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Found 176 results

  1. Brief Description: Scp-507 is an ordinary looking man who randomly(after a period of 2 weeks have passed) gets transported into an alternative reality, before returning in another random period of time. He is on incredibly good terms with the foundation(To the point they let him freely walk around the facility, be equipped with a knife and a fire-arm loaded with rubber bullets, and even have internet access). He returns in a postition in 'normal' reality matching to where he was in the alternative one. Stats: Exactly the same as a normal researcher(Maybe starts with some kind of knife weapon?) Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1420574712 (Closest thing I could find to a mostly ordinary looking dude) Gameplay Description: Scp-507 is essentially the same thing as a normal researcher(same spawns, and has a lvl 2 keycard(and maybe a knife)). However, once per round at random, he will 'dimension jump'. This results in him becoming invisible to all other players and all other players becoming invisible to him(Very similar to scp-1471, minus being able to see other scps/the infected person). He also cannot hurt any other players or be hurt during this state. He cannot read messages sent from other people and they can't read his messages. He can still interact with the world as normal(Open doors, pick up items, etc) as well as escape. After a period of a minute to 2 minutes, he returns back to normal. SCP-507 wouldn't add much to the gameplay by himself, but people want to see more 'special' researchers and d-class. While scp-507 wont dramatically change gameplay, his random uncontrolable 'shift' effect could lead to fun moments for both the scp-507 player and other people.
  2. I am suggesting more achievements! While that may seem like a useless suggestion that doesn't affect gameplay, I think achievements have the ability to keep veteran Breach players entertained and give them something to strive for. Even newer players can try and earn achievements too. Also, we should probably remove the achievements that can't be obtained anymore. We also have the option to make achievements give points. I don't know. Here is the format: Achievement name - Description (all of these are suggestions, feel free to suggest other names or descriptions) Pacifist Run - Escape as D Class without doing a single point of damage SCP Chow - Die 1000 times Biohazard - Infect 10 people in 1 round as 610 or 049 Escape Artist - Escape the PD 3 times in 1 round Medic - Heal others using First Aid Kits for a total of 500 hp (it would only count the amount healed each time, not 100 hp every time) Why. - Heal an enemy with a First Aid Kit (would have to be human - also tbh, I don't even know if you CAN do this) What just killed me? - Die in a cloud of smoke from a smoke grenade Sayonara, Samsara - Kill 10 members of Tau-5 Speedrun - Escape the facility in 3 minutes or less (D Class, Researcher, or SCP) Racing against the timer - Escape the facility after getting the Pneumonic Plague from SCP-1025 (and you can't cure it either!) High Priority Target - Kill an O5 Council member (for O5 escort) Face The Music - Kill Dr. Clef Slow and Steady Wins the Race - Escape with Muscular Dystrophy That's all of them for now. Feel free to leave more achievement ideas below.
  3. 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:
  4. Brief Description: SCP-896 is a MMO(Likely world of warcraft) that causes increases to your character stats to affect you in real life if you use your name as the avatar. Investing in too much of a single stat over the other causes your physical skills to deteriorate over time. SCP-896-A is one of several d-class used in an experiment regarding SCP-896 who invested all of his points into endurance, and tried to escape alongside two others. Stats: Health: High for a SCP(Think around the same health as 2845 or even 610) Speed: Slow(Perhaps only slightly faster than 682's base speed, or perhaps exactly the same) Spawn: Unused containment cells on 1730 and 02. Not sure on other sites Model: https://steamcommunity.com/sharedfiles/filedetails/?id=105153463 Brief Gameplay description: SCP-896-A is armed with a shield as his basic weapon. It does 50 damage a hit and has high knockback, but swings incredibly slowly and has a short range. This is made up for by two other abilities he has access to, a charge ability and a taunt ability. His charge allows him to move with a sudden burst of speed towards a specific target. Upon imact with the target, does percentage based damage(so more damage to a scp-035 or a tau-5 than to a normal person, and ignores damage reduction from armor). This ability should have a 20 second cooldown and be tied to the R button(same as other scp special abilities). Should end after a set amount of time if he is unable to reach his target. His second special ability is Taunt. He activates it with his right mouse click and upon being used, forces everyone in range to face him and walk in his direction. He also gains a 30% damage resistance(may need to be higher, idk) during the duration of the taunt(as taunted players can still shoot at him, as can un-taunted players). Taunt on players ends after 5 seconds. SCP-896-A, much like during the escape event in the original article, is intended to mostly serve as a movable 'wall' or barricade for players. While he is still capable of killing people on his own(by a combination of his charge + a swing or taunt + swing), his main usefulness comes from blocking off potential routes of escape or tanking(literally) damage for other scps. While there already exists several scps with a large health pool, they tend to not be very effective when it comes to serving as a tank or meatshield for other scps due to how they are intended to be played or(ironically) large hitboxes. In essence he is a support scp similar to 681. Where as 681 focuses on area denial while being really squishy on its own(provided you can actually hit its admittedly weird hitbox), 896-A provides more active protection as well as being tankier. Suggested Swep/model for shield: https://steamcommunity.com/sharedfiles/filedetails/?id=380702193 Best looking shield I could find on the workshop, and comes with attack animations for the swing(as well as already having the damage and knockback built into the weapon). Taunt Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=1628472725 Charge Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=1613402560 While I dont expect you to literally use these sweps, im linking them as they could serve as a useful reference. In particular the charge swep is super close to how 896-A's charge should work minus for having knockback.
