problem. Our second problem. "OMG!! TheS E stUpied tree-searchers are stealing my keycards! I cant escape from light containment zone! " Well, to totally break the entire game, you picked up a crowbar/A gun such as a GALIL. What do you do with this? Wait till its 11:00 and blast the tree-searchers for your keycard. " But box box! They already left! " Does it look like I actually care? You chase them like your SCP-096, that was YOUR keycard..right? " Wait, box box, cant I just break the checkpoint window!? " No, you can't. Even if you wanted to I know you wanna absolutely murder the researcher. Our third problem. "Eyo boex boex, these damn MTF keep rushing light containment zone and I can't get out without them chasing me!" This problem is easy to solve, just use your mind. I'd recommend hiding in a room such as a checkpoint or a bathroom until they pass and/or get absolutely obliterated by an SCP. ( Remember, if you hide in a bathroom stall, they can't open your stall or they're technically gay. ) Our fourth problem. " bruh these SCP's are camping the checkpoint/heavy containment zone" My solution? Pretty much just the answer to the third problem. Our firth problem. " gamer NTF just spawned and 5 SCP-682's are camping gate a what do I do " Well, this is a hard question. Firstly, because 9 times out of 10 you wouldn't make it this far and die by MTF or an SCP, specifically SCP-682/SCP-017. So, if you are here, if you are in a pack with fellow D-Class you must send one to SCP-079, or if he was already talked to get to Gate B, and escape. And thats all for today. Wait, what? I thought we were only doing Class-D here though then? Uhhhh, alrighty then... Our sixth problem. " But box box! This entire time I spawned as researcher! What do I do!? " Well, I'm glad you asked. FIrstly, you want to be the biggest cunt you can be to those pesky Class-D, steal all their keycards and throw it behind SCP-914 so they're gone forever! Our seventh problem. " What now? " Secondly, you want to get a level 4+ access and get through heavy containment zone, this is all saying if you spawned in the light containment zone. After this, run to your mommy MTF like your a baby, as your only weaklings to their massive superiority. Our eighth problem. " Alrighty, what now? " Lastly, your gonna wanna scream at the Commander to open Gate A. Even though you have perfect access to open it yourself, the Commander has to do it. Once either the Commander, you, or Gate A just eventually opens get outside, run to Gate B tunnels, and scream that you want to be escorted for the 5+ points the MTF/Commander gets. During this, you realize that nobody is actually coming, and you eventually die because SCP-682 comes out of nowhere and eats you because you wanted to be escorted, you sad, dirty, little researcher. And thats all- okay, we are going too far, we were just gonna do Class-D! . Our ninth problem. " Hey uh, box. This entire time I've spawned as an MTF, what do I do? " Firstly, your a regular MTF. Disappointment commanders are ALWAYS going to let you down. If you DO spawn as one, immediately go into spectate mode to die, and join back into playing before the round starts so you cant be Commander. Once this is done, go into the gun room, use all the rifle ammo, take an AK47 and rush light containment. Yeah, your gonna be the one that ruins the Class-D's day. Whenever your there, murder all of them and bust into SCP-914. If there is Class-D there, and if one of them screams: "ITS THE COPS! RUN!" You must immediately take them out before they call more Class-D with their " REEEEEEEEEEEEEEEEEEEE " Mating call. ( Warning! If not quick anough, the Class-D's mating call can cause permanent hearing damage, so be on your toes! ) Our tenth problem. " Alright, box. What do I do now? " So, your gonna want to hide for at least 2 minutes, because at that point some SCP's are already on the way to absolutely vore you to death like all the furrys dream to in light containment zone. I'd recommend hiding at a checkpoint window, or a bathroom stall. Though you can call them gay if they open the stall your in. Our eleventh problem. " Okayyy, what now? " So, we're gonna assume that the time has passed, now you should rush back to the entrance zone. At this point, all the SCP's have most likely broken out from Gate A/Roaming the entrance zone, so what you wanna do is get through the cafeteria, get through Gate A, ( somehow, we're not gonna talk about how your gonna do that. Remember, if you die it will be entirely your fault! ) Once your out, you should make a run for Gate B since for all you know that there could be 48 zombies, 7 SCP-017's, 378 SCP-682's, and who else knows what the hell else, so you get there, and even though you don't technically win if you escape, you escape, leaving all the random researchers left in the facility for dead. Alright I'm pretty.......wait why? why? Why!? Our twelfth? Twelveth? IS THERE EVEN A TRUE PLURAL SAYING OF TWELVE!? ANYWAY YOU GET IT, ITS THE TWELVE-TH PROBLEM "Hey so uh, box, I got SCP, can you help?" Alright, since your insanely unlucky, even getting an SCP, you got SCP-999, somehow. Even though it counts as a researcher, its still an SCP, so it counts on here. So, what do you do as SCP-999? You cant really do shit, to be frank. If there is anything anything, find some MTF girlfriend and hog them the entire game, if they die, you find another until they eventually die and you eventually die. Thats all for SCP-999. ALRIGHTY! Since there is no other class- wait, what? What're you talking about theres still another one? " But box box! I spawned as a Chaos Insurgency! " I don't wanna do this anymore, please stop. Anyways! What your gonna do is sneakily plant some SLAM's in the MTF spawn room, and as soon as the warmup ends blow it up and make the time you saw SCP-682 vore some Class-D look like a fucking joke. Anyways, thats all- wait, what do you mean if you spawn at Gate A? You don't, your too unlucky anyways, you would never respawn. Anyways... thats all. No more classes. wait, what the hell do you mean theres another class? still spectator?! You cant- you.... why? Get out of here. I don't want you here anymore.
