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  1. 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
  2. So we all know that Purge's endgame is rather boring and just consists of getting as many cars as possible so why don't we come up with something that is really cool huh? This would be of course implemented with our current HUD and would showcase titles that player can earn throughout the game by reaching certain milestones. These milestones could consist of raiding the bank 500 times or selling 1000 meth bags to the dealer or something like that. It would quite possibly look something like this. It would be really interesting to see players work towards something like this and may encourage people to actually step outside their base for once and conduct mischievous acts to gain these titles.
  3. SCP-3199 are pale human-like creatures that eat live prey and lay eggs. Stats: Health: 2700 Speed: 017's speed lmb: Scratch and bite rmb: Lay egg Spawn: 049's containment chamber Specials: The lmb will do 15 damage rapidly and heal 3199 with however much hp the player he killed started with, which means he can get almost all of his hp back if he kills 999. There is no delay and 3199 cannot get more hp than what it started with. rmb would take half of 3199's hp away, giving it to a egg which would be a player pulled out of spectators. The player would be stuck as the egg for 20 seconds who can not move until the timer is out. The egg would have the same "melee" attack as 2845 except a player would have to be close to it for 5 seconds. Once the egg has hatched, the player would have the same stats as the starting 3199. (Example: the first 3199 has 200 hp, it lays a egg giving the egg 100 hp and taking 100 hp from itself, once the egg has hatched both the mother and hatchling can lay more eggs taking away 50 hp from them and giving their new eggs 50 hp.) The lowest hp 3199 can lay up to is 2 and the delay would be 20 seconds. Scp-3199 model: https://steamcommunity.com/sharedfiles/filedetails/?id=257870201&searchtext=Zombie Fits the description of pale and hariless better than 049-2. Another option could be the poison zombie model that comes with Garry's mod but that's not necessarily as pale as this model. Egg model: https://steamcommunity.com/sharedfiles/filedetails/?id=123820979&searchtext=Egg "Mother Hen" special round This special round would have all of the players except one be Tau-5. The one player would be a 3199 with 9000 hp. The tau-5 are tasked with killing all of the 3199 instances. 3199 and its many offsprings are tasked with killing all of the tau-5 and laying as many eggs as possible.
  4. 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)
  5. I've been hesitant to suggest a scp because a lot of abilities have been taken but now with these "similar scps spawn at the same area but can't spawn at the same time" thing I guess I could. This doesn't follow the lore but I saw electric and thought up this: Description: SCP-594 is a flock of sheep discovered in the Altai mountains that are highly aggressive and have abnormal electrical abilitys. They become passive when you feed them candy. Stats: Health: 2800 Speed: 2845's speed Lmb: Increase damage (explained further in the specials) Rmb: Electric locating (explained further in the specials) Spawn: 457's spawn which means neither him 334 or 594 can spawn in the same round Specials: You will be damaged around 594 much like 457 but instead of flame effects there would be electrical effects. The damage would normally be a 1. 594's lmb special allows him to increase that damage to 5. The delay would be 10 seconds and it last 5 seconds His Rmb would put a highlight, much like 2521's, over everyone a basic hallway away. It last for 7 seconds and the delay is 12 seconds. 594 can also send electrical impulses to open keycard required doors up to level 2. Giving candy to 594 will take away all of his abilities, including the damage around his body, for 10 seconds. model: https://steamcommunity.com/sharedfiles/filedetails/?id=809585922&searchtext=Sheep
  6. 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.
  7. 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
  8. A couple of months ago I found this old video on breach (I'm not supporting whatever most likely dead server it was on) with vehicles in it which looked really fun. Now that I think of it this might fix a couple of things along with making breach more fun altogether. The way this would work is three different vehicles would spawn at the old ntf spawn. There will also be three different corresponding keys that go with these which will spawn at different locations or not at all. The classes that can use the different vehicles consist of: Mtf CI D class Researcher SCP-378 only when in someone's body The different vehicles and keys could be Silver key: https://steamcommunity.com/sharedfiles/filedetails/?id=1446419552&amp;searchtext=Scp Black key: https://steamcommunity.com/sharedfiles/filedetails/?id=1553158936&amp;searchtext=Scp White key: https://steamcommunity.com/sharedfiles/filedetails/?id=1423398716&amp;searchtext=Scp Some things this could improve upon: I believe this could help the issue of camping with all classes (only if the scp team has 378). Because with the ability to go to the escape zone without being harmed much would discourage a camper who would most likely stop. Not that campers are to big a issue but are just a nuisance to the players and staff. This is not really a improvement but sometimes there is a new player who delays a round for five minutes so maybe the waiting players could have a race? idk I think it would be fun Some issues this could create: Vehicle rdm. This isn't that bad because most servers have this as a rule so most players should be use to it and if they do they can just be punished. Another issue could be the fact of the vehicle being a bit to op which could be fixed by, much like the gates, it could have a set health either 1500 or 2000.
