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  1. I've noticed more and more that people love their special rounds. The problem is that it feels like half of the special rounds can be really boring. Not only that, but it can also really be annoying when people constantly vote for special rounds when you just want to play a standard round. I've thought up some tweaks that I feel special rounds could use. I also threw in some new special round ideas. - Tweaks/Changes - I don't know if it is intentional, but you can vote for a second special round during a special round if everyone votes during the 1 minute grace period. I would suggest removing this; however, some people might be opposed, so let me know what you think. Like I said earlier, some of these special rounds really are boring. I'm talking about O5 Retrieval, 106's Funhouse, Hide and Seek (for me its boring), BrightInTheScreen (in its current state), and Trouble in SCP Town. I'd suggest to remove/rebalance O5 Retrieval and 106's Funhouse as the majority of players don't really find them fun. (At least, I don't like them) Maybe Trouble in SCP Town too. - New Round Ideas - 079's Funhouse (a completely original idea) - There are 3 079s. They all share the same health and same UI with the same cooldowns. There are 3 of them so they can cover more area. - The rest of the players spawn as Class D with radios. They can either choose to escape or chose to attack the 079s. - There are no reinforcements (besides the SH that 079 spawns) - There are increased O5 keycard spawns Karaoke Night (i'm not sorry) - A completely normal round except there is no intercom limits. (All micspam rules still apply) - Have fun. SCP: Containment Breach (this one is meant to be spooky) - Only CB SCPs spawn: 173, 049, 106, 096 - The human's vision is constantly limited like in BrightInTheScreen. The vision would be limited to being a bit smaller than a Site19's hallway length. (Door to door) - The SCPs are nigh unkillable (9999 health). 049 zombies aren't included and have the standard health. (Optional) - All SCPs start at 682 speed, but will slowly gain speed as the round continues. (Except for maybe 096/173?) The SCPs speed will continually increase past the normal speed capacity. I planned to add more events including Class-Es but Class-Es just need to be reworked. The only real unique thing about them is the 1-shot 300 damage taser. That's it. Let me know what you think about these events, suggest your own below, yadda yadda
  2. Here's a list of Neutral Killers that you need to be aware of: (If you don't kill them before they kill you then it's natural selection at this point and you deserve it.) (I don't love you) Nastyballer Snowflake Dado Wraithviper Doomnack Admiral Chin Chin Dave (sometimes) Rollnaway NoobyNoob (Unless you're on his trust list) Supreme Leader 049 LaggyShaggy Ravelord Pizzy Trashman This is all I can think of right now. Now here's a list of people that you can trust: (I love you guys) Nicole (Me of course) Astral Rogue Shadowjab Fafy Ikus Pika Duc Cd326s ( I think) Carthing (I guess) That's all I can think of right now. If you're not on this list it's because you barely come on or I haven't seen you.
  3. so the guns in deathmatch still use the old models as far as i know why is this?
  4. Bug Report

    Bug Number 1: When 079 spawns 939s, they get stuck in the ceiling. Exhibit A: Exhibit B: Bug Number 2: When someone drinks coffee/cocaine and they get turned into a zombie, their speed eventually resets to normal human speed. It's pretty terrifying. Edit: Bug Number 3: 079 can be escorted by SH if 079 is standing in the normal escort point. (I believe) This was confirmed by Snowflake.
  5. I mean I have a couple of theories. Number 1: There coming... probably never or Number 2 what do you guys think? .
  6. so basically it would let players name items howver they want and only they would be able to see their custom names for the items. it would also affect the text that appears when opening a locked door .
  7. For whatever reason, the Class-E playermodel is an error for me. I believe this is also an error for Shadowjabultra. I have CSS. I have typed !content and downloaded everything. I've restarted gmod nearly 3 times. I've waited for a map change (which didn't help). I don't really know what could be causing the problem.
  8. Based off of a certain SCP article(and i mean loosely). Same as a normal round except only 2 scps spawn normally, regardless of player cap. However, every 3 minutes anyone who is not in a locked room changes to the SCP team.