  11. Another SCP item suggestion. Modified from original suggestion and split into individual post. SCP-1627: A kind of mushroom that, if consumed when the mushroom is covered in the user's blood, completely heals them and renders them essentially invincible to damage. However, 1627's instances will starve if they don't 'feed' by touching another person. The person touched is fully healed for a short period of time, but then slowly dies usually to natural causes. Gameplay Effect: A 1627 mushroom would spawn somewhere on the map. Upon someone using the mushroom, they become a scp-1627-A. They remain their original team and model however, and the following happens: -Fully healed upon use -Heavy damage reduction effect -Slowly loses health over time(Bleed but never ends) -Can touch a hostile or neutral player. This sets their health to 100, but causes them to constantly lose health, similar to bleed. This can be cured by scp-500 -Heals from damage done via the 'touch'. Alternatively, you could make SCP-1627-A and SCP-1627-B scps that spawn normally, without being tied to the item. SCP-1627-A: Model: A d-class model(Im aware this could cause confusion at range. That is the point, and any 1627-A instances would be a d-class used for testing the mushroom) SCP team sided, obviously 200-300 health Passively loses health over time Upon clicking on someone, said person gets a never ending bleed unless they use a scp-500, and damage they take heal scp-1627-A over time. SCP-1627-A can use items(Might need to lower health to 150 or something). SCP-1627-B: Model: https://steamcommunity.com/sharedfiles/filedetails/?id=312489252 (Yes, im aware of what its based on. But it looks incredibly close to the description given of SCP-1627-B entities) SCP team sided 100-150 health Can use right click to possess someone, instantly killing them and taking their appearance and role(as far as anyone else can see). Can use items and weapons like this, but slowly loses health over time. Upon the host 'dying', the scp returns to its normal form. This ability has a cooldown of 10 seconds upon leaving a host to avoid being easily spammed in a fire fight.
  12. This is the thread I said i would make in my other thread focusing on the current maps on the server. This basically includes any and all SCP related maps i could find on the workshop. This is split into 3 sections: "Site maps"= maps that could possibly work for normal gameplay. Might have shit layouts or other issues, this is just a list of potential candiates(I think some of these were ruled out in the past but i can't remember which are which right now) "Special event only" = maps that would only work with a different starting round or used solely for special rounds/events. "Can't be used" = maps that have no practical use or way to be used, or other issues preventing the map from being used. Site maps: Sulfuras SCP:RP map remastered(https://steamcommunity.com/sharedfiles/filedetails/?id=1611171556) Site Unknown(https://steamcommunity.com/sharedfiles/filedetails/?id=1608414732) Werewolf gaming SCPRP V5(https://steamcommunity.com/sharedfiles/filedetails/?id=1600070210) Site 20v2(https://steamcommunity.com/sharedfiles/filedetails/?id=1589186751) SCP(Map) (https://steamcommunity.com/sharedfiles/filedetails/?id=1585318734) Comments claim its a site of some sort, can't prove. Correlation SCP RP map(https://steamcommunity.com/sharedfiles/filedetails/?id=1569803557) Site 14 Advanced Edition(https://steamcommunity.com/sharedfiles/filedetails/?id=1557540893) SCP_Retribution(https://steamcommunity.com/sharedfiles/filedetails/?id=1556882913) SCP Site 22(https://steamcommunity.com/sharedfiles/filedetails/?id=1538873905) Site Unknown Old(May be better than newer one) (https://steamcommunity.com/sharedfiles/filedetails/?id=1536054623) SCP Site 82(https://steamcommunity.com/sharedfiles/filedetails/?id=1532551796) SCP Site 54(https://steamcommunity.com/sharedfiles/filedetails/?id=1519962982) Site 05(https://steamcommunity.com/sharedfiles/filedetails/?id=1443506648) Site 05 Dark(https://steamcommunity.com/sharedfiles/filedetails/?id=1502442780) Deep Gaming SCP RP(https://steamcommunity.com/sharedfiles/filedetails/?id=1475821840&searchtext=SCP) Novus Research(https://steamcommunity.com/sharedfiles/filedetails/?id=1419086434) RP_SCP_Map(https://steamcommunity.com/sharedfiles/filedetails/?id=1418212838) Site 29(https://steamcommunity.com/sharedfiles/filedetails/?id=1415117462) RP_Foundation(https://steamcommunity.com/sharedfiles/filedetails/?id=1411948078) Deep gaming Serious RP map(https://steamcommunity.com/sharedfiles/filedetails/?id=1404577764) Site 29 v.1.5(https://steamcommunity.com/sharedfiles/filedetails/?id=1408746641) Site 29 V1(https://steamcommunity.com/sharedfiles/filedetails/?id=1408706013&searchtext=SCP) Werewolfgaming V4(https://steamcommunity.com/sharedfiles/filedetails/?id=1396060981) SCP Insurgence RP(https://steamcommunity.com/sharedfiles/filedetails/?id=1394032650) SCP Irisa site 18(https://steamcommunity.com/sharedfiles/filedetails/?id=1377992349) Revival SCP map 2.0(https://steamcommunity.com/sharedfiles/filedetails/?id=1329449915) United gaming SCP(https://steamcommunity.com/sharedfiles/filedetails/?id=1355600722) Site 12(Seems to be a newer version) https://steamcommunity.com/sharedfiles/filedetails/?id=1323245330 Site-17(https://steamcommunity.com/sharedfiles/filedetails/?id=1314313393) Site-8(https://steamcommunity.com/sharedfiles/filedetails/?id=1276741781) SCP Secret Lab(https://steamcommunity.com/sharedfiles/filedetails/?id=1272507182) Area 14(Possibly different from current site14 map) https://steamcommunity.com/sharedfiles/filedetails/?id=1266323444 SCP foundation TTT(https://steamcommunity.com/sharedfiles/filedetails/?id=1228959544) SCP site-52(https://steamcommunity.com/sharedfiles/filedetails/?id=1212484806) SCP