  5. Brief Description: SCP-239 is a reality bender with nearly infinite amount of power, kept under control by being made to believe it can only use its power in the form of 'spells'. Permamently kept in a coma after an incident. Stats: Health: 200-300(Should be low-ish health for a scp) Speed: 'Standard' SCP speed(Same speed as 049) Attacks: Explained in gameplay description. Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1654787671 (I mean 239 thinks shes a wizard, and the age mostly matches... wouldn't mind a better model tbh). Spawn: One of the existing and empty containment cells on site02 and scp-1730/site13. Uncertain where she could spawn on the other maps(especially site-19). Gameplay Description: 239 has access to several different 'spells'. She can select them by pressing the key binded to them(This is shown via a custom hud). Magic Bolt: Her basic attack, essentially. Does 25 damage a hit and is ranged. Fired with the left mouse button. No 'cooldown'(minus for delays between attacks). Lightning Bolt: Deals 50 damage and applies a slow, if the attack hits. Regardless if it hits or misses, goes on cooldown after being fired. 10 second cooldown Magic Blast: Hits a target causing an delayed AOE explosion that deals 50 damage. Regardless if hit or miss, goes on cooldown. 17 second cooldown. Blood Curse: Fires a 'curse' affecting a single player. Repeated attacks on the same person heals the SCP and slows the target. 10 second cooldown baseline in the swep, might need to be changed to 20 seconds or even 30 seconds. Calamity: Has to be charged first by taking and dealing damage. Upon reaching fully charge, does AOE damage around the SCP and heals. Calamity is able to charge itself off its own damage. 239 is essentially a squishy scp with a lot of potential ranged power and healing ability if she gets the chance. She would likely lose any direct fight with groups but easily handles a 1v1 situation. Her low HP(might even need to be lower than the 200-300 range, not 100% sure) ensures that she will die quickly if she is played poorly. Calamity is a incredibly powerful crowd wiping ability once she has it available and even being able to possibly fill itself a second time if a large enough group is hit, but also gives away her position and requires her to get close to groups, which should generally give away that she has the ability ready. I believe the variety in her spells/abilities would give her an unique playstyle compared to the other ranged scps currently in the game(2845 and 378 after it has taken a host, to a lesser extent 076-2 counts as well due to being able to throw his sword) as she is more damage focused but has severely less HP than the others, and is better against single targets than groups. Link to Swep: https://steamcommunity.com/sharedfiles/filedetails/?id=940672885 Answers to questions im already expecting: "Isn't she able to turn people into her 'friends' simply by believing they are her friend?" Yes, but outside of the fact that gameplay wise it would cause massive overlap with 049, 610, and even 678, she wouldn't exactly be viewing the people who put her into a coma as friends. (Even if it might be fun to add an special interaction between her and dr.clef. Maybe just make Dr.clef/lambda-2 have a higher chance to spawn if she is in the round). "Why is she attacking the foundation?" Because they put her into a coma for who knows how long against her will? "Why is she casting 'blood magic' to heal herself? That doesnt seem to really fit." Outside of it being the most fun sorta 'spell' weapon i could find to make interesting gameplay, shes already been stated to be able to basically do whatever she wants, even if she believes its through 'casting spells'. She believes she can heal herself by hurting the people attacking her, and she does.
  6. SCP-2324's Wiki: http://www.scp-wiki.net/scp-2324 Description: SCP-2324 is a phenomenon associated with the western honey bee and its parasitic interaction with humans. SCP-2324-A denotes a human infected with SCP-2324. The injection mechanism for SCP-2324 is through a specialized bee sting to a living human. A fully infected SCP-2324-A instance is clinically dead, but maintains life functions under a new, altered consciousness controlled by an unknown means, presumably by bees within the body of the individual instance. The brain of an SCP-2324-A instance is replaced with a new structure superficially resembling a beehive3, in which regular honey bees produce, nurture, and deploy biologically modified, notably more aggressive honeybees via the nostrils, mouth, and other cavities. ______________________________________________________________________________________________________________________ SCP-2324-A Stats Team: SCP Objects Health: 2700 Attack Damage: 15 Attack Speed: Fists Attack Speed from the Special Round: SPC Breach Movement Speed: SCP-049 speed Spawn: Replacer Spawn for SCP-610 (Meaning both SCP-610 and SCP-2324-A cannot spawn in a round naturally) Mechanic LMB: Literally the fists from the special round: SPC Breach RMB: Release Bees (10 second cooldown) Special: If SCP-2324-A is damaged there is a 10% chance bees will release Information RMB (Release Bees): With this you can release bees! (Duh...) You take 30 damage to yourself when using this useful RMB! The bees will be called SCP-2324 and 2-4 of them can spawn! Spectators are called out to be these useless- I mean useful bees! They are also weak since so many can spawn in such a short time. ____________________________________________________________________________________________________________ SCP-2324 Stats Team: SCP Objects Health: 40 Attack Damage: 25 Attack Speed: Rapid Movement Speed: SCP-076-02's Speed Spawn: SCP-2324-A's current location Mechanic LMB: Sting (Attack) Special: Self-Damage Special 2: You will die in 1 minute after spawning Information Special (Self-Damage): If you successfully hit someone you will deal 10 damage to yourself! Useful! So if you kill someone (Which you probably wouldn't) you'll die with them! You know how when bees sting someone the bee dies. Yeah. I learned that from Bee Movie. _______________________________________________________________________________________________ Playermodels/Models: SCP-2324-A: https://steamcommunity.com/sharedfiles/filedetails/?id=512862886 SCP-2324: https://steamcommunity.com/sharedfiles/filedetails/?id=545462989&searchtext=Bee
  7. i was thinking for a while (dangerous i know.) and i thought of 2 things that could be added to the game. the first is a special mtf unit that can spawn. MTF Eta-10 ("See No Evil") Items -04 Keycard -NV Goggles -Scp-500 -Stunstick -random pistol -random rifle Stats HP-150 (no regen) longer blink timer now i get that it does sound a bit weird to add but think about it. there could be a 966 in the round? the second is a non playable scp Scp-012 A Bad Composition Spawns in its containment room. when around it for more then 10 seconds you die. Reason for wanting it added "To punish the nerds who hide in there." Those are my suggestions.