  9. Ok buddy. Ok r word. You are SCP-817 You are a human male, with anomalous shapeshifting abilities Every minute you turn into a different SCP, with a small period of normalcy inbetween. Kill everyone and escape the facility. Gameplay Mechanics: Controls: In its "normal" form, this class has no weapons or abilities. Stats: Base Health: 1500 Speed: Human Running Speed (in its "normal" form) Achievements + Points: Like most other SCPs, SCP-817 earns points by killing people. No achievements are related to this SCP. Description: So if you haven't noticed already, SCP-817 is literally devoid of any attacks, and is relatively simple when not shapeshifted. When grace period ends, SCP-817 has 15 seconds before it begins to "shapeshift". SHAPESHIFT: SCP-817 transforms into a random SCP from the entire gamemode. This does not include SCP-610 for a potential snowball effect, nor does it include SCP-049-2 for being too weak. After 45 seconds of being shapeshifted, it transforms into its "normal" form for 15 seconds, before shapeshifting again. The process repeats for the entire round. The fact that is shapeshifts back to its human form allows other players an opportunity to attack SCP-817 while it is temporarily weakened. Purpose: Wanted to try a concept I had for some time, an SCP that can transform into other SCPs. Not sure if this is even possible or relatively easy to code, but suggesting this was worth a shot. (insert shrug here) Resources: When it is in its "normal" form, it pools from the default male citizen models included in Gmod.
  10. I feel like everyone is talking about different suggestions, proposals, problems with maps, and while there is nothing wrong with that... I wanted to host something fun! So I will be hosting a friendly Breach competition here on the forums. Goal: The fastest escape time Rules: You need to escape as Class D or Researcher - No deserting! (I'd escape as a researcher if I were you) You need to post a screenshot as proof Do not count the Grace Period as part of your total time You have 48 hours to submit a time. You can submit multiple times. The top 3 fastest times will earn an indeterminate (for now) amount of points from me! I will announce the winners in a later post. Bonus prize: If anyone can beat my fastest time, they will earn some extra points and bragging rights. Time: 1:51
  11. Well this really ended up as something lol. I wanted to suggest SCP-025-FR but I couldn't find a model lol. I wanted to suggest SCP-1984 but I couldn't think of something good yet lol. I wanted to suggest that one triangle dood from SCP-1936 but I couldn't think of anything good either lol. I wanted to suggest SCP-4833 but that didn't go well either lol. I wanted to suggest SCP-1913-3 and SCP-1913-1 for like, EVER, now, but there's no model yet for SCP-1913-1 lol. Oh and that one creature from SCP-1983 lol. el oh el So now I want to suggest something that improves the game as a whole. If there's one thing that seperates us from SCP:SL, is that their SCPs have more depth. What I mean is that they pay attention to small details, like each SCP has their own footstep, a few have unique damage sounds. It makes it seem like each SCP is "alive" in their own respect. I've made a suggestion like this, but I was to capitalize on all the new content we have added for these last few months. So here's a list of minor changes to SCPs, most of them are purely aesthetic. You obviously don't have to add all of them, you can select certain ones if you'd like. The top ones are to add depth, while the bottom ones effect gameplay. Hopefully this ends up getting somewhere. You are SCP-939 -Has bite sounds. (borrowed from SCP:SL) -When not disguised, "purrs" while extremely close. -Players that are close to it are highlighted. You are SCP-106 -Has "corrosive" footsteps. (borrowed from SCP:CB Pocket Dimension footsteps) -Breathes while close. -Has a new "corrode" passive ability. SCP-106 has access to LVL 1, LVL 2, and LVL 3 doors. Makes some generic "corrosive" sound from SCP:CB while doing so. You are SCP-096 (use this as reference) -While docile, plays crying and idle sounds. -While angered, plays "triggered" sound effect. -Might play a shorter version of the "scream" sound effect when angered. -Screams wild chasing players. -Uses the "act zombie" animation while enraged. You are SCP-372 -When passively undisguising, "chirps" once. (borrowed from its sounds from SCP:CB) You are SCP-607 -Press R to meow! You are SCP-049-2 -Occasionally emits "idle" noises. (borrowed from HL2 standard headcrab zombies) You are SCP-682 -Has "stompy" footsteps. (borrowed from HL2 strider) -THE GODDAMN ROAR when it charges. -SCP-682 no longer slows down completely when it is done charging, and "deaccelerates", allowing it to go a bit further. -SCP-682 has access to LVL-1, LVL-2, and LVL-3 doors, and makes the sound that SCP-173 makes while forcing a door open in SCP:CB. You are SCP-334 -Sizzles while close. -Plays burn sound effects while attacking. You are SCP-1048-B -Uses SCP-1048's model instead of using an edited version of SCP-1048-A. You are SCP-689 -Plays sound when telporting. (literally the first sound in this video) You are SCP-681 -PLAYS THIS WHEN DEAD -Has a melee now, where it can rapidly deal 5 damage to players. -Health buff. You are SCP-207 -Can be dropped, because for some reason it can't. That's about it. Go home now.