site-13 Blackwell(https://steamcommunity.com/sharedfiles/filedetails/?id=1189397880) Werewolf gaming SCPRP Map(https://steamcommunity.com/sharedfiles/filedetails/?id=1147853814&searchtext=SCP) SCP Site 8 V2(https://steamcommunity.com/sharedfiles/filedetails/?id=1107841272&searchtext=SCP) Original Time of eve RP map(https://steamcommunity.com/sharedfiles/filedetails/?id=952529902&searchtext=SCP) Newer Time of eve RP map(https://steamcommunity.com/sharedfiles/filedetails/?id=948432271&searchtext=SCP) RP_SCP(https://steamcommunity.com/sharedfiles/filedetails/?id=932544297&searchtext=SCP) Original site 13 map we had on server(https://steamcommunity.com/sharedfiles/filedetails/?id=887231651) Lenti SCPRP map(https://steamcommunity.com/sharedfiles/filedetails/?id=701182231&searchtext=SCP) Site 56(https://steamcommunity.com/sharedfiles/filedetails/?id=652176278&searchtext=SCP) Area 19-A(https://steamcommunity.com/sharedfiles/filedetails/?id=610718090&searchtext=SCP) TTT_SCPV1(https://steamcommunity.com/sharedfiles/filedetails/?id=371649270&searchtext=SCP) Sulfuras SCP RP map(Original) https://steamcommunity.com/sharedfiles/filedetails/?id=550103363&searchtext=SCP Special Event Only: SCP-076 Containment Site: https://steamcommunity.com/sharedfiles/filedetails/?id=1564792967 Area 02: https://steamcommunity.com/sharedfiles/filedetails/?id=1416972843 SCP-1030-RU: https://steamcommunity.com/sharedfiles/filedetails/?id=1297201567 SCP-015 map(https://steamcommunity.com/sharedfiles/filedetails/?id=853726646&searchtext=SCP) SCP 432(https://steamcommunity.com/sharedfiles/filedetails/?id=836902003&searchtext=SCP) SCP-354(https://steamcommunity.com/sharedfiles/filedetails/?id=827696835&searchtext=SCP) Slender SCP Foundation(https://steamcommunity.com/sharedfiles/filedetails/?id=426357214&searchtext=SCP) Can't be used: Outbreak Servers map(https://steamcommunity.com/sharedfiles/filedetails/?id=1586855551) Content is in a seperate add-on that would be difficult to add to DL, as well as potentially piss off original server Br_Siteguard(https://steamcommunity.com/sharedfiles/filedetails/?id=1622476336&searchtext=SCP) Content in seperate add-on SCP Map demostration(https://steamcommunity.com/sharedfiles/filedetails/?id=1621941211) An unfinished terrible first map of some mapper. Lava_Pocket Dimension(https://steamcommunity.com/sharedfiles/filedetails/?id=1593578214) Incredibly ugly looking deathrun styled map that barely resembles the thing it is named after. Revival SCP map(https://steamcommunity.com/sharedfiles/filedetails/?id=1579124384&searchtext=SCP) Map creator requests no server use it, content is in seperate addons. Site-19 Rus(https://steamcommunity.com/sharedfiles/filedetails/?id=1497289093) Appears to just be a russian translation of site-19. Hotnight SCP Rp(https://steamcommunity.com/sharedfiles/filedetails/?id=1463809718) Content split into mutiple addons RP SCPMAPV3(https://steamcommunity.com/sharedfiles/filedetails/?id=1339958336) A broken pile of shit RP_SCP_Docks(https://steamcommunity.com/sharedfiles/filedetails/?id=1314690703) Not a site map, nor is it usable for an event. Also unfinished and ugly. SCP-1197 room(https://steamcommunity.com/sharedfiles/filedetails/?id=1225914512&searchtext=SCP) Not useful for any kind of special event due to size SCP Breachdown(https://steamcommunity.com/sharedfiles/filedetails/?id=1172333788&searchtext=SCP) Split into mutiple addons SCP-970 map(https://steamcommunity.com/sharedfiles/filedetails/?id=1129664238&searchtext=SCP) Not useful for any kind of special event RP Legion(https://steamcommunity.com/sharedfiles/filedetails/?id=1094580345) Stolen content from other maps, requires way too many addons RP_SCP_V1(https://steamcommunity.com/sharedfiles/filedetails/?id=882956616&searchtext=SCP) Too many content addons required SCP087B map(https://steamcommunity.com/sharedfiles/filedetails/?id=843560792&searchtext=SCP) Useless for being a special event SCP containment Breach(https://steamcommunity.com/sharedfiles/filedetails/?id=843494209&searchtext=SCP) Port from tf2's slender fortress. Unusable for breach or special event SCP-002(https://steamcommunity.com/sharedfiles/filedetails/?id=841976561&searchtext=SCP) Useless for any kind of special event SCP-1346(https://steamcommunity.com/sharedfiles/filedetails/?id=820097253&searchtext=SCP) Useless for any kind of special event SCP-087(https://steamcommunity.com/sharedfiles/filedetails/?id=818733574&searchtext=SCP) Useless for any kind of special event SCP_Urban(https://steamcommunity.com/sharedfiles/filedetails/?id=360084734&searchtext=SCP) More of a city than a SCP site SCP_Urban 2(https://steamcommunity.com/sharedfiles/filedetails/?id=322344822&searchtext=SCP) More of a city than a SCP site SCP Containment Breach Source(https://steamcommunity.com/sharedfiles/filedetails/?id=264478959&searchtext=SCP) Useless for a special event or normal gameplay SCP foundation V1(https://steamcommunity.com/sharedfiles/filedetails/?id=267145465&searchtext=SCP) Useless for gameplay or special event SCP foundation V2(https://steamcommunity.com/sharedfiles/filedetails/?id=270810292&searchtext=SCP) useless for gameplay or special event GM_SCP173_Construct_day(https://steamcommunity.com/sharedfiles/filedetails/?id=140845359&searchtext=SCP) Literally GM construct with scp-173's cell slapped onto it GM_SCP087_v3(Useless for special event)https://steamcommunity.com/sharedfiles/filedetails/?id=140535620&searchtext=SCP SCP facility(https://steamcommunity.com/sharedfiles/filedetails/?id=125884961&searchtext=SCP) Original map, useless for gameplay or special event GM_SCPChamber(https://steamcommunity.com/sharedfiles/filedetails/?id=107349698&searchtext=SCP) literally just scp-173's cell SCP087 Stairwell(https://steamcommunity.com/sharedfiles/filedetails/?id=106160786&searchtext=SCP) Useless for any kind of event or gameplay