  8. SCP-073's Wiki: http://www.scp-wiki.net/scp-073 _________________________________________________________________________________ SCP-073 Stats: Team: Researchers Health: 2200 Movement Speed: Human Walking / Running Speed SCP-073 is able to pick up items. Spawning Items: Nothing Mechanic: Special: When SCP-073 is damaged by someone, the person who damaged 073 takes half the amount of damage they dealt to SCP-073. (SCP-073 is still damaged.) Special 2: SCP-073 resists bullets Weakness: SCP-073 cannot hold any SMGs, Rifles, Pistols, Stunsticks, Crowbars. Weakness 2: SCP-076-02 can damage SCP-073 without getting damaged too. _________________________________________________________________________ Playermodel: hostage02 (Comes with GMod)
  9. SCP-1504's Wiki: http://www.scp-wiki.net/scp-1504 Short Description: SCP-1504 is a Caucasian male, standing at 1.95 meters tall. The subject’s appearance is unremarkable, aside from a small birthmark on its right shoulder. SCP-1504’s anomalous traits include its inability to be harmed or killed. All actions carried out by SCP-1504 will be perceived by surrounding individuals as being within expectations for the situation. SCP-1504 has been known to attack personnel who will then believe circumstance or their own doing has hurt them. The subject is able to affect electronic and automatic systems. SCP-1504 Stats Team: SCP Objects Health: 3300 Attack Damage: 30 Attack Speed: SCP-1471's Attack Speed Movement Speed: Human walking Speed Spawn: SCP-008's Room (Currently No SCPs spawn in 008's room.) Mechanic LMB: Punch (Attack)(Explained at Information.)(5 Second Cooldown when going back to body) RMB: Security "Hiccups" (140 second cooldown)(Explained at Information.) Information LMB (Punch): When SCP-1504 uses it, it looks like it stopped moving to anyone who is looking at it but it's moving. Just invisible. This lasts 15 seconds and this can be an enemies chance to attack SCP-1504 since it's body isn't moving. SCP-1504 will see it's own body but it can move sorta like a DM Ghost but it can see and damage players. It'll do it's attack on anyone it clicks with LMB. After 1504 "attacks" people two times it'll gain control of it's body again. I hope that wasn't confusing. RMB (Security "Hiccups"): You may be asking "MAX WHY THE FUCK DOES IT'S RMB LAST 140 SECONDS!" And I have the answer to that. It's RMB opens every door at the same time. Even doors that require keycards to open. But this won't open gates. If that's too laggy or too hard to code then just make open doors that require keycards to open. _______________________________________________________________________________________________________________________________ Playermodel: https://steamcommunity.com/sharedfiles/filedetails/?id=762970313
  10. What is The Strongest SCP on the Server? Well it's might be 055, because it might up lagging the server half the time and maybe ends up killing more people then then there are players on the server. Maybe because we can't go into any further detail I'll maybe ask another question. Then What's one of the possible strongest? 378 by mimifox Honestly Each Time I or someone else plays as this scp it ends killing off at least half a dozen people (most times), Great attack speed, good mobility (when compared to 682/096), good health (~1700), can regenerate health,795-like hit box, it's "disguise", "ability" to "juggle" players against a wall and most importantly the ability to use items. If all of this true then the sort-of inate and inane issue with this isopod is that it's unbalanced. While Im told its at least half a dozen (most times) every time I've played as it I usually end up getting anywhere between 7 to 15 players. When normally it's just 3-6 as others? Has anyone been able to replicate this as 378? Is it unbalanced? 13 people in less than 3 minutes near same amount both times as 378
  11. This is one of the many suggestions that @Doomnack suggested me to suggest. SCP-844's Wiki: http://www.scp-wiki.net/scp-844 Description: SCP-844 is an amorphic mass composed primarily of human bones, large amounts of dust and a form of luminescent fungus which is red in color. SCP-844 is predatory and highly mobile, having demonstrated the ability to hide from assailants by moving across walls and ceilings. It has a particular method of hunting involving lure tactics, which it has abstained from using since arriving in Foundation custody, although on arrival it did attempt to use provided bovine to lure researchers nearby. When hunting, SCP-844 will firstly attempt to lure a human target, usually between the ages of six to twelve, into a fairly secluded area. SCP-844 accomplishes this by leaving a trail of red, viscous liquid when hunting, which quickly coagulates into a semi-solid edible mass. Once there, SCP-844 will settle itself into a poorly-lit area and using a number of hooked barbs stored within its main mass, secure the victim into place. SCP-844 will then use a variety of physical methods to incite the victim into vocalizing distress. This is primarily realized through the use of the sharpened bones that make up a section of its mass. During this process, SCP-844 takes great care to ensure that the wounds inflicted are non-fatal, so that this victim can be re-used for further hunting. And then if someone goes to investigate the noise, it will swiftly attack and they all die! ___________________________________________________________________________________________________________________________________________________ SCP-844 Stats Team: SCP Objects Health: 1150 Attack Damage: 40 Attack Speed: 1471 Attack Speed Movement Speed: Fast (More Than Human Sprinting Speed) Spawn: SCP-008's Room Mechanic LMB: Attack RMB: Lure Deploy (35 Second Cooldown)(Explained more in Information.) Reload: Leap and Hang (Explained more in Information.) Information RMB: Lure Deploy SCP-844's RMB is gained after killing another player. If you successfully kill a player, you are able to deploy the lure. It's appearance will look like the person you just killed. (Example: 844 kills Researcher, deploys, looks like Researcher) The deployed lure will then say the stuff SCP-939 would say in the game SCP: Containment Breach such as "Hello?" After this you can go find somewhere to hide. Once a player get's near the deploy you are able to see them from a highlight similar to 2521. If you press RMB again while the deploy is out, you will kill the deploy and teleport to the deploy. Reload: Leap and Hang This is similar to SCP-372's leap but slightly different. SCP-844's leap goes more vertically and almost no horizontal movement but the leap goes higher. You can also hang on the ceiling by pressing Reload in the air again. __________________________________________________________________________________________________________________________________ Playermodel: SCP-844: (Retexture everything to a meaty red) https://steamcommunity.com/sharedfiles/filedetails/?id=1276030302 It's an SCP-999 playermodel but looks like an absolute abomination. Different from the SCP-999 model the server uses. It even has some animations and it makes it look even more terrifying.