  12. Im aware that the chances of Xy actually adding anything from this thread is basically moot. IT would require a dramatic amount of changes to the scps currently on the server and would effectively be the biggest update ever. Im posting it regardless as its been something that has been bothering my thoughts for a while(especially after the current changes to guns and stuff). Quite simply, Breach's SCPs, for how much some people say they're better than Secret lab and how others say they're worse, have a rather severe baseline problem with them: The starting ones started out incredibly strong, and were followed by more incredibly strong SCP additions. (Well, not all of them...). It leads to a situation where the vast majority of additional scps we could add or suggest are all obviously weaker than a lot of other scps in a major way, would be too similar, or would inevitably be a power creep of an existing scp. The reason for this is actually quite simple. There is simply way too many scps that gained the ability to instantly kill people with no real drawbacks to make up for it. While this was certainly a lot more acceptable with the old guns(As scps could get gunned down pretty quickly as well), this also made it way harder to suggest scps that didnt have some kind of instant kill. These scps would usually end up as 'WEAKER VERSIONS OF X' or require insanely high health pools/some other gimmick in order to make up for it(Usually speed). This problem is a much bigger issue with the new guns, where their combination of increased spread, movement speed reduction while having them equipped, and reduced damage to SCPS compared to the previous guns(overall their DPS Is lower outside of a few extreme outliers(the LMgs come to mind)), causes SCPs currently to be incredibly difficult to kill. The point of this overhaul thread is two fold. Firstly, and the one that really nagged me, is adjusting the 'instant kill scps' in some way. Secondly, and while I know people hate throwing this word around when the main inspiration to this game also took liberties with 'lore'(SCP:CB), its to make them closer to the 'ACTUAL' scp whenever possible. This IS a big thread, and if you're already bored with this foreword, I can understand that. Just wanted to clarify what the point of this thread was, and why I made it. TL:DR: Overhaul thread to adjust instant kill scps/other scps in general to fit the new guns better and make it easier to suggest/add more scps. SCP-173: -Blind functionality altered: SCP-173 can mark a location and can teleport to that spot at a later point, blinding everyone on the map(including other scps) when he does so. Blind duration is 2 seconds. SCP-173 is unable to move for one second after teleporting(but is still able to move for a second before the blind is over). -SCP-173 is able to move at slightly slower than human speed if he is currently taking damage, regardless if hes being looked at.(Same speed as SCP-049). Reasoning: SCP-173's blind as it currently stands is a disaster of an ability. Its intent was to balance out scp-173's inability to move while being looked at in a setting where he can be gunned down by bullets instead of being ran from by a single scared d-class, as well as referencing a potential scare/appearance in SCP:CB where the lights turn out and he appears infront of you. However, it instead leads to a lot of cheap feeling deaths(Open a door, scp-173 is there and instant kills you with the blind without you being able to do anything) and endless bugs(Blind deciding to not blind someone infront of you but instead the 4 people far behind him) and the bizare situation of the lights apparently only being shut off for people near him and people down the hallway see just fine, as well as other SCPs. This change makes it closer to the 'scare' its referencing from SCP:CB, while also reducing the bugginess of the ability(you wont have inconsistent range if its consistently blinding everyone at the same time). It also reduces how cheap the ability can feel to be killed by it instantly when rounding a corner, as SCP-173 can no longer use it instantly on demand to kill someone. It requires a lot more forethought by SCP-173 to use, but is also a lot more reliable and fun in return. He is stunned for a second after teleporting to avoid it possibly leading to more bullshit instant deaths, but still allowing him a chance to capitalize on it. This would lead to the problem of SCP-173 being unable to protect himself from MTF gunning him down from down a hallway, leading to possible situations of inescapable death. This is also an issue with the current scp-173 design, and is just as frustrating as the existing blind. As a solution to this, and in this case referencing a tale related to SCP-173, he is able to move(Albeit way slower than when hes not looked at) while getting shot at. He can't move at full speed for obvious reasons, but simply being able to move at all, even if slowly, would greatly improve his chances in such a situation.