  9. 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.
  10. Oh no. The Serpent's Hand are raiding the Facility. Make sure the Serpent's Hand doesn't breach any SCPs. Ingame Mechanics Half of the players spawn as TRO Guards and the other half spawns as Serpent's Hand. There will be special TRO Guards such as the TRO Pyro and there will be a commander. All of the playable SCP's rooms take a level 5 Keycard to open. If a Serpent's Hand get's inside of one of the SCP rooms, they have successfully breached an SCP. The Serpent's Hand can breach multiple SCPs. Random Spectators are chosen to spawn as the breached SCP. Example: Serpent's Hand enters SCP-173's room. A random spectator is chosen to spawn as SCP-173. All of the SCPs will spawn in their normal spawns. All of the breached SCP's health is lower. (900 Health for every breached SCP except for 682, 106 and 610.) (1300 for SCP-682 and SCP-106 and SCP-610) The time is the same as a normal round. Serpent's Hand Member Stats: Health: 100 (Edited)(Thank you @Doomnack) Movement Speed: Normal Human Speed. (Can walk and Run) Team: SCP Objects Spawn: Random NTF Spawns Spawning Items: Gun: A Random SMG Melee weapon: Stunstick Radio: No. (People in the SCP team have their own non-existent radio that works like a normal radio but for the SCP Team only.) Keycard: O5 Healing Item: Random Serpent's Hand Members will have a First Aid Kit. If any items aren't included that means they don't have it. ____________________________________________________________________________________________________________________ TRO Guard Stats: Health: 100 Movement Speed: Human Speed. (Can walk and Run.) Team: MTF Guards Spawn: TRO Guards Spawn Spawning Items: Gun: A Random Rifle (Edited)(Was previously SMG)(Thank you again @Doomnack) Melee Weapon: Stunstick Radio: Yes. Keycard: 4 Healing item: No. If any other items aren't included that means they don't have it. ____________________________________________________________________________________________________________________ Goals: MTF Guards: Defend as many SCP spawns as possible and kill all of the Serpent's Hand. Serpent's Hand: Breach as many SCPs as possible and kill all of the MTF Guards SCPs: Kill any MTF Guards in sight and escape.
  11. 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.
  12. 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.
  13. If anyone has played against or as SCP-173 then you know how broken he is. Sometimes blinking doesn't work near him or his blinding special is broken and doesn't work. So I decided to make a "better" 173 without the blinking effect. Stats: Health: 5000, because without the blinding special he would be able to get gunned down very easily Lmb: Normal neck snap instant kill. No delay Rmb: Go through vents, based on cb, every 30 seconds Speed: Current 173 speed Spawn: 173's containment chamber Rmb special: This special would allow 173 to teleport to rooms, when someone is not looking. He can pick the vent of his choosing by pressing R to open up a menu on the different rooms he can tp to. Extra: if this is even possible I would like 173 only be able to tp to a room with no players in it, but this might not be possible putting coding in the picture These are the different rooms 173 can tp to
  14. SCp-1507 is not an easy scp to even do, and idk why people are suddenly suggesting it again. That being said, if people are going to suggest it this much im gonna try to make a more interesting version that is also more accurate to the article. This could also work as a special round(Call it "Birds? What birds?"). Im not sure if it would be easier as a special round or as a normal scp spawn(provided ralsei/xy is even interested in this suggestion in the first place). Brief Description: SCP-1507 is a collection of sapient and highly intelligent plastic pink lawn flamingos. They tend to attack in large groups and can call out to bring more to their side. Stats: Health: 150-200(not sure where about it should be) Speed: Human sprinting speed(they should be fast) Left Click: Same damage output as 795's default attack and same speed, but applies a small slow(2%? 5%?) that stacks(so like old 2521's primary) Right Click: Spawn in a group of additional scp-1507-1s(5-7) at a 'reinforcement' spawn point. (Similar to how 079's SH spawn acted in regards to cooldown(starts on cooldown, basically can only be used once per match). Cooldown shared between all SCP-1507-1s. Passive: Other SCP-1507-1s are highlighted and can be seen through walls. Have jump height equal to low gravity special round's jump height. Brief Gameplay Description: Unlike most other SCPs, 1507 doesn't spawn in as a single person, but instead, a group of 5 to 7(not sure how large the swarm should be, tbh) SCP-1507-1 instances. They all spawn together in the same cell. While individually weak, they are encouraged to work together in a swarm as well as ambush unexpecting players(their high jump height allows them to get up to unexpected places to swoop down on people). As this SCP would end up incredibly weak as the round goes on due to members of the 'flock' dying, they can spawn in an additional group later in the round.(also something they can do in the lore, so yay). Model: Pink Flamingo from 1950 model pack: https://steamcommunity.com/sharedfiles/filedetails/?id=663083175&amp;searchtext=1950s+pack+II Spawn Point: site-19 is crowded and its hard to figure out where they should spawn. 457's cell or 008's cell could work(depending on which is not currently used) as well as the bridge area past 096's lock room(can't access that pathway before round begins anyway, so it could work as a spawn).