  12. Look, I really don't know if this is supposed to go in map suggestions or whatnot, but it doesn't matter, because all I'm trying to do is get your attention to this intensely detailed map that Haxray just discovered, who's now holding me at gunpoint to make this suggestion. Anyways, instead of saying "pls add map thx bye", I'm going to style this suggestion with various images depicting certain locations in the map. Don't let the rp map type encourage you to dislike this map, there's some elements in this map that would fit Breach gameplay. I really can't exaggerate how amazing this map looks like without showing you pictures. Just see for yourself. A general main lobby room. An "afraid of heights" segment, similar to the HCZ test room. The main exit, topside. A surface area, filled with numerous buildings for cover (and camping). The D-Class cells. A section of the HCZ. A part of an office walkway. Uh, a party room? For lords who rave. A section of a hallway, showing the detail put into map geometry. A dormitory! Sleep is your best friend. Small bunker-like area, with several conjoined testrooms. A cafe! Blah blah blah. I could go on about some of the other seemingly flawlessly-designed areas of the map. Though, that would probably be way too long, so I hope these pictures gave you a general idea of the map. edit: forgot the link lol (right here)
  13. Here's another generic suggestion, for an SCP that can be taken in two different approaches. Site-13 Exlusive SCP, because it better suits the theme. (Lure for people to vote for new maps <3) As an SCP that appears on virtually all maps, like how 2845 was originally designed for Site-13 but it was thrown into most other maps because deers are cool. You could potentially bum some people out by making it map exclusive, but in a way it could add better interest into voting for other maps, and would make Site-13 more interesting. Anyways, as one of the most prominent SCPs in SCP-1730's article, I decided to come up with an idea to allow a way for this guy to be introduced, whatever his name is. If someone knows what his actual name is please let me know, but a lot of people seem to call him exactly what I named this post, so whatever. Leave what you think about this in the comments, don't forget to subscribe and hit that notifcation bell too. You are the Writer on the Walls You are a "vaguely humanoid entity", who is capable of producing lethal cognitohazards on surfaces. You can "open your eye", making you dangerous to view for a few moments. Kill everyone and escape the facility. Spawn Location, Site-13: HCZ Electrical Center This room doesn't affect the tesla gates or gate functions or anything like that. It's purely aesthethic, and there's no harm putting it in here. (this place) Spawn Location, Site-19: 012's CC The cell is currently vacated anyways. Wouldn't hurt to put it there if you this is implemented on other maps. (The cognitohazard looks like this.) Gameplay Mechanics: Controls: Primary (LMB) - Write Special (RMB) - Open Eye -Special takes two seconds to trigger. -Any type of grenade explosion erases written cognitohazards. Stats: Health: 1730 Primary Cool Down: 12 seconds Special Cool Down: 24 secs Speed: Breach Human Walking Speed Achievements + Points: Like most other SCPs, The Writer earns points by killing people. No achievements are related to this SCP. Description: The writer is defenseless with the lack of a melee attack, and as such it relies heavily on its cognitohazards and high health for survival. On primary, it prints a cognitohazard on the wall (puts a decal and invisible entity). Any players who view the cognitohazard are engulfed in flames, and this effect continues for two seconds after viewing as stopped. In the event that The writer is utterly surrounded by enemies, it can effectively "flashbang" all enemies nearby, using his special. It takes two seconds to deploy, but all viewers are instantly engulfed in flames for 10 seconds. Cognitohazards can be "mopped off" the walls by grenades. Don't ask how, it's a Foundation thing. That's basically it. A big scary robot dude, that draws dangerous stuff on the walls. Players playing as the SCP can utilize common spots where players pass through, using its abilities to place "traps" around the facility. Here's the resource by the way. It's appropriate for the overall look of the Writer, albeit more mechanical than ever. Resources: The Writer: (right here) This is the part where I stop.
  14. 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&amp;searchtext
  15. Time to smash. You know not every SCP rewards you for fighting them. Though obviously, SCPs are meant to be a threat, and you aren't supposed to be hunting down them for a prize as much as they should be hunting down you. However, shaking up things a bit, feel free to grab a couple of m&m's from this anomalous piñata when you get the chance. Though, I hope you that not every candy is the same, especially the type you get from strangers, and most especially the type you get from sentient party props. ______________________________________________________________________________________________________________ You are SCP-956 You are a sentient piñata, filled with candy that isn't exactly 'safe' to eat. You drop various candies after being hit, though they aren't entirely meant for human consumption. With your trusty bat you found in the dump, go beat up humans as revenge for them killing your own kind! Spawn Location, Site-19: 012's CC Blah blah blah, cell's vacated, don't worry. This is fine. Gameplay Mechanics: Controls: Primary (LMB) - Smash! Secondary (RMB) - Party Crasher! Passives: -Upon being taking damage, you drop regular candy! +Upon killing someone, they drop strange candy! You can pick up dropped candy for health! -Party crasher takes 2 seconds to arm, before the actual swing. +Party Crasher's swing briefly causes movement inversion introduced with a screen shake, for 5 seconds. (use secondary to initially stun your victims, finishing them off with primary) Stats: Health: 956 Primary Cool Down: 1 Secondary Cool Down: 7 Primary Damage: {25, 30, 35, 40, 45, 50} Secondary Damage: {75, 80, 85, 90, 95, 100} Speed: Slightly Above Breach Human Running Speed Achievements + Points: Like most other SCPs, SCP-956 earns points by killing people. No achievements are related to this SCP. ______________________________________________________________________________________________________________ This suggestion allows include an item. "Strange Candy" (SCP-956-1) -Spawns from SCP-956's kills. Appears identical to 330 candy, albeit with a name change. -Item Type: Consumable Item -On use: suffer a series of disorienting events, include screen blindness, sound distortion, and movement inversion for 9 seconds. -For Humans: heals slightly less than SCP-330 candy. -For SCP-956: heals slightly more than SCP-330 candy. Purpose: The FDA label reads: not approved for babies, or humans as a matter of fact! Though, sentient party props may enjoy. Note: see description for explanation and regards to SCP-956. ______________________________________________________________________________________________________________ Description: Whenever SCP-956 kills someone, they drop numerous instances of SCP-956-1 on death. Whenever SCP-956 takes damage, they drop red/blue/yellow candy on death. For Humans: Upon consuming strange candy, they suffer disorienting events. (the effect is negative) For SCP-956: Upon consuming strange candy, it's the same experience as consuming candy from SCP-330. (the effect is positive) For Humans: Upon consuming SCP-330 candy, nothing bad happens. (we all know that; the effect is positive) For SCP-956: Upon consuming SCP-330 candy, they suffer the same effects as strange candy would have on humans. (the effect is negative) Essentially, SCP-956 can only eat strange candy safefully, while it cannot eat candy from itself without being disoriented. Human classes cannot eat strange candy without being disoriented, but since candy dropped by SCP-956 is normal, they are free to use candy dropped by SCP-956. Resources: The Sentient Piñata: (right here, just please extract this because there's some other useless models) ______________________________________________________________________________________________________________ A bit of lore-bending, though I tried to keep with the general concept of SCP-956. As always, please let me know what you think in the comment section, blah blah blah, you get the idea. like favorite and subscribe