(Especially since he would get brief periods of his normal speed when the people shooting at him blink). SCP-049: -Moves at normal human speed. -Able to pick up and use items and weapons the same way a normal person can. -SCP-049-2's can no longer be cured by SCP-500. -Massively reduced health(100-200 range at most, and 200 might be pushing it). Reasoning: SCP-049 is one of the biggest reasons its difficult to design new scps. He set the standard base speed for scps to move at, and the 'standard' average health pool. He not only instantly kills people with his left click, but also spawns minions from it that can ALSO instant kill. Despite this, he is also INCREDIBLY feast or famine. You either get a bunch of SCP-049-2 infections early on, or you're a massive sitting duck to a compentent MTF/TFO team, even with the new guns. It also comes off as incredibly bizarre that one of the scps that is the most human like(outside of his ability to instantly kill people by touching them with his hands, and able to 'revive' people killed in such a manner) has such a massive health pool and is unable to use weapons to defend himself or use a keycard to open a door. SCP-049 isn't an idiot, after all. Reducing his HP to be incredibly low while letting him use items and weapons, as well as moving faster, fixes most of these issues. He now has an actual drawback to his instant kill that greatly limits its use, while giving him other things he can do and just generally being closer to how scp-049 actually behaves. While he is still able to instant kill and IS faster than he previously was, his low health pool means he is incredibly vulnerable to anyone who is armed with some sort of fire-arm. Additionally, making SCP-049-2's immune to being cured by scp-500 not only makes more logical sense(How does a pill that can cure any disease magically bring back someone whos already been killed and reanimated as a semi-rotting corpse? That is a bit more than just 'curing a disease)'. Note that he still can't heal other scps with healing items unless those scps in question can already use items. SCP-457: -Now heals HP while burning people. -Can press E on items to destroy them and increase his max hp by 150 per item. -Right click costs half of his max HP and spawns a clone equal to the HP cost(Example: Scp-457 has 2k max hp. Right click reduces his max hp to 1k, but spawns a copy of himself with 1k hp). -Is healed instead of taking damage from flamethrowers and molvos(or is just immune to damage from them). -No longer able to sprint. -Starting HP reduced from whatever it currently is(I think its 1.8k or so) to 700. Reasoning: SCP-457 was one of the worst scps in the entie gamemode when it was originally released. He did incredibly low damage, was super slow, and was generally just a joke SCP only good for being a bullet sponge(And scp-106 did that job better by stacking his HP pool by sending people to the pocket dimension). While he was eventually buffed with a sprint in order to make him less useless, this led to people calling him over-powered and annoying, thanks in part due to his fire/flames blocking vision, the increased range on his flame radius, and his sprint allowing him to keep up with people super easily. Plus, the sprint never really made much sense on SCP-457 in the first place, considering there is already a flaming skeleton who is known for sprinting at people and trying to burn them to death(SCP-080), and SCP-457's main gimmick was growing in size and intelligence the larger the flame grows, actively seeking fuel to grow big, and splitting into more copies of itself when it became big enough. While this remake leaves out the fact that the SCP-457 copies fought among themselves trying to devour one another(with no reason even given as to why), it does allow SCP-457 to be much more interesting while getting rid of the sprint that most people found annoying, and instead focusing on being a 'tank' of sorts. Healing from dealing damage with his fire and destroying items to gain max health both gives him a rather unique strength(being able to deny keycards, weapons and healing items from human players) as well as giving him his own unique way of gaining strength as the round goes on different from SCP-334. Human players/foundation players would be encouraged to try to keep items out of SCP-457's reach and to attempt to shut him down before he grows rapidly out of control with multiple copies of himself. His starting HP is reduced to both encourage him to focus on devouring items to grow stronger instead of going for players/escaping right away, and to avoid him being able to spawn hordes of clones super easily. SCP-966: -Players near scp-966 slowly suffer speed reductions over time(like 0.5% slower but stacking). Speed reduction can be completely removed by using a scp-500 or SCP-207. -SCP-966's rightclick no longer deals random amount of damage at range, and instead renders him completely invisible even to NVG for a short period of time. He can still be damaged during this time as well as his breathing can still be heard. Reasoning: SCP-966 is currently incredibly weak and nearly useless if people with fire-arms get their hands on NVG. As making NVG rarer simply results in scp-966 either being too strong or people getting incredibly pissed off, that is not the solution to this problem. Giving him an (admittedly completely non-lore friendly) ability to completely turn invisible even to NVG makes up for this problem somewhat. Additionally, giving him a passive speed penalty when near him helps keep scp-500 useful, and relates to SCP-966's main ability(making victims unable to sleep and slowly get exhausted over time making them easy prey). It also gets rid of annoying RNG damage rolls on his current right mouse ability. SCP-682: -Now respawns back in his cell 4 minutes after being killed and can respawn an unlimited amount of times so long as the round is still going on. -Right click causes him to only take 1 damage from all damage sources for a period of time. -Killing someone heals him for 200 hp and gives him human sprint speed for 2 seconds. -No longer has sprint. Reasoning: SCP-682 is another example of a SCP who had a baseline ability to instant kill people. While he has a much larger downside than SCP-049 did(as he is by far the slowest scp in the game while not using the sprint), he still easily stood above other scps in terms of potential