  13. Note, this will be a long post, as its detailing one of the more troubling parts of the server and a major issue as to why veteran players tend to leave after a while never to return, as well as other various issues and complaints. Quite simply everyone here is well aware of the fact the server is 90% on site-19 most of the time. After trying(and losing many braincells in the process) to listen to players to figure out the main issue as to why people dont play the other maps, i've come to the following conclusions. Reasons people like site 19: -Looks like rooms and areas from SCP: Containment breach, giving a sense of familiarity, and is what they most expect to see from the gamemode. -A rather simple and linear layout makes it easy for make their way around the map or learn its layout quickly. -areas tend to look distinct from one another, allowing easy pathfinding around the map -As it is the default map the server defaults to, the map the gamemode "was originally made for"(even though it played like garbage til it got updated by a very annoying creator), people tend to flock to it for much the same reasons 2-fort or dust get played a lot. -Due to how often it is played, people tend to memorize the layout -People find the map more visually appealing than most of the other maps. -Multiple exits to the surface providing a(Generally limited but still there) answer to people camping the main exit. -A usable nuke as a foundation win -Access to 914 and the hole scp(forgot its name) General reasons why people dont like the other maps: -Unfamiliar with the layout, causing them to get annoyed quickly on the first round and attempt to map vote for the map they know better/has already memorized. -People so used to playing site-19 they want to go back to site-19, and so avoid voting for other maps solely because they want to continue playing site-19. -Most of the maps are labeled with a RP_ label, which tends to turn the players off for some reason, seeing it as a label of the map being instantly inferior to other options -A lot of the maps feature empty rooms which brings players to the confusion of the map looking 'uglier' than site-19. -A lot of maps lack a 914 or the hole scp, which tends to annoy people. -A lack of DM(while some maps have a DM set-up, others don't, which upsets people) -A complete lack of 106, or a bizare 'pocket' dimension(Able's coffin, a giant maze with random death traps, a giant maze that leads to a trench that kills you if you're below a certain HP percentage...) Individual map reasons follow: Site-12: -Dislike D-class not spawning in a cell area(issue with map's cell design rendering it impossible to leave if spawned inside in the cell area. Lua could possibly fix this but would be incredibly time consuming) -Issue with keycard spawns and general item rarity.(While this was attempt at my part to try to play to a more 'survival horror' type gameplay experience, this instead led to issues where d-class or researchers end up unable to leave the spawn area due to everyone with a keycard having left them far behind) -Researchers being able to rush guns(A massive mistake on my side for researcher spawn point placement) -Several SCPs spawning in the d-class area.(While several just as dangerous scps spawn in the d-class area on site-19, due to the increased size of that area, the breakable windows, and ability to rush out easily before scps spawn, it doesnt annoy people as much) -Researchers spawning in heavy containment cell area(intended to add more variety to researcher spawns, only resulted in upsetting a lot of people) -Weird graphical bugs(Doors vanishing for some reasons, rooms being inaccessable due to models being flipped around(for some reason...), etc) -FPS drop when in specator and zooming out of the map -Secondary escape route is dark(Terrible lighting on part of the map, but acceptable when scps are given some kind of light source. Probably the least common complaint about the map). -Hard to tell where escort zone is(An issue shared with site-19, but people seem to complain about it more when it happens on other maps) -Glass isn't breakable, causing scps to often trap people in a dead end in the d-class and researcher spawn What people like about site-12: -Mutiple exits(much like site-19) -Easy access to guns, provided you can get a keycard(people really like getting guns early) -Outside of weird visual bugs, map looks nice enough visually. Not as many empty rooms as some other maps -Urban area on top is fun for people to mess around and explore -Escape zone is rather easy to figure out -Layout is simple enough to figure out and memorize easily What people dislike about site-14: -Buggy elevator being only exit. Easily campable and elevator can result in random deaths of people just trying to use it to ride to the surface -Inaccessable town area(had to be done due to people constantly wandering in there and camping there the whole round, accomplishing nothing) -Occasionally buggy visuals regarding doors(seems to get more complaints about it on here than on other maps, despite the fact it can happen on site-19 as well) -Only one way into the entrance zone -People being confused as to where the armory is -Easily campable spawn by SCPS(more so than site-12's due to reduced amount of guns in the starting area by comparison) What people like about site-14: -Simple layout for the most part(It is, essentially, site-12's layout with minor changes) -Mutiple easily accessed health items near the armory -The elevator(Some players enjoy how easy the elevator is to camp, and never run into the bug where people randomly die riding it) -Visuals(Tends to look less empty than a few other maps) What people dislike about scp-1730(Formerly site-13): -The lighting is terrible in some places, and the map as a whole is very dark -Heavy