  15. Note: I am well aware XY is quite busy at the current moment, and I dont like flooding him with suggestions, so this will likely be my last one for a while. Brief Description: SCP-019 is an incredibly difficult to destroy pot that constantly spawns monsters from within itself. These monsters are small and fast, but fragile. They don't last long when not near scp-019. Gameplay Description: -SCP-019(The Pot itself) would spawn in a cell somewhere on the map. I suggest using one of the 3 rooms past 049's containment in order to prevent it from getting killed easily. -SCP-019 itself isn't playable. it instead allows the playable SCP(SCP-019-2) to keep respawning until killed. It should have around 2k HP. -SCP-019(the pot) can be escorted by serpent hands once they reach it, allowing the player to successfully escape(like how 079 worked). As a result, serpent hand is guarateed to spawn when SCP-019 has spawned. -SCP-019-2(The actual player) has infinite respawns so long as scp-019 is alive. Escaping as SCP-019-2 doesnt grant any points.(Unless you dont want SH to escort the pot, in which case SCP-019-2 can escape normally(Same thing that happens when able escapes where they dont respawn). -SCP-019-2 has incredibly low hp(having only 50 hp) but moves incredibly quickly(SCP-173 speed). -SCP-019-2 would be using a modified version of the fast headcrab swep from Zombie Survival gamemode(same way scp-049's use a modifed zombie swep). Model for SCP-019: https://steamcommunity.com/sharedfiles/filedetails/?id=491054640&amp;searchtext=Pot (Pot from this pack. Bonus points for the fact it breaks/scatters already). Model and Weapon for SCP-019-2: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463&amp;searchtext=Zombie+Survival (The fast zombie weapon from this gamemode also comes with a fast headcrab model with animations and hitboxes. I imagine it should be usable).
  16. Sorry gonna' make this quick but I'm pretty sure that a small part of us were dissapointed by 681's model change into a small plain white balloon. Though obviously, it had to be done because despite what would be thought of a free game, not everybody has tf2. I decided to repair the famous balloonicorn by putting the model as an addon, which was really simple honestly. Here it is bellow: https://steamcommunity.com/sharedfiles/filedetails/?id=1652147592 disguised it for my friends lol Plus if you want the model comes with an extra BLU skin, so I guess you could set it to a random one when it spawns, just for fun really.
  17. Sadly, no, it's not a book of boxbox's guides. Anyways, this is a continuation of the massive itemposts I've been doing lately. Don't mean to flood the suggestions forum, even though, that's obviously what I'm doing. But I'm honestly liking writing these types of suggestions because instead of making serious SCP suggestions, I've been making suggestions that I actually enjoy comically or gameplay-wise. See this as whatever you like, but here's a neat way to spend leisure time in game, and maybe you could learn things along the way. SCP-1161: "How-To Guide" -Spawns in item location. Only found in Site-19 for consistency of its readings. -Item Type: Active Weapon -On use: a random hint is messaged to the player; knowledge is power. Purpose: A fun little thing to entertain bored players, but could genuinely help new players to the game and maybe teach experienced players some stuff they didn't know. SCP-1161 presents different sections in its reading, including: Containment Breaches and You: how to NOT die in Situations of Certain Doom. (presents knowledge on general things to avoid) The Class-D Monthly by the New Foundation Times: Top 25 Ways to Escape! (presents knowledge on general ways to escape) A Beginner's Guide to the Various Anomalies of Site-19: Featuring Guest Star Dr. Clef. (presents knowledge on various SCPs, hinting their capabilities) The title of the section is messaged to the player, followed by the actual message itself. (the rest is kinda' long, read the possible responses if you wish) Containment Breaches and You: how to NOT die in Situations of Certain Doom. Truth is pal, men dressed in orange aren't meant for this world. Might wanna' avoid the guys with the long guns. I don't know what kind of operation they were running here before, but you might want to keep an eye out for big scary monsters, okay? If you're lucky enough, you may find some healing items around this place. Look for shiny lil' red things especially, those are really good. Dude, I don't know how to explain this to you, but blue and orange don't mix. Let there be guns, said the Lord. And let there be people to shoot them with, said the Lord. Buddy, if you want to get ouf of here alive, I suggest arming yourself if you haven't already. You know stunsticks are waaaaay cooler than crowbars. Well, you can swing faster with a crowbar, but a stunstick does more damage! Neutrals are called neutrals for a reason, and you might wanna' back out of their way before things get ugly! I heard there's people coming to get us out, soon. At least, I hope they are, assuring that you're not orange of course. There is no god comin' to save you, sadly. But there are heavily-armed military men busting in any second, I can just feel it! Hey, four eyes. If you're reading this, I suggest getting far away from those dumb "D-Boys" while you