power level due to his instant kill ability. Additionally, he didnt feel much like SCP-682, and didnt even involve 682's signature ability: The fact hes 'HARD TO KILL' and is able to adapt to various attempts to hurt him. While he now has a much harder time actually killing people compared to the current scp-682, he instead has the power of being a constant threat. While he still gets a speed boost, he needs to get a kill first. To make up for this, he is now MUCH more tanky(being able to basically render any attempts to injure him moot for a period of time), and can even come back from the dead mutiple times in a round. This is both much closer to capturing the feel of scp-682, and also makes him stand out more when compared to scp-096. SCP-939: -Attack now instant kills from behind. -Has the ability to sprint for short periods of time. -Is able to pickup and talk over a radio. -No longer disguised as a researcher. -Non-behind attacks only deal 25 instead of 50 Reasoning: SCP-939 also barely feels like the actual SCP-939. While its in a fine spot gameplay wise, it is incredibly bizarre to look at. Not only is he magically disguising as people(An ability scp-939 completely lacks as all it is capable of doing is mimic voices), but he lacks any of the fear or power that SCP-939 is said to have.(SCP-939's main way of killing prey is via a single bite to the back of the neck instantly killing the victim). While I am hesitant to make more scps who are capable to instant kill, the limitation of needing to do it from behind and the removal of scp-939's disguise should help to balance this factor out. AS scp-682 no longer has the sprint(in regards to this overhaul, that is), it is now put onto scp-939 where it makes much more sense(the scp-939 instances sprint after the player after they are alerted in SCP:CB). This allows him to catch up to fleeing players and possibly capitalize on his instant kill attack from behind outside of purely ambush situations. As the current scp-939 model is way smaller than the old one, it is much easier and practical for scp-939 to try to hide and ambush people, or 'lure' people into traps with his voice mimicry. However, another major problem scp-939 had previously before being given the disguise was how useless the mimic would be, as it would only work in short range and would usually be incredibly obvious as a result of this. 'HEY, IM A RESEARCHER, CAN YOU COME HELP ME OVER HERE? NO I WON'T COME OUT AND MEET YOU, YOU COME IN AND MEET ME!". Allowing SCP-939 to use a radio allows his mimic ability to be a lot more useful by itself, and isn't necessarily 'lore breaking'(939s are implied to be a lot more intelligent than they look, and it doesnt require much effort to use a radio, even if you don't have 'hands' persay). This also solves the problem of guards randomly shooting scientists to ensure they aren't scp-939. This annoyed people and was hard to deal with as staff.
  13. you know that bar on the top left that says 1 day 4 hours left till whatever? what even happens when you get a new rank from it?
  14. one of the rules in the things Dr bright is no allowed to do at the foundation states that if the bright family reunion occurs that you should hide and leave an offering of booze so why not make it a special round? how i would work there would be 10 different brights that could spawn and at least half of the participating server would be a bright. the brights will spawn in d block the researchers will spawn in entrance zone. researchers will be given medical items upon spawn and increased health (you'll see why in a moment) and extra health items will spawn. now i can already see you typing "this is just a redskined hide and seek" in which case YOU ARE WRONG GOOD SIR! the point is to escape and survive the brights or to kill everyone as the brights the researchers may seem doomed in every round but they have a few advantages 1:more health items and more health and resistance. 2: a device to render them invisible to sneak around but has a 30 second cool down and works for 10 second so only in short bursts. 3:BOOZE! confused? booze will be and item that spawns every now and then and it can be placed like a slam except if one of the brights comes into contact with one he will die and will come back under the excuse he was drunk and a bright may get drunk 3 times exactly then hes DEAD. now then its FINALLY TIME TO EXPLAIN HOW EACH BRIGHT WORKS. 1:DR BRIGHT:dr bright like all brights has passive regeneration and 350 health to compensate for the fact he has A MOTHERF@CKING CHAINSAW CANNON. bright will be able to shoot chainsaws that do 25 damage each. 2:BRIGHTS DAD:he will get lmg and a deagle and will not be affected by weapon weight. 3:BRIGHTS MOM:she will get to throw explosive pies that do 50 damage but she can only throw one every 5 seconds. 4:BRIGHTS UNCLE:a pirate with a flaming sword that does 10 intail damage and 1 burn damage. 5:BRIGHTS AUNT: does 10 damage can ghost through walls for 15 seconds with a cooldown of 30. 6:BRIGHTS COUSIN:may temporaly turn into a scp of his chosing for 30 seconds cooldown 15. 7:BRIGHTS NEPHEW:has a axe that can break through doors that does 15 damage. 8BRIGHTS FATHER IN LAW: has a laptop that will show you his browser history doing 25 damage with 5 second cool down. 9:BRIGHTS MOTHER IN LAW: can teloport someone a limited distance doing 5 damage in the process with 5 cool down 10:KING BRIGHT: may spawn weak crusaders to kill you that do 10 damage 20 second cooldwon 11:(very rare)BRIGHTS DOG:a weakened 1471 ok i know this needs a lot of editing and changes but im tired so ill let you guys figure it out in the comments
  15. 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.