containment can be horribly confusing to get around, due to hallways looking very similar and a lack of major landmarks, as well as extended side paths that lead to eventual dead ends -The escape zone is not obvious -Gate B is essentially worthless due to the ludirious lenght and time needed to even walk down the tunnel to access it -The lenght and difficulty in exiting the facility once getting through a gate is way too long and way too much of a shooting gallery -Large size of the map allows for easy camping and delaying by people getting horribly lost -Features a mostly useless 914 due to only being accessible after leaving the d-class spawn area. What people like about SCP-1730: -Based on a scp article -Easy access to mutiple scp-500 -Plenty of loot in heavy containment zone if it can be found and reached -Mutiple entrances into the MTF spawn point -Easy to escape D-class/Researcher spawn area What people dislike about site-96(I think thats the name): -heavy containment zone can be confusing at first -Only one entrance into the MTF spawn zone -Weird pointless elevator in heavy containment zone What people like about site-96: -Easy to avoid scps -Plenty of loot inside of the heavy containment zone -Easy to escape d-class/researcher spawn area -Breakable glass -Visuals are generally nicer than a lot of other alternatives What people dislike about site7: -Layout is incredibly linear, to the point of only having a single way to get out of d-class spawn, a single way through heavy containment, and a single exit. -Easily campable elevators -Easily campable d-class and researcher spawn area due to the single exit and proximity of scp spawns -Unbreakable glass in checkpoint areas -Missing texture tree maze on the surface -Inaccessable town area(Done for same reasons as site-14) -Horribly confusing layout to get out of researcher/d-class spawn area due to the mutiple elevators and mutiple dead ends What people like about site7: -Simple layout outside of researcher/d-class spawn area is incredibly easy to memorize -Fun to 'HOLD OFF' a giant swarm of scps at the narrow hallways in the entrance zone From my experience, outsite of site-19, sites-96 and site-14 have the most postitive reception from the community, even if they are still rarely played. Most complaints leveled at site-96 come from people annoyed they dont know the layout by heart anymore. Site-14 tends to get more flak for the elevator, but people tend to like it a lot. On the other hand, people tend to horribly dislike the remainder of the maps and usually dont play more than a single round on them. While I myself am fed up of the endless site-19 cycle fatigue, the fact remains that there is some valid(and not so valid) reasons people tend to dislike the other maps, and it may be a good idea to remove some of them, and attempt to find alternatives. Im aware there isn't that many on the workshop, but there is quite a few that have been posted in recent times that I dont believe anyone has checked out yet. In the mean time, I would suggest considering the possibility of removing site 07, and removing or fixing the spawns on site-12(I believe with better spawns people would play site-12 more). Additionally, while I dont want to suggest removing scp-1730 from the server completely as it was made specifically for use on the server, severe changes would have to be done to the map to make it play better/flow better in a normal round of breach, especially if the special round intended for the map isn't available at the current time. Possibly consider removing it as a temp thing until the special round is finished or further progress is made on the map. Site-14 and site-96 can remain, due to being the most popular of the remaining maps, despite their flaws. Map exclusive scp content should be focused onto these 2 maps if possible. While I cannot make one instantly as of this current moment, I plan to release/post a kind of central map suggestion thread, covering all of the known scp-site maps on the workshop. Maps can be crossed out if there is various reasons they will never end up on the server. Making configs for maps are time consuming, which is another major issue as well, but judging layout should be done with the mindset of what the playerbase tends to like.
  14. I suggested in the past to remove 457 and replace him with 060. This is because 060 would have a better looking model(its a flaming skeleton, 457 is just fire) as well as fitting the sprint ability more. Cue a few updates later, and currently we got a situation where 2521 got nerfed hard due to people complaining about his slow, rendering him incredibly weak because of it. 457 on the other hand, is also weak currently, due to the lack of any ability to prevent people from simply shutting doors on him and running to health, or spam healing him to death. As such, I would like to propose a change. Replace 457 AND 2521 with scp-060. 2521 barely fit the lore or article about him, and the model didnt really fit either, and obviously no point in having both 060 and 457 when they'll be doing the exact same thing. Keep 2521 as a 'easteregg' in chat where typing 2521 causes you to instantly die or something. would be more accurate to the article, as well as keeping the flavor of the SCP ingame. As for SCP-060, he would be the same as current 457, ableit with the skeleton model rather than a burnt corpse model. He would also have 2521's slow effect on left click(no damage tied). The skeleton model is a default gmod model. I dont normally like suggesting replacing or removing content, but outside of the fact 060 fits the current role of 457 better, and fits nicely as a way to buff 457, but having the slow on 060 basically renders 2521 even more moot than he is currently(Where it is seperate from his normal attack and incredibly weak because of it).