  16. WARNING: This may have lore breaks. If you are injured by these lore breaks it is not my fault because you read the warning. SCP-993's Wiki: http://www.scp-wiki.net/scp-993 Quick Description: SCP-993 is a children's television program called Bobble the Clown starring a character that's a clown called Bobble the Clown. If anyone at the age of 10 or up watch this program they will immediately black out until the show is over. If anyone at the age of 9 or under watches Bobble the Clown they will see some pretty fucked up stuff including cannibalism, murder and torture. If they are exposed to SCP-993 for too long, they will pretty much be scarred for life and can result into psychotic and schizophrenia symptoms. ___________________________________________________________________________________________________________________________________________________ SCP-993 Stats Team: SCP Objects Health: 1200 Attack Damage: 15 Attack Speed: Rapid Movement Speed: Human Sprinting Speed Spawn: Replacer spawn for SCP-1471 (Meaning they both cannot spawn in the same round naturally.) Mechanic LMB: Dramatize? (Attack)(Explained more in Information) RMB: Black Out (25 second cooldown) (Explained in Information) Reload: Teleport to an random player with an Radio or Any S-Nav. Special: Only players with an S-Nav or Radio can see and be damaged by SCP-993. (Explained more in Information) Information LMB (Dramatize): Dramatize is SCP-993's primary attack. It deals 15 damage but it's a rapid attack. The more SCP-993 damages a player, the player will experience some weird stuff that only they can experience such as, Random Flashing, Laughing sounds coming from nowhere and if SCP-993 damages you enough, it will damage you mentally so much that you will start killing your own teammates and you will become part of the SCP team. Players who do become part of the SCP team are able to kill Class-D, Researchers and MTF Guards and you will be allied to the SCP Objects team. And they keep all of their items. Their health and speed will be kept the same so it's just a person allied to the SCP Team similar to a Serpent's Hand Member. RMB (Black Out): Black out will blind every player with a Radio or any S-Nav for 3 seconds. While they are blinded, SCP-993 get's a speed and damage boost until the blind is over. (15 attack damage becomes 25)(Speed changes into 076-2's speed) Reload: It's the same special as 1471, teleport to anyone with a radio or a S-Nav. Special: Anyone with a radio or any S-Nav will be able to be seen and be damaged by SCP-993. If someone with an S-Nav holds their S-Nav to navigate, the screen will become a picture of SCP-993. SCP-993 can only see people with a Radio or S-Nav just like 1471. (Picture: http://scp-wiki.wdfiles.com/local--files/scp-993/993.jpg) (And we do have some 9 year olds in the server so that works.) ___________________________________________________________________________________________________________________________________________________ Playermodel: https://steamcommunity.com/sharedfiles/filedetails/?id=1118827309&amp;searchtext=Clown (Blue Clown)
  17. This is the part where I ramble on to make this suggestion seem long. Don't really need to though. This is also the part where I introduce that this is just a collection of tweaks that could potentially be added to affect gameplay as and against SCPs. having one of these suggestions alone will probably be an understatement, but there aren't that many to include so don't worry, this isn't like my novelties suggestions where you'll be reading off lists. Anyways, here some of the tweaked SCPs. SCP-372 No longer passively uncloaks. When disguised, jumping repeatingly will uncloak SCP-372. (Each jump has a 10 second cooldown while disguised) (When not disguised, feel free to spam all you like.) Slight health buff. (just 100 more health, not that much) Note, SCP-372's "name" is still visible with the crosshair. You can still see this whether he's cloaked or not! I'm pretty sure we all had times when we were inconvienced by 372's uncloak passive at one point or another. It's unfair that RNG basically decides when you uncloak. This allows 372 users to be more stealthy, but also makes sure cloaked 372s can't just jump all the way to the exit, especially on the surface, making so its actually challenging for 372 to escape, allowing players an actual chance to stop a breaching 372. Keep in mind, the fact that one may catch "glimpses" of 372 is still present, in the way that his name can be seen with the crosshair. Unlike passive redisguise, he doesn't stick out like a sore thumb when he uncloaks in the most awkward area. Glimpses of 372's name are a lot more common than you would expect, especially inside the facility, still giving players an edge of 372's presence. SCP-610 Model change: uses a poison zombie playermodel. Slight speed upgrade for all every 610-related class. (not as fast as a running player, but faster than walking players) Screen gets a red vignette effect that progressively get darks as time continues. This change may seem pointless, but it makes 610 stand out more from the crowd, while still retaining the "fleshy" feeling that 610 instances present themselves with. It also helps players differentiate the true 610 from a horde of other 610 instances, allowing them to take note for the real vector of the infection. Due to 610 being a bit disliked on the server, upping their speed makes them a challenge to encounter, creating a real outbreak when 610 is present. The vignette is a fun way to show how deep the player is into the transformation process. SCP-795(oh boy) Significant health buff: 1300 HP. (see explanation pls) Cat Scratch!: Deals bleed. (It's a cat afterall) Mice speed is reduced, for compensation of small hitbox. Chance to turn into mice is changed slightly, now 15%. It's kinda' scary thinking that 795 has notoriously lower health than your average SCP-372, and has nearly as much base health as a zombie. While yes, difficulty plays a part, and even regarding 795's passive when attacked, you need to consider 795's gameplay compared to other SCPs. SCP-795 is an offensive SCP, also known as the "type that runs right into your face". This includes SCPs like 106, 457, 096, 049, and even 1048 (though due to its small hitbox it has lower health). SCPs in that category are decked with health, because their playstyle expects mass resistance on the part of players; they will likely be experiencing gunfire at them all round. Because of this, 795 is well deserving of a health buff. Even considering that people that damage it may turn into mice, in an event where it's utterly surrounded by numerous armed MTF and whatnot, it will lose a majority of its health, which isn't that much to begin with anyways. It's not like 795 has any real means to play stealthily or anything. It cannot cloak like 372, or drive people away from it like 066, or teleport away like 1471. In order to play as 795, you usually have to be chasing people