  16. Site 02 thing

    I did a thing a while back with Site 13 where I took the map and looked at the spawns and areas and made a complete map of where all the items are. I feel like I want to contribute a bit to the server and because the map looks nice it will be a lot more fun to work with. Would you want to see the same thing done to Area 02 but with extra things like role spawns (Yes, SCP names seperate.) link to Site 13 map thing:
  17. I've seen most of you guys play breach, whats so fun about it? It's just, why do you guys always play breach? I think I'm the only one who is not enjoying the time on GFL breach when there is lot's of players on?
  18. so scp 096 and 689 both are triggered by sight so maybe a new mtf should spawn in known as MTF Eta-10 ("See No Evil"). basically if scp 096 or 689 are causing ALOT of casualties depending on the server size they spawn in. they get special Armour that gives the thermal or sonar sight so they cant be affected by 096 or 689 for a brief period maybe 5 seconds so they can shoot them without triggering them.they will get standard smg weapons and if they drop their vest they loose the ability. so what do you guys think? is this a good a idea or a HORRIBLE idea that should be burned in the fires of the underworld? (this is gonna be huge mistake i know it)
  19. SCP-020: SCP-020 is a mold that is invisible to the naked human eye. It can spread rapidly between human hosts and modifies the person's behavior to be more social after prolonged infection. 020 hosts have been known to turn violent at near critical stages of infection, however. Stats: Health: 100 Speed: Normal Human speed Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1295498985 Spawn: TFO spawn Gameplay Description: SCP-020 spawns along with the rest of the guards and looking identical to a normal guard. He is also not aware he is scp-020(SCPs on the scoreboard WILL see him however, and he is still considered as being on the scp team, he is just unaware of it, and so is other players who aren't on the scp team). He can use items and weapons as normal for obvious reasons. Whenever scp-020 gets near someone, they get infected by the mold. They aren't told they are infected and their role doesnt change. However, anyone else they get near also gets infected by the mold. Someone infected by scp-020 who tries to escape will count as a SCP escaping instead for terms of who ends up winning a round, instead of their normal role.(EX: infected d-class escapes, counts as a scp escaping). After 5 minutes have passed, the original 020 host 'turns' and becomes aware he is scp-020. Everyone else is also aware he is scp-020. He is still able to use items and weapons after this state, but his model changes to the one linked. You can tell if someone is infected by 020(including the original host before he changes) through either a s-nav ult(people infected would show up as scp-020-1s instead of their 'actual' role) or NVG(which would cause them to be displayed in grey when looked at). You can cure a scp-020 infection by using scp-500, or by lighting the infected person on fire in some way. The original host cannot be cured, however. Gameplay wise, scp-020 serves to cause a form of paranoia. No one would even be sure if there was a scp-020 in the round, or a 939, or some other disguised SCP even if the reduced amount of scps on the scoreboards alerted them. afterwards, people would be paranoid of each other not even sure who is infected, or even who is the original scp-020. Considering 020 wouldn't know his own role unless he discovers it in some way before he 'turns' 5 minutes in or after he turns, it would result in a rather unique mindgames quite different from a normal disguised scp or ci spy. Edit: wearing a hazmat suit would also render you immune to being infected by being near a 020 or 020-1, but won't cure your infection if you already have it.