  15. SCP-4104

    People are pretty big fans of both scp-939 and Dr.Maynard. Both of these are dangers disguised as researchers, something that adds a bit more fun to the researcher role that it is severely lacking at times. As such, ill like to suggest a third disguised SCP that i've found while reading the new articles in series 5. SCP-4104: Health: 100 Speed: Same as a normal researcher Model: Same as normal researcher models(So pointshop models would still apply if this is possible) Can use items and weapons same as a normal researcher Armed with a special "Erase" weapon(More on this later). SCP-4104 is SCP sided, not foundation sided, and is simply disguised as a researcher. They, for all intents and purposes, are a normal researcher. However, their goal is not to escape, like most SCPS. instead, at the start of the round, and every 2 minutes afterwards, they are given a target. This can be anyone who is alive, provided they're not on the SCP team. They need to reach this target and 'erase' them with the erase weapon. This instantly kills them, and removes their name from the scoreboard for the duration of the round(Maybe dont let someone whos erased respawn as reinforcements either, but that could get buggy). While they can use weapons and items to kill people whenever they want, they don't get any points for doing so, and their only source of points is from 'erasing' their chosen target.
  16. I suggested a special round related to this already, but on my search for a fist swep i stumbled onto something that could elevate it to a full on proper SCP status. So im posting both suggestions. SCP-1258, if you're unaware, is a martial art that when preformed infront of an animal causes them to practice and learn it, solely becoming humanoid as they do... before promptly running around and beating the shit out of people. Its very much on the 'half serious half silly' side(with cool roots in chinese/japanese myth to boot). Stats: 200-300 starting health(Not sure how much it should have) Speed: Normal person speed SCP team sided(obviously) Not sure where to spawn Armed with this swep: https://steamcommunity.com/sharedfiles/filedetails/?id=935300356 -Basic attacks(punches obviously) grant additional health, damage and speed -A jab to slow people down, make them take more damage, and heal you for more damage done -Jumps into the air to knock people back -An active to heal more and deal more damage -An 'ultimate' that charges up with damage done that massively heals him and allows him to charge at people Model: As basically any kind of anthromorphic animal would do, i decided to go for something that looks cool enough and stands out. I found a few. https://steamcommunity.com/sharedfiles/filedetails/?id=1480280832 (Is from wow, but looks neat and stands out) https://steamcommunity.com/sharedfiles/filedetails/?id=1372068078 (also from wow, also would fit) https://steamcommunity.com/sharedfiles/filedetails/?id=703704383 (Pissed off lizard from a fighting game I think.) https://steamcommunity.com/sharedfiles/filedetails/?id=616973356 (I mean it IS a horribly mutated Chamelon, after all. Plus would be incredibly threatening looking)
  17. The title speaks for itself. SCP-079 never quite seemed like the most exciting class to play as, and many players didn't see it as the major supporting class that it was designed to be. It makes a bit sense that it was removed, players probably didn't find it fun, but are there any plans to add it back into the game?
  18. ______________________________________________________________________________________________________________ {REVISED ENTRY} Ah, two in a row I see. I've already suggested this SCP before, so that's why I got my big ol' fancy {REVISED ENTRY} note in my title. The concept is drastically different between the two, no longer focusing on the erratic growth aspect of SCP-363 but the temporary possession aspect of SCP-363, which is not really acknowledged in the article but heavily implied. No big intro is needed, but, well, we are dilly dallying ゜煙゛again. Let's get right into the news. ______________________________________________________________________________________________________________ YOU ARE SCP-363 You are a centipede-like creature, capable of nesting within humans you kill. While nested inside a human, you gain temporary control over their actions. Nested humans expire after an extended period of time. ______________________________________________________________________________________________________________ Spawn Location(s): Site-19: 012's Containment Chamber (Not many SCPs spawn in the LCZ anyways. Like 372, 363 remains far enough from most of the Class-Ds and researchers in that moment, which are usually hounded around 1162 and the checkpoints. Some of the Class-Ds and researchers may have already left the LCZ too.) ______________________________________________________________________________________________________________ Ingame Mechanics: Controls: LMB (Primary) : Bite Stats: Health: 1500 Attack DMG: 15 Primary Cool Down: 0.75 secs Speed: Human Walking Speed Possible Achievements: "Y-H-W-H, alone": Incapacitate and nest within a human.  Like most other SCPs, SCP-363 gets points by killing people. However, it may also gain points by successfully nesting inside a human. ______________________________________________________________________________________________________________ Description: On kill, SCP-363 "possesses" its kill, allowing 363 to play as its victim, complete with weapons. This effect allies its victim with SCPs, and SCP-363 controls its victim. This effect is similar to how 939 appears to become a researcher while disguised (humans can't tell whether someone is being "possessed" by 363). SCP-363's possessed classes progressively degrade health however (specifically, -4 every 10 seconds; every minute 24 HP is lost). MTF may catch subtle changes in a victim's health, allowing a method for players to reveal 363's presence. Players hosting 363 can use their current weapons and switch to others, but cannot pickup ammo nor any other weapons or items. If SCP-363 is ignited, he will be instantly revealed. (quick nod to article) ______________________________________________________________________________________________________________ Resources: Anomalous Centipede: https://steamcommunity.com/sharedfiles/filedetails/?id=400057941 (Use the beta antlion grub included in the pack. You may need to rid the rests of the models.) (Model includes a specific walking animation) ______________________________________________________________________________________________________________ Put a quick spin on the original suggestion, that's all. I didn't like how it turned out, and like Haxray pointed out, I don't think it would have even been possible to implement anyways. Antlion family reunited, 372's lost son. "Thanks, and have fun" god imma sleep now