around, which is not the type of gameplay that 795's health is suited for. SCP-1471 Slight health buff, nothing too special. (probably 250 more) Infected can be seen through walls. (see explanation pls) Your best friend!: Infected can hear 1471 speak (using vc and chat) through every radio channel. SCP-1471 is honestly a fairly good class, though some other people may disagree. A slight amp in health may be appreciated, though 1471 has teleportation to cover for it. You're not meant to run straight at gunfire as 1471. In all honesty, the fact that 1471 only can hunt infected people feels more like of restriction on gameplay than any real use. To provoke the feeling of stealth and support that 1471 could have had, and to let players know that there is an entity eerily stalking them, SCP-1471 can see infected only through walls. Instead of relying purely on its teleportation to hunt down victims, 1471 can utilize this to navigate to their victim. The last tweak is purely a fun way that 1471 can toy with its victims, and to give the impression that 1471 is truly a really weird friend they found on an app. Though, pressing R will disable 1471's radio speak if it wants to privately converse with other SCPs. SCP-2845 Envy of the Saturn Prophet!: SCP-2845's attacks get faster each he "misses" (doesn't kill a person with his attack). When he kills someone, his attack speed resets. Attack speed has a max obviously, which is 1. This represents the time it takes for his attack to "explode". SCP-2845 could technically "charge" his attack when he encounter someone by targetting nobody, especially when the round begins. OR (alternate choice) Wrath of the Saturn Prophet!: SCP-2845 can use his attack, twice. This meaning, he can have a max of two of his attacks active at the same time, allowing him to target large crowds of people more efficiently, making him the godly menace that he was meant to be, It is arguable whether 2845 is OP or not. Though, SCP-2845's attacks are meant to be used against unsuspecting people, which mean typing people, unsuspecting campers, and people opening doors, it's becomes apparent that it's incredibly hard to predict where a person goes to properly time your events. You can pick one of the two different attack improvements I suggested. I personally love the Wrath one better, due to being easier to code, and makes being near 2845 more unpredictable and chaotic, which brings amps the fear of encountering him. Both attacks though, make SCP-2845 a more competent SCP to deal with. SCP-066 Slight health buff, that's really it (just 250 more HP) SCP-066 is slightly lacking in the health department, but you know, unlike what a lot of people may say, 066 is powerful when utilized correctly. SCP-066 is an ambush-type class, meant to surprise players who least expect it, which is why its health is signifcantly lower, giving players the impression that they aren't exactly meant to rush at people. SCP-939 Blah blah blah, another slight health buff. (just 100 more HP) SCP-939 is as fine as it is. A small health buff could compensate for its large hitbox, and 939 does have an aggressive playstyle when not disguised, so a small health tweak is welcomed. Not much needs to be changed about 939, the fact that it now redisguises and that killing other people makes it redisguise faster is amazing. SCP-682 ROAR!: You probably get the point, so I'll be quick. 682's only real sound is the soft thudding of bodies when it kills a swarm of TRO and whatnot. Other than that, it's completely mute. A roar could add depth to 682's class, just simply making it seem more, well, like 682. Though, it could also be used to telegraph 682's presence, and whether the player might be screwed if it happen to be charging behind them. SCP-378 I hope you are aware of this, but fix the healing item bug. (SCP-378 cannot use healing items) Currently, 378's bug with health kits and SCP-500 completely breaks gameplay, regarding classes playing against SCP-378. You probably know what it is because you've seen it in-game. Look, if you wanted to keep this, you could at least make medkits and 500 heal 100 HP and not simply revert them to their max health. In turn, if you were to tweak medkits for that you would need to dial down SCP-378's health. Agh, ok I'm done here. Some of these might be implemented, because there's is no need to implement every single thing on this list, unless you really want to. And of course, not every thing on the list may be viewed to the same standard of each other. If you have any comments or concerns, leave it below.
  18. 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&amp;searchtext=Crystal SCP-553: (Brown Winged Butterfly) https://steamcommunity.com/sharedfiles/filedetails/?id=781361305&amp;searchtext=Butterfly
  19. People have complained about tau-5 being way too overpowered, and they are not exactly wrong.(I kinda waited to post this because i was just happy to see people who kept asking for it finally realizing why they were never added in). However, most suggestions related to nerfing them involves nerfing their shotgun or giving them the same shotgun dr.clef has... which would render them completely boring as their main unique standout feature is their shotgun. My suggestion to fix tau-5 is to only have one of them spawn. "WHAT? BUT THEY'RE A SQUAD OF FOUR!' Yes(even though only 3 spawn ingame for gameplay reasons) but they tend to get injured or taken out of commission for extended periods of time due to the nature of the kind of operations they get sent on. Simply having only a single tau-5 spawn(by himself, with no one else) would greatly fix the balancing issue with tau-5(leaving only a single person) while still not being too weak and not ruining the only thing unique about them. Might need a new voice line related to this, but its not super important. The other suggestion is inregards to Dr.Clef, who a lot of people complain is too weak(I disagree, but people keep complaining). I tied these 2 suggestions together because people love to say to swap dr.clef's shotguns with tau-5, giving him the super shotgun and giving tau-5 the normal shotgun. Instead, I suggest replacing his shotgun with another one from the workshop. Specifically: https://steamcommunity.com/sharedfiles/filedetails/?id=1445032964 The winchester model 1887. Outside of being closer(im not sure of the exact model) to the shotgun Dr.Clef actually uses, its unique model, animations, and sounds should help to make it feel more satisfying to use, as well as fixing the problem people have with Dr.Clef currently.
  20. I'm gonna' make this quick, because there's not much I really need to say. Presenting SCP-1161, again. However, in a more physical appearance. I was bored, so I took it upon my self to quickly code SCP-1161. And by quickly, since I kinda' suck at lua, it took two days when it should have probably taken 30 minutes lol. It's pretty functional due to its relatively simple code however, and I tested it in a multiplayer game. I see no real reason why it shouldn't be incompatible. If there are somehow any issues, I'll try to fix them fat screenshot below I updated my subscribe = gay addon (link here don't click pls) to include the SCP-1161 swep. It's a swep, has no viewmodel (because it doesn't really need one), has a gmod-included world model, and using primary displays the title of the section with a small excerpt being printed in the chat. If you want, you can just extract the weapon so you don't have to install my gay ass addon anyways. Though, a small reminder this is a suggestion, and even though I coded this in the game you can still chose not to add this, and I'll be perfectly fine with that. Let me know what you think in the comments, and this is the part where I leave now.