still got consciousness! Hey, TRO's, a wise man once said: "remember, no orange". Make best use of your men while you still have them, colonel! I'm counting on TRO like you to save the day, well, I'm assuming that you're a TRO, heh. If you see an orange blobby thing coming down your flank, be prepared to hug. Hug once, hug twice, hug as many times as you please. If there's one good use for orange slimes, it's when it's the type of orange slime that tickles you! To all of the unfortunate prisoners still in this hellhole, remember one thing, "blue equals bad, green equals good". Hey Class-Ds, I suggest not shooting the mysterious peeps in green. I mean, it's not like they're TRYING TO SAVE YOUR HEADASS! TRO arrive at the 2 minute and 8 minute mark. Make use of that information of whatever way you want to. The Class-D Monthly by the New Foundation Times: Top 25 Ways to Escape! Gee, I wonder if the entrance zone is where the entrance is. You might want to skidaddle while you still can. There are two gates, and as such, two possible options to escape, if you haven't noticed already... TRO tend to be less alert around Gate B, fellow D-Boys. Use Gate B to make a stealthy escape. Watch yourself at Gate A, fellow D-Boys. There's almost bound to be a crowd of TRO there. A wise automated script once said: "Stuck behind gate a? Use !gatea to open it". Mind that Gate B may be a bit unstable at times. Utilize the "Remote Door Control" switch in the electrical center to try and pry the gate open. Due to an unfortunate fault in Gate A's wiring, they spontaneously open at the 5 minute mark. Engineers are still baffled till' this day. Top 10 questions scientisst can't explain to this day: Number 1. HOW COME THE HEAVY CONTAINMENT ZONE COMES BEFORE THE LIGHT CONTAINMENT ZONE. LIKE SERIOUSLY. Utilize doors as cover, especially against gunfire. Just note that all doors are made out of paper, making them easily bullet penetrable, so don't stand infront of it! You might want to be careful of that big, loud, scary, electrical shock thingamabob. Disable it in the electrical center. The electrical center allows for easy change of various options within the facility. Use it as your advantage. You might not want to draw attention to yourself, especially when you may be outnumbered. Sometimes, it's best to avoid SCPs while you still can! You might not want to escape the facility around the 2 minute or 8 minute mark, namely if you happen to be wearing orange. The surface allows limited cover against gunfire; it may not worth messing with spawnwaves. A Beginner's Guide to the Various Anomalies of Site-19: Featuring Guest Star Dr. Clef. If you ever come in contact with the statue, just remember one thing: don't blink. Beware the corrosive man. His pocket dimension may be your final resort. Don't listen to what he says. He's not the cure, and he certainly nowhere safe to touch. He wants to burn. Don't let him, especially not on you. Remember, when dealing with exceptionally shy people, the best thing to do is to ignore them. He just wants tickles! Just give it to him already! He may claim to be sincere, but that mask on his face tells researchers otherwise. Yeah, the farmers were disgusting, but guess what he thinks about you! His lies do not shadow the truth. He's not one of you, but he shares your voice. You can't see them, but they can certainly see you. But all you need is equipment. In the corner of your eyes, it lurks for you. Just wait until you get a glimpse. Keep your distance from it, don't let the grasp of darkness consume you. The swordsman is quite skilled in the art of movement, but his lust for blood consumes him. They're just kids afterall, but they do make a damn good task force! He's may be a deer, and may possibly be a prophet, but he's certainly a god, and he stares into your being. Don't say it. If you say it, he will see you. It can't see you, yet. Might want to avoid electronics for a little while. You are not Eric, and it knows that. Don't stand around, waiting for the yarn to scream. Do not look into the face of the soapstone, for their presence lingers. Not everything is at it seems, and for some reason, this applies to cats. It's out, and it's pissed, and it's, helium? They hate for you, but not until you hate with them. Read the encylopedia, at your own risk. It is the cure, the only cure, the true cure. And it's red too. Didn't your mother ever tell you to take two please? The clockwork machine's confines are more than just the limb of the broken god. Let its refinements aid you. The hole grants you a second chance at the fortunes you have ignored from the past. Did I ever tell you this book is likely the coolest book out there? Who needs aids or Daevas when you can have knowledge! A word of advice, from the man who knows too much: "I wouldn't want to wake up, but unfortunately, you must". A word of advice, from the man who knows too much: "This is a dream, the last dream you'll ever have, for nightmares are coming". I forgot what to write down here. I think it was something green and circular, I'm not too sure though. SHARKS DON'T LIKE BEING PUNCHED SORRY!!! God, that took waaaay too long for an item that purely serves for slight advice and acts as more of a joke. I hope this gets somewhere though. This is my last suggestion for the item-scp-apocalypse, I'm going back to my hiding hole.