  19. Simple and silly round.(SCP-1258 is a form of kung-fu or martial arts that, when an animal witnesses it, promptly becomes more humanoid, masters it, then starts beating the shit out of people with it). All players except for one spawn as the shark punchers(they're not punching a shark, but it fits their silliness). One player spawns as SCP-1258-1. Unsure what health should be(i imagine maybe 200-250) and is armed with this swep: https://steamcommunity.com/sharedfiles/filedetails/?id=420588836 Edit: Alternatively, he can use one of these: https://steamcommunity.com/sharedfiles/filedetails/?id=1513353321 https://steamcommunity.com/sharedfiles/filedetails/?id=463342892&searchtext=fist Another edit: Forgot to add model. For some reason theres no Kung Fu panda model on the workshop(Mght as well embrace the silliness with the scp right) but this exists. https://steamcommunity.com/sharedfiles/filedetails/?id=1186654855
  20. ______________________________________________________________________________________________________________ SCPs like these are one of the most memorable articles on the wiki to me. I was surprised that nobody had suggested anything related to 058 before, but I guess that's mainly because it was kinda' obscure and 058 doesn't really have a perfect model on the workshop. Well, after digging a bit, I found a model that seems to fit 058 slightly, but it's better than most other models. The least it did was get the "bovine" part correct, and it kinda' looks like a big ol' massive heart, but whatever. If you've found another model you think is better, feel free to drop the fat steam link down below. Anyways, enough dilly dallying 汚ゥ雨 and let's get jump right into it. ______________________________________________________________________________________________________________ YOU ARE SCP-058 You are a bovine heart, fueled by a lust for blood. Lunge at your victims and trap them within your grasp, clinging onto them. Your attacks deal bleeding damage, and several repeated blows can leave serious damage. ______________________________________________________________________________________________________________ Spawn Location(s): Site-19: 682 Observation Deck (I was hesitant and searched all over the map, but you'd be surprised that every single place that wouldn't interrupt gameplay in the HCZ is taken. We have THAT many SCPs. Things are starting to get cramped in Site-19. Hopefully the dawn of replacement SCPs may change that for future SCPs, but I don't think 058 needs to be one.) ______________________________________________________________________________________________________________ Ingame Mechanics: Controls: LMB (Primary) : Lunge Passive : successful lunges will cause 058 to "cling" onto the victim Stats: Health: 1500 Attack DMG: 15 Primary Cool Down: 1 secs Speed: Human Walking Speed  Like most other SCPs, SCP-058 gets points by killing people. ______________________________________________________________________________________________________________ Description: SCP-058 is relatively slow, comparing its speed with that of human classes that normally run and other SCPs. It's lunge is a bit long, but it is not as efficient as 372. With that being said, 058 functions as a good ambush-type SCP, and can operate well in stealth with its abilities aimed to take out singular opponents. I'm g'not a g'noblin Use the distance between these two gnomes for reference; this is about the length of the distance SCP-058's lunge travels. If 058 lands a successful lunge, it will stick onto its victim for 4 more seconds. During which, 058 is free to land as many hits as he wants, for a max of 60 damage. A hit with any melee weapon on 058 while it is attached to a victim will instantly remove it from the victim. ______________________________________________________________________________________________________________ Resources: The Heart of Darkness, more bovine than ever: https://steamcommunity.com/sharedfiles/filedetails/?id=1108342721 ______________________________________________________________________________________________________________ Well that's there you go, another suggestion. Have fun getting ripped to shreds by a literal cow. Like I said, if you can somehow find a better, more heart looking playermodel, that would be appreciated. Use this image as baseline, even though its wtf material. ______________________________________________________________________________________________________________ "Thanks, and have fun"
  21. A few people here probably remember the old scp-178-1. Had incredibly low HP but was completely invisible with no way to reveal him. Hurt people by bumping into them, as 'accurate' to the game. It was removed and 'basically' replaced by scp-1471, due to various issues with hit detection. However, quite a few people did infact like playing as scp-178-1 due to the unique playstyle offered and having to adapt to situations differently due to your incredibly low amounts of health(it was 75 i believe). With the introduction of scp-334 as a 'replacer' spawn for scp-457(uses scp-457's spawn, and only one of the 2 can spawn in a round at the same time), i think it would be fun to bring back scp-178-1 and have it be a 'replacement' spawn for scp-966.(One of the major complaints about scp-178-1 in the past was them ganging up with scp-966 on the 'poor defenseless d-class and researchers'). Stats: 75 hp Normal human walking speed 'Replacer spawn" for scp-966(only 966 or scp-178-1 can spawn in a round, both use same spawn) Has an attack that does 80 damage and has massive knockback, but has a 5 second cooldown between uses and has a very short range. Always invisible, cannot be revealed or spotted by any means(He was way too weak when the 3d goggles(scp-178) was added in) Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1334262096
  22. Look, i get that doomhack suggested it and wanted it to be a friendly scp, but it just doesn't work. Outside of the annoying bullcrap that it can transform its teammates as well, its not fun to play against for scps. Its the same situation as scp-999 where it doesnt matter that they can kill it when they're getting stunned and will be gunned down before they can even attempt to kill it. Sure, it only has 100 HP, but 9 times out of 10 it will transform the SCP Before the scp can even hit it. Even if it does hit it, chances are they'll get transformed anyway due to it transforming people who damage it. I would much rather turn it into a standard hostile SCP than how it works currently. As such, heres a suggestion on how to do that. Health: 300-500.(Perhaps same baseline as the eevee? not sure) Spawn: Spawn instead of a 610(can't have this and 610 in the same round). Left click: same as current claw attack Right Click: Turns someone into a rat. 10 second cooldown. Since now a hostile SCP, only works on non-scps. Bonus ability(Not sure what key to assign it): on a 2 minute cooldown, turn another non-scp into another cat with the same abilities and health as the original. 2 minutes might be too long, but it shouldn't be able to spam it.