  21. SCP-1111 The White Dog art by Dr Sammy SCP-1111 Concept SCP-1111-1 stats Health: 600 (+ or - 300 base hp) LMB: inflicts (35, 45 or 55 damage if instakill is to OP) RMB: "teleports" please read notes. Spacebar: Jumps high possible passive ability: + 1 hp/per second possibly neutral towards d-class. RMB notes: Apparently 1111-1 has the ability to reform next to 1111-2 or any near target if it gets to far away from 1111-2s site. Teleport would either have 5 to 10 second cool down or be similar to 2845 in that where 1111 will go to is easily visible with 1111 going to the desired place after a few seconds delay. trying to be creative with pre-devloped sweps player model 1: https://steamcommunity.com/sharedfiles/filedetails/?id=1418525979 player model 2: https://steamcommunity.com/sharedfiles/filedetails/?id=1368927958 both can be made white unable to find a high-quality white dog PM ______________________________________________________________________________________________ why this scp? This idea came about as most scps are slow moving tanks with some having short speed bursts when a particular criterion is met. MTF and would-be campers would frequently approach these tanky scps and often unload on them with little effort due to their low mobility. With scps often having 1k+ health left only to fall at the behest of a horde at the gates. 1111-1 would need to be unloaded upon frequently in order for it to fall. SCP-1111 would be the inverse of a tank with mobility being its highest aspect and with its health being low. Other SCPs do have mobility on their side though it's to the point were they end up either having to fall behind the tanks or be taken out quickly by MTF. For a fairer comparison if SCPs are supposed to be TF2-like classes in concept, 1111 would be probably be closest to a sniper if it's RMB is implemented. As it could jump and go to a target if well timed. Would function as both an offense and support scp. ______________________________________________________________________________________________ Summary & Log 1111-B summaries SCP-1111-1 is a dog-like SCP that exhibits unusually superior strength for aa canine when near scp-1111-2 (A hanged man). It is able to run at very high speeds, jump several feet and even bite throw metal plating. All attempts to neutralize scp-1111 have failed either due to it either being translucent and/or its apparent regenerative ability. scp-1111-B states that a D class was able to come within 50 meters within of scp-1111-2 "welcoming" the d class apparently. Outside source states d class was successful in making contact with 1111-2 with 1111-1 showing friendliness though was torn apart by 1111-1 after 1111-1 was shot by the foundation. ---------------------------------- the initial idea was that 1111-2 would be playable using 457s player model and be able to pull a 1111-1 out of spectators making the two a duo was scrapped as 1111-2 would not be as fun to play as. ANY FEEDBACK IS APPRECIATED
  22. Because i like tossing these in on special round suggestions, another silly short story) ======================================================================================================================================================= He was all alone. No amount of training could prepare him for this. The training covered almost anything anyone could think of. SCPs breaking out of their cells. Memetic hazards spreading throughout the facility. Assaults by external forces. Sabotage caused by spies or traitors within the personnel ranks. Hell, even the possibility of a reality bender sending a horde of pissed off sharks to go punch everyone to death. But not this. As he rounded another corner, he was relieved to see the armory was still intact and wasn't looted. He quickly grabbed whatever he could, shutting the door behind him. He could hear them off in the distance, the sound of metal on metal. Shit, they were heading this way. Not even the Ethics committee thought much of it when it happened. Janitor forgot to clean out scp-173's cell one day. Not a big problem. Simple Stern telling off and cleaning up the mess. But somehow, this single incident exploded into something much, much worse. The door slid open, revealing someone in a scp-173 costume holding a crowbar. It froze as he stared at him. "Goddamned Statue Right workers" he muttered as he gunned the lunatic down. ======================================================================================================================================================= Okay probally kinda cringy short story aside, onto the actual suggestion. Special Round name: SCosplayers Details: One person(Yes, ONE) spawns as a guard. Everyone else spawns as a SCP-173 cosplayer. The guard has all of the normal equipment a guard does(Random weapon, a lvl 3 keycard, etc), and spawns in the medical bay. The scp-173 cosplayers all spawn together in the d-class area. SCP-173 Cosplayers are armed with a crowbar and have 100 HP. They share scp-173's limitation of not being able to move while being looked at, but don't have access to any kind of blind ability. Their goal, obviously, is to kill the guard while the guard wants to kill all of them(or at least survive until the timer ends, I guess). No reinforcements spawn on this round. Round time would be the same lenght as the TTT round(Aka, shorter than normal). Model for SCP-173 Cosplayers: https://steamcommunity.com/sharedfiles/filedetails/?id=1644302916&amp;searchtext=SCP-173 (Model is intentionally awful. XD)
  23. PRE-CODED* PLAYABLE 860-2 FOR GFL BREACH REVISION * everything in blue in not precoded So I wanted to first wanted to @Ralsei for the feedback. Any feedback is appreciated So I went through 860s files and found out quite a bit more about it. Apparently those who return are in an advanced age of state. Though apparently 860-2 apparently is "docile" in-game at first and apparently has listened to see specific site staff (Agent Uzimi Junko) and has been given the name the "guardian" is one of the few "welcomed" for this SCP. So I ran with idea. FERAL SCP-860-2 SCP-860-2 starts off as feral. It has the same coded health, damage input and is on the SCP's side. It will emit an aura that causes an advanced state of aging to hostiles. Causing them to grow older or tired while this happening it's encounter music is heard to alert the hostile player of this. FERAL SCP-860-2 STATS HP: 1453 (primes) LMB: 37 damage RMB: Sprint for 5 seconds (10 second cool down passive abilities: aging aura slows down hostiles by 20% and induces bleeding after 3 seconds Reload Key: Makes teammates +20% faster for 10 seconds At the 8:00 minute Uzimi Junko as a good chance to spawn in and is able to tame 860-2 if mtf spawns she can tame Scp-860-2 to it will either A) go back to it's forest and give the foundation d class the 10 points. B) Tame 860-2 so that is reverse it's effects and becomes allied with the foundation or D class if they obtain the item Uzimi Junko is equipped with seeming them as "welcomed". A true neutral. Tame SCP-860-2 STATS (only if B) HP: Whats Left LMB: 32 damage (composites) RMB: Sprint for 5 seconds (10 second cool down) passive abilities: induces healing after 3 seconds friendliness is marked by a green glow from