  18. This is a pretty straightforward suggestion for Special rounds in Breach to possibly include in the Special Round vote. They should be simple to setup as well since they only affect what spawns really. Doom: When facing a demonic invasion, one doomguy was enough. When facing SCPs we may need a few more. Spawns: 45% MTF Tau 5 - 20% researcher - 35% random SCPs (or demonic type SCPs). Details: Disable Nuke? Bomberman: Play a game of bomberman, avoid the bombs released by SCP-2845 Spawns: SCPs spawn 4 SCP-2845, standard round spawns otherwise. Details: Standard round rules. Alternatively could be d-class only. Swordfight: Go medieval during a containment breach. Spawns: 50% scp-076 MTF - 50% scp-076 SCP Details: Disable gate A, B. Disable Nuke. Disable spawns.
  19. Hey if you're reading this, let me be the first to say, congratulations! For what reason you may ask? Like I said before, "Long story short, turns out Site-19 has been hiding a lot of stuff within its walls." We're not just hoarding freakishly-sized lizards. Well, we are, but not just that! Anyways, there are other hidden objects, item, and tools stored away within the confines of the facility. Just a matter of time before someone gets their hands on them. Note: this suggestion is a continuation of the original SCP Objects Overhaul found right here, featuring nine eight other items that may be possibly added in the game (SCP-207 has been modified but made an appearance). These SCPs may prove pointless in certain occasions, but in other circumstances can affect an entire situation. In all honesty, it all helps flesh out the feeling that we're undergoing a containment breach and somebody can steal the many anomalies we have anytime they please. Some items synergize or negate others, so watch out for that too. Also, quick modification to other suggestion. SCP-1123 can be picked up with a hazmat suit on as well as SCP-714 of course. However, it cannot be used against users with a hazmat suit or SCP-714. "Well, that's enough chit chat. I've got a rocket to launch." ______________________________________________________________________________________________________________ SCP-063: "The World's Best Tothbrush (sic)" -Spawns in item location. -Item Type: Active Weapon. -Poke!: deals only 1 damage to players. It's a toothbrush, what did you expect. -On use on gates: deals enormous amounts of damage, at a rate slightly higher than SCP-106. Purpose: Stuck behind gate a? Use !gatea a literal toothbrush to chisel your way out. Especially useful if the commander is "special". Strange Eyedrops -Occasionally replaces eye drops. -Item Type: Consumable Item -On use: user instantly teleports to the pocket dimension. Purpose: A one-time use for getaway situations. Though be mindful, it's the pocket dimension. Medkit (tweaked) -Spawns in item location and other medkit spawns. -Item Type: Consumable Item -Instantly heals the player by +75 HP. -Takes 3 seconds to use. Reason for Tweak: I honestly don't like how it instantly heals you to 100 on use, as it makes it almost identical in function to SCP-500, which SCP-500 should clearly be more distinguished than the medkit. It would also help make fights more balanced with people who are loaded with medkits. Tau-5's Cybernetic Regenerative "Doohicky" "It looks like it still works, uh, kind of" -33% chance to spawn after killing a Tau-5. -Item Type: Passive Item -Item can be enabled/disabled using the RELOAD key. -May spontaneously go on healing sprees, rapidly healing the player like Tau-5's HP regeneration. -May spontaneously go on damage sprees, rapidly damaging the player as an "inverse" to Tau-5's HP regeneration. Purpose: An uncommon but fancy prize for killing Tau-5, though be mindful of using it. SCP-268: "Cap of Neglect" -Spawns in item location. -Item Type: Passive Item -The player is completely cloaked, most of the time, when equipped. -Taking damage will drop the item instantly. -Running for too long will drop the item; it's a bit "slippery" today. -Note: the player's name can still be seen by other's crosshairs. Purpose: Perfect for evading enemies, such as MTF in the EZ. However, it is not recommended to ignore the risks involved. SCP-1074: "Stendhal's Nightmare" -Spawns in SCP-178's chamber, uncommonly. -Item Type: Passive Item + Entity -Item spawns in its entity form, facing the wall. -On use: SCP-1074 is added to your inventory. -While holding SCP-1074, movement speed is reduced to a walk. -On use (with item): plant SCP-1074 at your location. -Viewing SCP-1074's front for more than one second freezes the viewer in place for 5-10 seconds. -The teammates of SCP-1074's user are not affected. Neutrals beware. Purpose: A placable "trap" for unsuspecting victims. are we cool yet? SCP-018: "Super ball" -Spawns in item location. -Item Type: Active Weapon + Entity -Item spawns in its weapon form -To prevent RDM, teammates of SCP-018's users are ignored. This not include its original user. -On use: deploy SCP-018 by tossing it forward. -On each bounce SCP-018 is accelerated -On contact: damage is scaled by SCP-018's acceleration. -On contact with an SCP-class player: SCP-018 is turned into an item. -SCP-018 has a cap for acceleration for performance reasons, though