  20. I personally believe that SCP-106 is balanced enough already. However, it would be interesting to grant him a special that would allow him to teleport to a player. The special would be an altered version of SCP-1471's teleportation, meaning that it would not happen instantly. Instead, the special would make you rise from the nearby ground or wall next to the player (if possible) and would allow you to attack after at least 10 seconds or so. The cooldown would be as long as SCP-610's, which would be around 100 seconds at most, to prevent any abuse. Put any thoughts about it below, and thanks for listening. -Cobalt
  21. Based off of a decently funny and popular J article. Round setup: -D-class are replaced by researchers.(AKA, they start with level 2 keycards and look like researchers, but are considered d-class role) -Guards/MTF are replaced with random hostile SCPs instead(Minus for scp-939) -Researcher team spawns as random friendly scps(so scp-999, 035, 073, 2639s, any possible additional friendly scps added down the line) as well as 939. -MTF spawns are exclusively Serpent Hand and Chaos Insurgency spawns. -Instead of normal SCP spawns, Random MTF units are chosen.(Aka, so a eplison-9 with a flamethrower, dr.clef, a normal NTF, a tau-5, or a hammer down). Round Description: Essentially a normal round gameplay wise, just with really messed up and weird spawns. the SCPs are the guards and researchers, the D-class are researchers, reinforcements are exclusively CI or Serpent Hands, and the 'SCPS' are random MTF special units.
  22. Hmmmmm. Here's a suggestion that I wanted to make for some time. I wanted to come up with an SCP that could finally fucking slay SCP-2521, and hopefully this works. The idea of an SCP that slows you down is unique and could have worked, just not in the form of SCP-2521... So yeah, here you go I guess. You are SCP-046 You are a predatory holly bush. People who are near you are tempted to touch you. Kill everyone and escape the facility. Spawn Location—bruh. Like I said before I don't even know where anything spawns anymore, so I hope you can squeeze this in somewhere. Gameplay Mechanics: Controls: Primary (LMB) - Entangle Passives: +The closer a player is to 046, the slower they get. +If a player is standing still, they start walking towards SCP-046 automatically. Stats: Base Health: 1650 Primary Cool Down: 2 second Primary Damage: 10 damage Secondary Cool Down: 8 second Speed: Human Walking Speed Achievements + Points: Like most other SCPs, SCP-046 earns points by killing people. No achievements are related to this SCP. Description: SCP-046's ENTANGLE attack is the main way SCP-046 kills people. It shares the same range as 049's attack. Players that are ENTANGLED will move extremely slow. Players that are ENTANGLED can still use items however, including healing items, keeping them alive for a bit longer. Players that have been ENTANGLED start rapidly taking 1 damage per millisecond. SCP-046 can ENTANGLE multiple players at the same time. A player will no longer suffer the effects of being ENTANGLED if they exit SCP-046's passive range. This prompts SCP-046 to stay next to ENTANGLED players so it can successfully kill then. SCP-046's attack mechanism is aided by its passive, which will slow down players, allowing for it to ENTANGLE them. It's primary also does a bit of damage, allowing it to kill players faster. Purpose: SCP-046 takes inspiration from the original SCP-2521 (before its nerf). It's an SCP that you basically have to stay away from at all times, and keep your distance from. Its abilities also make it an efficient ambusher. Resources: P l a n t .
  23. SCP-525's Wiki: http://www.scp-wiki.net/scp-525 Description: SCP-525 consists of multiple disjoined arthropod legs. The base of each leg ends in several minute hooks capable of perforating flesh. SCP-525 is covered in short, fine hairs, and is quite brittle. When alone or in proximity with fewer than six others, SCP-525 is inert. When eight components of SCP-525 are brought within range of each other the legs will immediately crawl into a group and attach themselves into a single entity, referred to as 525-1. At this stage, the speed of its locomotion greatly increases, and it will attempt to make contact with the closest human or similar. When a suitable animal is found, 525-1 will climb directly towards the animal's eye. Having centered itself over a socket, four legs will secure the eyelid while the others extract the eye. Despite 525-1's rapid movements, extreme care is taken not to damage the eye during the extraction, severing the optic nerves and central retinal vein. Once the eye is free from the original owner's socket, 525-1 will implant the base of each leg into the eye. If allowed to remain, 525-1 will lay what appear to be eggs in the socket of its host before climbing off. When in possession of an eye, 525-1 is no longer hostile and its movement is somewhat impeded. Over time, the eye dehydrates, eventually turning the same reddish colour as SCP-525. After 2-3 weeks, 525-1 will abandon the eye and begin to search