  24. Welcome to my double suggestion, mashed into one. Why one? idk. Only one suggestion walks out of here alive, or none at all. Anyways, I wanted to see if I could make my suggestions smaller. Truth is, having obscenely big suggestions is not really appealing, and completely pointless in the long run. So I decided to trim my style a bit. In this suggestion, two different SCP concepts will be presented: Anyways, let's start off with the Father Grigori look-alike. Turns out SCP-027-2 has completely lost it. ______________________________________________________________________________________________________________ You are SCP-027-2 You are an anomalous human man, with several abilities pertaining to the manipulation of vermin. Your special releases a swarm of hazardous vermin, which can travel through doors, windows, etc. Your presence contains a deadly poison effect, signifying others when you are close but also alerting you to their location. Kill everyone and escape the facility. Spawn Location: LCZ Testroom Since glass cannot be broken until grace period ends, he can remain in there, saying hi to any visitors that come by before he begins his rampage. (meh, if you want you can make him spawn in 008's chamber, which I think may be vaccant) Gameplay Mechanics: Controls: Primary (LMB) - Punch Special (RMB) - Send Swarm +Passives: anybody close to you is poisoned and highlighted. (radius is a bit smaller than 066's attack radius) Stats: Health: 1350 Attack Damage: 10 Primary Cool Down: 2 secs Special Cool Down: 15 secs Speed: Breach Human Walking Speed Achievements + Points: Like most other SCPs, SCP-027 earns points by killing people. No achievements are related to this SCP. Oh and btw, the point of having a description is to clear up things that the other stats can't, and confirm some design choices for any devs. Description: SCP-027's swarm is a player-controllable attack, which causes SCP-027's view to be focused on its swarm. SCP-027's swarm is represented by a cloud of of brown stuff, distinct with a constant sound of flies humming. You could use the effect from thrown bugbait if you can. Upon walking into SCP-027's cloud, the user is instantly disoriented. Staying in SCP-027's cloud deals exponential amounts of damage to the user, beginning with 1 however. The cloud travels roughly as fast as a player but can travel through doors and windows. SCP-027 cannot use its swarm to escape, luckily. Upon taking damage, SCP-027's swarm is destroyed and SCP-027's focus returns back to itself. SCP-027 cannot move during it's attack due to only controlling its swarm. ______________________________________________________________________________________________________________ That's one down. Doomnacks comments and shit: SCP-027 was designed to test with the idea of poison-based damage, recycling the DMG enumeration that the poison headcrab uses in HL2. I also wanted to toy with the idea of SCPs actually walking through doors, which is a thing that not even 106 has nor needs. Here's SCP-860-2. Honestly, I kinda' like this one more due to already being known by a majority of people in Breach, and just for fun since its already present in SCP:CB. ______________________________________________________________________________________________________________ The dimensional border that the door presents has been shattered. The state of seperation between the blue dimension and reality has been rendered obsolete. You are SCP-860-2 You are a stalker-like entity that lurks in the depths of SCP-860-1. Claw your victims to death in a movement-paralyzing attack. Escape your dimension, and kill everyone in the facility. Spawn Location: SCP-860-1 Spawns near a random exit door for convenience. Doors obviously don't open until grace period is over. Gameplay Mechanics: Controls: Primary (LMB) - Pounce Special (RMB) - Predatory Vision +Passives: anybody inside SCP-860-1 is instantly highlighted red on the map. +Passives: enemies who have been attacked by you are "marked" for 10 seconds, giving you a highlight of their location. +Passives: while pouncing, damage is reduced by 15% -Passives: several weaknesses while pouncing, see description. +Passives: entering SCP-860-1 rapidly heals you. (+25 HP per second) -Passives: taking damage halts regeneration for 10 seconds. (prevents 860-2 from regening health while fighting in 860-1) Note!: Playermodel has a large hitbox (thiccbox). Be mindful near walls and doors! Stats: Health: 860 Pounce Damage: 15 Primary Cool Down: 2.5 secs Special Cool Down: 10 secs Speed: Breach Human Running Speed Achievements + Points: Like most other SCPs, SCP-860-2 earns points by killing people. Achievement! - The Right Man in the Wrong Place: Die at the hands of SCP-860-2, just when the guardian happened to take a stroll in the forest. Description: SCP-860-2's pounce is short, though can be used to efficiently kill people who are near it. It is roughly the size of half of an average Site-19 room, and in regards to 372 and 1048-B, is a lot shorter. When successful contact is made, the victim and 860-2 are frozen in place while SCP-860-2 rips them into pieces. (similar to the hunter from L4D) The victim can still use their items in the process of likeful death. When a victim is being pounced upon, SCP-860-2 can use primary to deal 15 damage every 0.8 second to the victim. Unarmed victims are the most prone to SCP-860-2's attack, as described bellow, but this also comes with a weakness. If SCP-860-2 takes more than 100 damage while pouncing a victim, the victim is released with BLEEDING damage. If SCP-860-2 is hit twice with a melee weapon once, regardless of damage, the victim is instantly released BLEEDING damage. SCP-860-2's special briefly shows all potential victims nearby in a large radius equal to several rooms. Use this to debrief other SCPs and most importantly, yourself on the location of people nearby. Personnel detected are shown for two seconds before promptly fading. ______________________________________________________________________________________________________________ Resources: SCP-027-2: Default Father Grigori Model included in GMOD SCP-860-2: right here There's 860-2, which like I said, I would honestly prefer more if SCP-027 wasn't added and this was added instead. Doomnack's comments and shit: several concepts of SCP-860-2 were borrowed from old and forgotten ideas of mine, and some ideas from the current server. The predatory senses was inspired by SCP-363's old suggestion, and 860-2's pounce and damage vulnerability during pouncing is borrowed from SCP-1048-C from my old 1048 suggestion. The ability to see people through walls is definitely inspired by SCP-2521, which may be removed soon. I'm feelin' a bit more creative, so I'll throw in an item in reference to SCP-860's 3rd exploration log. It's best that it is implemented alongside SCP-860. "The Axe" "Pretty sharp to be honest, but I have a hunch this wasn't exactly used for the right reasons." -Guaranteed spawn everyone round, in SCP-860's dimension, but rarely outside the foot of the door. -Item Type: Active Weapon. -Sharp Swinger: deals 25 damage on use + BLEED damage. Purpose: A finer variant of a melee weapon. Have fun slicing your opponents! Anyways that was it. I hope this wasn't confusing to read. If you have anything to say about either SCP-027 or SCP-860-2 or even the axe, feel free to comment on your respective topic.
  25. Привет, once again comrades, Why is GFL still racist one may ask. We’ll here today I am to answer that question the best the glorious state will allow me too. Before we dive into the vitriolic bigotry that is GFL he need to address the scp-2683 in the room. That’s right the exact reason as to why GFL is still racist. Is GFL still racist because … A. Racial Slurs are used constantly for a quick joke B. Strawberry makes cringe-worthy suggestions & shitposts C. Furries haven’t been gased yet. Furries and the BDSM groups have yet to be represented well in all servers. Or D. Because 860-2 would have generic and/or hard to implement gameplay. 860-2 has not been implemented because his leaves are pink. If you guessed A you were right… -ly wrong!!!! you were wrong no it’s obviously B D. Why D you Racists are still asking? Well to educate you nazis it’s can all be summed up in less than six degrees of separation Yes that’s right! GFL is still Racist because it doesn’t have the color pink in it’s breach server. One of you idiots may ask. “Hey strawberry there isn’t any pink in any of your post” I would then tell you to shut up and knock your sorry-ass on the ground and say “bitch I’m the physical embodiment of pink liberation. You are nothing compared to me!!!” Becoming the Gaming Community equivalent of China would not be enough to contain all this racism. We need something better. Something much more personal. Everyone of you racists needs to be treated like Phil. All you Gaming Supermacists are going to get Aqua Philled!!! Who is Phil you may ask? Well you see , as a Child, I had a cat named Phil. Like all cats , Phil was a loyal friend. If he was malnourished , Phil would’ve been loyal to our cause. If we had struck him, Phil would’ve been loyal to our collective Only when the GFL member can make that claim will he take his place in a gaming utopia. Phil died for some unknown reason when when we attached jumper cables to his nipples and turned the car on BUT!!! he did it for the greater good.
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