it travels quite fast. -Max damage is 250. -The teammates of SCP-1074's user are not affected. Neutrals beware. Purpose: An unconvential game of fetch. Though, it may prove uneffective if the ball continously misses. SCP-262: "A Coat of Many Arms" -Spawns in item location. -Item Type: Passive Item -User no longer has any item limit restrictions. (Ex. they can carry every type of gun in the game) -User commonly drops weapons, which may prove awkward in combat. Purpose: A large coat for your item needs. Comes with arms too! But not every arm agrees how to work together, especially regarding which items they like. SCP-956: "Child Breaker" (Pinata!) -Spawns in certain specific locations around the map. -Item Type: Entity -Item has 250 HP. -On break: drops 3-6 strange candy! -Wait, strange? Purpose: Pinata time! More candy, because why not? Also I wish this thing could detect whether you are some squeaky 8 year old so it would smash you into pieces but sadly that can't happen, not today at least. "Strange Candy" (SCP-956-1) -Spawns from SCP-956, though may rarely replace a candy from SCP-330. -Item Type: Consumable Item -On use: suffer a series of disorienting events, include screen blindness, sound distortion, and movement inversion for several seconds. -On use: heals slightly more than candy from SCP-330. Purpose: Why you shouldn't take candy from strangers, but hey, candy is still candy! SCP-1079: "Dr. Wondertainment's Bubblebath Bonbons!" -Spawns as an item, though may rarely replace a candy from SCP-330. -Item Type: Consumable Item -On use: Heals +15 HP. -On use: Damage is reduced by 50% for 5-10 seconds. Sweet sugar clots! -Screen is tinted pink, slightly disorienting the user. -The more that are consumed the more disorienting the screen becomes. -Eating more than 3 in a round kills the user in sweet pink blindnesss. Purpose: Caaaaandy, but at a slight cost. SCP-999's Lost M&M -You feel giddy inside! -May rarely replace a candy from SCP-330. -Item Type: Consumable Item -On use: Slowly regenerate +100 HP over time. -On use: speed is increased for several seconds. -Screen is slightly tinted orange! Purpose: So that's where it went, huh? SCP-427-1: "Flesh Beast" note: this is an addon to the SCP-427 suggestion in the first part. -The result of sustained usage of SCP-427 from VOL. I of this suggestion. -This is an SCP class. -On attack: deal {75, 80, 85, 90, 95, 100} damage. -Movement speed is extremely slow, the same speed as docile SCP-682. -Spawns with 800 HP Purpose: This is designed to be the most unfun and probably weakest SCP in the entire game, as it is supposed to serve as a reminder to players not to wear SCP-427 for too long. Uses that one poison zombie player model I mentioned earlier. The misc. items are below: SCP-2270: right here SCP-1161: right here Vol. 1: right here (I'm pretty sure if you comment on that it's sorta' necro'ing, so if you have anything to say about those SCPs leave it here) also, shoutout to haxray's SCP-2953. fox gun pls
  20. "i just read the part about eternal consequences. thats not for real right?" Instead of suggesting pointless SCPs, I'm gonna' try my hand at item SCPs. I'll suggest some more items soon before I go back to the depths of hammer editor. This is a sacrifice-based item SCP suggestion. Summon the wrath of nergal, at a cost of others, and eventually yourself. Item uses (models/props/cs_office/file_box.mdl) from css, because I'm pretty sure the maps we use, also require css. No viewmodel is required. SCP-2270-A: "An Unnecessary Utilization of Excessive Force" -Random item spawn -Item Type: Active Weapon -The books demand a sacrifice, but be ready for eternal consequences. -Killing human players lowers the "sacrifice(s) needed" count. -Sacrifice count defaults to 8. -Count does not reset when item is dropped. -Nergal's Blessings: Players who hold the item take 10% less damage, and deal 10% more damage. -Each sacrifice completed notifies every player of incoming doom. -Once the sacrifice count is diminished, the map and all its players are consumed by the wrath of Nergal. -Item has a toggable DEVOTION option, which when enabled with R, causes kills to lower the Sacrifice Count. -NOTE: standard RDM rules apply. Neutrals can kill neutrals, but friendlies cannot kill other friendlies. -Sacrifice count and whether DEVOTION is enabled is shown at the bottom of the screen. Purpose: exactly as it name implies; good use for an improvised nuke. As each sacrifice is satisfied, every player alive receives a warning (message in chat) that they may be completely destroyed in a few moments. 1 Sacrifice Satisfied: You hear the wind begin to cry. 2 Sacrifices Satisfied: Blood of the innocent has been spilled. 3 Sacrifices Satisfied: Ereshkegal has been enticed. 4 Sacrifices Satisfied: The will of Nergal is being consulted with. 5 Sacrifices Satisfied: The site is engulfed in impending destruction. 6 Sacrifices Satisfied: Eternal consequences have been commited. 7 Sacrifices Satisfied: The final appeal has been made. 8 Sacrifices Satisfied: Victorious is Nergal! Our mighty god of war and the sun! Once the final sacrifice is made, the map explodes in a flash of white, and all players are instantly eradicated. Becareful what you wish for.