  23. Don't usually do roundtypes, but here it is anywas. I was thinking of a round that would copy aspects of Secret Lab, with its constant respawns, but its better to put a slight spin on it. Anyways, here it is. Round Type: Self-Replicating Object All players spawn normally initially, but classes now periodically respawn as the round progressess. Spawn waves take 20 seconds; each class spawns in triplets at their respective spawn. SCPs have reduced health (similar to pandemic); normal class replacements may occur. (below) (ex. MTF wave types or replacements, special TRO units, tickle monster and magic cat, SCP-035) Once a class has become completely eliminated, it no longer respawns. That's all there is to it. I wish I could decorate this a bit with some picturesauce and whatnot but there isn't much to demonstrate anyways. A bit skeptical about this, weird stuff may happen in-game. Feel free to let me know what you think.
  24. Oh look it's a kitty. ________________________________________________________________________________________________________________________________________________________________________________ {USELESS AND SMALL BACKSTORY} This is SCP-795, a reality-bending cat. As ridiculous as its own name sounds, it poses a significant threat during a containment breach, due to its various abilities that affect living organisms. Foundation eventually got fed up of SCP-795 escaping that they began to save money for [PROCEDURE-CATNIP-22x] to be enacted. Exactly what it was, only the O5 personnel knew. Though other foundation employees didn't care much, they only cared that their salaries were being robbed for a damn cat. Well, after amassing so much cat treats, scooby snacks, and catnip, the Foundation has managed to earn the trust of a very unpredictable anomaly, which in this case, happens to be a cat. Though sometimes, friendly interaction may end up in unintended consequences regarding the cat, the reality-bending feline and the Foundation were on really good terms. Besides, the Foundation found it a bit funny when their other co-workers turned into cats. Fast forward to the most recent containment breach, and the Foundation wasn't entirely sure what to do, about the cat, the newly released monsters, their own prisoners, or even themselves (they needed to escape, after all). However, it would soon become apparent that SCP-795 could give Foundation the high ground they needed when dealing with SCPs. (This is SCP-795, except now its on your side. Why? I was tempting to write this suggestion for several days now, but it just seemed uninteresting and pointless. 457 and 334 had the same purpose as 795: being used to pushback units from a frontier, causing them to spread out. The cat is another anomalous asset, with 999 and Omega 076-2, that can provide use to the Foundation.) (Also, I think it might bring up some questions that the MTF need to shoot cats to win the game, so I made designed it to be friendly.) Anyways, here's the cat that interestingly compared to an average cat. It may be interesting to see SCP-682 getting eaten by a cat. ________________________________________________________________________________________________________________________________________________________________________________ (note: SCP-795 is teamed with RESEARCHERS. As such, it is friendly to researcher classes and MTF, but can be neutral to Class-D classes, including 035.) YOU ARE SCP-795 You are a reality-bending cat, and your abilities allow you to physically change living organisms. Turn SCPs into mice and watch them run under your feet. You may also choose to turn allies into other anomalous cats, gaining more "companions". All alterations, however, are temporary, reverting the target into their original state after a few moments. ________________________________________________________________________________________________________________________________________________________________________________ Spawn Location(s): All Sites: random researcher spawn in LCZ (similar to SCP-999) (SCP-795 doesn't need a defined spawn) ________________________________________________________________________________________________________________________________________________________________________________ Ingame Mechanics:  Controls: LMB: Scratch - Primary RMB: Transform - Secondary On Transform - SCPs turn into mice. On Transform - Class-D, Researchers, and MTF turn into anomalous cats.  Stats: Health: 795 Attack DMG: 5 Primary Cool Down: 1 sec Secondary Cool Down: 1 sec Speed: Breach Human Running Speed  Possible Achievements: "Come here, Junior": Convert an SCP into a mouse and eat them.  SCP-795 gets points for killing SCPs, which would likely occur once SCP-795 has turned them into "mice". ________________________________________________________________________________________________________________________________________________________________________________ Description: SCP-795 can transform SCPs into mice. Mice start with 15 HP, and no weapons. Due to their weak stats, they can easily be killed by SCP-795's primary. (Instances are called SCP-795-2, and are part of the SCPs team) SCP-795 can transform Class-Ds, Researchers, and MTF into other cats, which identical properties of SCP-795. (Ex. they can scratch and transform other players) (Instances are called SCP-795-1) Transformed classes cannot use their weapons until they revert. After 20 seconds, each transformed Class will revert back to their original form, and will have their weapons restored. (Note: SCP-795 can repeat the transformation process if they are close enough again) ________________________________________________________________________________________________________________________________________________________________________________ Resources: SCP-795: https://steamcommunity.com/sharedfiles/filedetails/?id=952118754 (I was using the model from the Cat SNPCs pack, but I just realized there is an actual model perfect for SCP-795) SCP-795-1 could have the same model, but if you want to be cool: https://steamcommunity.com/sharedfiles/filedetails/?id=905415234 SCP-795-2: https://steamcommunity.com/sharedfiles/filedetails/?id=786297028 (Should be resized down in-game, to look less like a child predator) ________________________________________________________________________________________________________________________________________________________________________________ Well, uh, that's another suggestion. Another neutral SCP that can help the Foundation. smash that like button and hit that notifcation bell {OH NO SELF-ADVERTISEMENT FROM VENUS BASE} another picture dump from WIP map, enjoy! (SCP-1471) (Elevator Lift, featuring safety doors so your precious child doesn't have an accident) (Part of SCP-173's containment chamber) Remember the cup-pocalypse of 12/21/2018
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