for another. SCP-525-1 (Eyeless) Stats: Team: SCP Objects Health: 650 Attack Damage: 20 Attack Speed: Rapid Movement Speed: SCP-076-2 Speed Spawn: SCP-008's Containment Chamber Mechanic: LMB: Perforate (Attack) RMB: Attack Eye (3 second cooldown if misses)(New RMB if successfully taken eye)(15 second cooldown if didn't take the eye) (Explained more at information.) Information: RMB (Attack Eye): If you use SCP-525-1's RMB, you will lunge similar to 372 but shorter than SCP-372's lunge. If you land on someone while using the lunge, you will latch onto their face for 4 seconds. If you press your RMB again, SCP-525-1 will do 10 damage opening the eyelid, pressing RMB after that will pull the eye out dealing 30 damage and bleeding. If you press RMB after taking the eye, you will deal another 5 damage while laying eggs inside the enemies eye. Once SCP-525-1 get's off the enemy with it's eye, it will become SCP-525-1 with the eye. Let's just call it SCP-525-1 (Eye) 1 Minute after laying the eggs, the eggs will hatch, spawning next to where the enemy currently is and creating another 525 (Eyeless) from the spectators team. The created 525-1 is the same as the original 525-1 and it can get eyes too. If the enemies eye is taken, they will have worse vision. (Red around their vision and that weird visual effect 372 has when it's cloaked.) __________________________________________________________________________________________________________________________________________________ SCP-525-1 (Eye) Stats: Team: SCP Objects Health: 650 Attack Damage: 15 Attack Speed: Rapid Movement Speed: Human Walking Speed Spawn: The same player who was the eyeless 525-1 if they take an eye from an enemy. Mechanic: LMB: Perforate (Attack) RMB: Remove the Eye (Explained more at Information.) Special: The eye will be removed a minute after having the eye. Heals 150. If health is full then SCP-525-1 gains more health. Extra Special: 80% Bullet Resistance Information: RMB: Removes the eye and becomes back into the eyeless form. Gains 150 health. More tankier than SCP-525-1 (Eyeless) but is weaker and slightly slower. ___________________________________________________________________________________________________________________________________________________ Models / Playermodels: SCP-525-1 (Eyeless Form): (Smallest Spider in Picture 3) https://steamcommunity.com/sharedfiles/filedetails/?id=1424781264 SCP-525-1 (Eye Form): https://steamcommunity.com/sharedfiles/filedetails/?id=1424781264&searchtext
  24. SCP 553's Wiki: http://www.scp-wiki.net/scp-553 Description: SCP-553 is a butterfly looking thing that has sharp wings because of it's material that is similar to quartz. When an instance of SCP-553 is damaged, it produces a special sonar that let's the other instances of 553 know. SCP-553 attacks by using their sharp wings. There are these things called crystal seeds which are like eggs that make more instances of SCP-553. SCP-553 (Original Instance) Stats: Team: SCP Objects Health: 800 Attack Damage: 15 Attack Speed: Rapid Movement Speed: Human Sprinting Speed Spawn: Replacer Spawn for SCP-610 (Meaning both of these SCPs cannot spawn in the same round naturally.) Mechanic: LMB: Cut/Slice (Attack) RMB: Lay Crystal Seeds (60 second cooldown) Special: Sonar Details/Information: RMB (Lay Crystal Seeds): SCP-553 lays 3 crystal seeds, each crystal seed can be destroyed and it has 150 health. Every 10 seconds, an instance of SCP-553 will hatch from the crystal seed. One crystal seed is capable to make 2 instances of SCP-553. So if the 3 crystal seeds survive, there will be 6 new instances of SCP-553. Once the 2 instances are created, the crystal egg will disappear. Special (Sonar): If SCP-553 is damaged, all of the SCPs in the SCP Objects team can see SCP-553 by a highlight similar to 2521. The highlight will last 10 seconds before disappearing. This will help SCP-553 survive since the SCPs are able to know where 553 is an could potentially help SCP-553 out. ____________________________________________________________________________________________________________________________________ SCP-553 (Created Instance) Stats: Team: SCP Objects Health: 150 Attack Damage: 10 Attack Speed: Rapid Movement Speed: Human Sprinting Speed Spawn: By the crystal seeds Mechanic: LMB: Slice/Cut (Attack) RMB: Sprint Special: Sonar Details/Information: RMB (Sprint): Increases Movement Speed similar to SCP-457 for a short period of time. Special (Sonar): Already explained at the details/information of the original instance of SCP-553 but make the created instance's highlight blue instead of red. ____________________________________________________________________________________________________________________________________________________________________________________ Models/Playermodels: Crystal Egg: (White Crystal) https://steamcommunity.com/sharedfiles/filedetails/?id=944141639&searchtext=Crystal SCP-553: (Brown Winged Butterfly) https://steamcommunity.com/sharedfiles/filedetails/?id=781361305&searchtext=Butterfly
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