  21. (May or may not be slightly stealing the idea). Brief Description: SCP-681 is a bunch of sapient and really pissed off helium that likes to try to suffocate people as well as go inside balloon animals. Notably way less dangerous as a balloon for obvious reasons(But still somehow hazardous?) Gameplay: Health: 2000(Might be too much, its hard to judge imo) SCP team Spawn: Basement area Passive: Leaves a trail of dangerous gas behind it wherever it goes. This gas lasts for a minute and 30 seconds. Anyone who is not a SCP touching this gas takes 10 damage a second(Might be too strong, maybe 5? idk) while inside the gas. People wearing Hazmat suits take only 1 damage a tick. Slow base movement speed(im thinking slightly faster than 096, but not by much). Right Click: Hold down mouse to move faster(I think 682 sprint speed) but lose health(10 damage per second perhaps? It should add up over time) Left Click: Deal 5 damage. No cooldown(So like 795's left click spam, basically). Gameplay Description: 681 would be somewhat tanky and relies on leaving hazardous traps/trails of gas around in order to hamper movement or trap someone in a spot. Its tankiness is offset by its low movement speed, and it can trade health to move faster if it really wanted to. Its left click is weak as it shouldn't be its main form of attack, but helps prevent it from being completely defenseless up close and allows it to corner someone on its own in order to kill it. Im aware a basement spawn is scary, but due to how round start works it shouldn't be able to actually kill someone until round begins, and it would be rather unique to have a SCP that can do some sort of mild set-up before the round begins for real. Model: https://steamcommunity.com/sharedfiles/filedetails/?id=507170260
  22. This is not for my own liking (because i am fine with the normal respawn system) but for the new and old players that complain or just stop playing breach because of the respawn system. Here's how i would make it work: 0-10 players= 3 ntf or 1 ntf unit 10-20 players= 6 ntf or 2 ntf units 20-30 players= 9 ntf or 3 ntf units 30-40 players= 12 ntf or 4 ntf units 40-60 players=15 ntf or 5 ntf units 60-70 players= 18 ntf or 6 ntf units 70-80 players= 21 ntf or 7 ntf units Pros: The people that camp would be severly punished by the bombardment of mtf, ci, or sh. It would, as i mentioned earlier, make more players come. It could also make the round last longer. Cons: Groups like Nu-7 or Tau might be even more op if 21 spawn at max players. Fix: Maybe the same number of ntf could spawn from 30-80 players at metioned below but just different groups spawn at either gate a or gate b, but this might be hard to code.
  23. ______________________________________________________________________________________________________________ I'm not gonna' stir for too long, so here's a random suggestion on an SCP that would be preferable to run into. This is SCP-352, also known as "Baba Yaga". Mind the hair webs please. ______________________________________________________________________________________________________________ YOU ARE SCP-352 You are an anomalous old woman, also known as "Baba Yaga". You can pull in your victims from a certain range using your hair, or leave "webs" in locations to slow them down. Attacking your victims will leave them disoriented; getting attacked will sever your hair. ______________________________________________________________________________________________________________ Spawn Location: Any desirable location in the HCZ or possibly LCZ (spawn location ommited, because holy crap Site-19 is completely stuffed, so squeeze one in there) ______________________________________________________________________________________________________________ Gameplay Mechanics:  Controls: Primary (LMB): Bite Special (RMB): Extend Hair Reload: Plant "Web" Passives: Passive: On bite: victim is heavily disorientied, similar to the effects of a concussion grenade. Stats: Health: 1675 Attack DMG: {15, 20, 25} Primary Cool Down: 1.5 sec Special Cool Down: 3 sec Reload Cool Down: 45 sec Speed: Breach Human Walking Speed Misc Mechanisms: Point System: Like most SCPs in Breach, SCP-352 earns pointing by killing people. ______________________________________________________________________________________________________________ Description: SCP-352's special extends a "hair" towards its victims (this can be visually represented by some "black rope thingy" in-game. On contact: SCP-352's movement speed is slightly slowed, but SCP-352's victim is continously pulled closer until the hair is severed. This can be achieved by. ;Attacking SCP-352 has a 10% chance to sever the hair. ;Hitting SCP-352 with a melee weapon has a 50% chance to sever the hair. SCP-352's RELOAD ability plants a nest at its location. This nest freezes all players that touch it. Nests have 350 HP. ______________________________________________________________________________________________________________ Resources: SCP-352: https://steamcommunity.com/sharedfiles/filedetails/?id=974932116 ______________________________________________________________________________________________________________ tbh SCP-352 is a pretty weird SCP. Which in turn, will make it even weirder when you start getting latched onto by some unknown source. Essentially smoker from L4D now that I think about it.
  24. Another semi-joke suggestion that can go two ways. Brief Description: Mr.Fish is one of the little misters made by wondertainment. He is a man with a fish head for a head. That is all. He cannot breath underwater or talk to fish or any of the sort. He just has a fish head. Suggestion 1(The more 'fun/silly' one): Team: SCP Team Stats: 100 health Normal human walk and sprint speed Can use items and weapons same as a normal person Spawns with nothing Gameplay Description: Effectively a normal dude who happens to be on the SCP team. And has a fish head. As for actual benefits for gameplay, provides SCPs another way around opening gates, and a dude with a gun is still a dude with a gun and fairly dangerous in their own right.(Especially if they're working with the other scps). Basically old SCP-035 but without the complicated teaming rules and less health. And not spawning with any items.(Maybe he could spawn with items I guess). Edit: Plus hes the only scp, outside of a lucky serpent hand spawn or a scp-1471/689 god tier teleport, who could access and disable the nuke if the door is closed. Suggestion 2: A pointshop player model for D-class. The workshop addon with the model for SCP-527 features a d-class skin. Model: https://steamcommunity.com/sharedfiles/filedetails/?id=1124162421&amp;searchtext=SCP
  25. Based on one of the Doomsday 2018 entries involving grenade launchers, seagulls, cyborg shark punchers, nuclear weapons, a really stupid robot, and human bird zombies. No short story here. :L Round Details: All but 6 people spawn as the hostiles/scps(No idea what to call them on the scoreboard. Maybe just "Bird' or something?). They are essentially giant humanoid bird zombies. They should have around 50 health, and their attack would basically work the same as the crowbar item. They would keep respawning after being killed(From any spawn point regardless of the team. Etc they can use d-class, researcher, MTF, SCP spawns, anything but NTF spawn), with the same delay as able's respawn. Model: https://steamcommunity.com/sharedfiles/filedetails/?id=699790341 The remaining 6 people spawn as a MTF unit. They consist of 3 ETA-4 "Begone Thoth" members. They are sapient seagulls armed with grenade launchers. Yes. You read that sentence right. They have 100 health, same as a normal person. Grenade launchers have 25 ammo starting out. They can still pickup and use item and weapons like a normal person(Despite being seagulls). Model: https://steamcommunity.com/sharedfiles/filedetails/?id=699790341 (Same as the bird zombies. Shrink it down a bit so its easy to tell them apart. Alternatively, color the bird zombies red or something to make them stand out from ETA-4). Weapon: https://steamcommunity.com/sharedfiles/filedetails/?id=136986267 (I couldn't find a TFA weapon base Grenade Launcher, im sure it exists somewhere). The other 3 are CYBORG SHARK PUNCHERS!!!!. Also known as Marine fighting Team CHARYDIS. They have 250-300 Hp starting out, and are armed with fists that do the same amount of damage as the SPC guards on SPC breach. They cannot pick up and use other weapons.(However, if its not too much of a pain in the ass to code, they can still use keycards and medical equipment and other such items. Just not weapons). Model: Default unarmored MTF model. All of the 6 MTF spawn in the normal NTF spawn outside. The goal of the MTF squad is to obtain a level 5 keycard and trigger the nuke. The nuke works the same as it does on a normal round(having a delay on it). No doors would be keycard locked on this round in order to avoid delaying. All items spawn as normal otherwise.
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