[WIP] SCP Containment breach [abandoned]
Re: [WIP Concept] SCP-173 Multiplayer
I've tested and wow!
You got the spirit, but the level is very hard, don't think? After picking and using the keys, I don't have idea where I need go.
You got the spirit, but the level is very hard, don't think? After picking and using the keys, I don't have idea where I need go.
- kevansevans
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Re: [WIP Concept] SCP-173 Multiplayer
Actually that's kind of what I want. I want the player to feel lost and clueless. Part of the original fan game was an entirely random generated map, which gave that lost and hopeless feeling. Doom doesn't support random level design (as far as I know), so the next best thing is an intentionally vague and huge map.ArielBoss wrote:I've tested and wow!
You got the spirit, but the level is very hard, don't think? After picking and using the keys, I don't have idea where I need go.
- SoloSpaghetti
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Re: [WIP Concept] SCP-173 Multiplayer
I've tried it. The monster is simply wow! Great job! I've never had such a fear playing something... About the level you should try to obtain some atmosphere. I dunno, you should try to make it more similar to an abandoned hospital, you shoul add props, lights, contrast, and maybe make the area bigger...
Spoiler:
- kevansevans
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Re: [WIP Concept] SCP-173 Multiplayer
On the other end of the hallway is a switch activated lift, where you can explore the rest of the facility. In it there are a few other monsters and stuff. Mind you the level isn't finished, but I wanted some feedback and it looks like I'm getting the reactions I'm wanting. And tbh, I get scared myself playing this xDSoloSpaghetti wrote:I've tried it. The monster is simply wow! Great job! I've never had such a fear playing something... About the level you should try to obtain some atmosphere. I dunno, you should try to make it more similar to an abandoned hospital, you shoul add props, lights, contrast, and maybe make the area bigger...Spoiler:
As for setting, i'm trying my best to make it look like an abandoned laboratory or something of that sort, details such as lighting and props I'll worry about later. (besides the ones I've already added)
Re: [WIP Concept] SCP-173 Multiplayer
Why don't you use Oblige to make your randomly generated map?
Re: [WIP Concept] SCP-173 Multiplayer
Vase = LoL
- TheMightyHeracross
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Re: [WIP Concept] SCP-173 Multiplayer
Because passing Oblige levels off as your own is foolish, lazy, and will get you flamed?poopgai wrote:Why don't you use Oblige to make your randomly generated map?
- kevansevans
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Re: [WIP Concept] SCP-173 Multiplayer
Well Mr.I-Made-this-account-so-I-can-be-a-dick, I went and googled this and took a look and decided against it. Not that I was going to use it, but playing around with it set my motives in cement. I did not like it's method of making levels. Everything in there was something I'm trying to avoid in my maps. Weird monster and item placement, awkward room shapes, and singular map movement (IE there was a strait line to follow). I want my maps to be as non-linear as possible, vague with its items, and sparing with it's over powered monsters. Not only that, I have to make sure that every little thing works for both the player and the monsters. 173's speed has caused a lot of problems in terms of my design. I have to change certain line-defs to blocking monsters so I can keep him from getting stuck. There's a small space you can get into without crouching in between the beds of each room. if 173 gets in there, it's not coming out for awhile. Not only that, it's large map settings aren't that big to begin with, which would ruin the experience of lost exploration, again, i want my map to be non linear as possible.poopgai wrote:Why don't you use Oblige to make your randomly generated map?
Point being, I wont be able to control how I want the level to look as much as i'd like to, and after generating the levels, I'd have to go through each map to make sure nothing can be abused.
- wildweasel
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Re: [WIP Concept] SCP-173 Multiplayer
The rest of your post is written well enough that I'm surprised you had to stoop this low. Really don't care who it is, we don't like random insults like this.kevansevans wrote:Well Mr.I-Made-this-account-so-I-can-be-a-dick
- TheMightyHeracross
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Re: [WIP Concept] SCP-173 Multiplayer
What the hell did he even do, anyway? I mean, I told him why people don't use it, but he did nothing you should be pissed at him about.
- kevansevans
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Re: [WIP Concept] SCP-173 Multiplayer
I do apologize, I've had past experiences with people who make accounts just to make one post. I find it incredibly obnoxious, i'll watch myself next time.
Re: [WIP Concept] SCP-173 Multiplayer
Umm... I am a lurker (that's why I never really posted before), and I myself am making a horror themed mod that's based around everything being randomized. I'm not trying to convince you to use it - I was only suggesting it, because it might seem like it'd be useful to you. I did not intend any harm.
As for passing the levels off your own and stuff, I don't do that. In fact, in the mapinfo of my mod has every map called "oblige'd", because I have the pictures set to "NONE" so there are no "made by Oblige" picture to show up.
As for passing the levels off your own and stuff, I don't do that. In fact, in the mapinfo of my mod has every map called "oblige'd", because I have the pictures set to "NONE" so there are no "made by Oblige" picture to show up.
- TheMightyHeracross
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Re: [WIP Concept] SCP-173 Multiplayer
Using Oblige levels will get you hated in this community anyway, regardless of whether you pass them off as your own or not.
Re: [WIP Concept] SCP-173 Multiplayer
Surely hatred is out of place, even in such an unthinkable scenario... I know some people use Oblige levels as a starting point. And I say this without any malice.
Aside from Oblige levels not suiting the creator's intentions is of course the problem that the level isn't really random once you ship it with the wad. You could create 500 oblige maps, jump to random levelnumbers and use scripts and counters to adjust the presence and power of enemies, but that's a lot of effort and a lumpy wad. (And then the fact that Oblige levels are not up to snuff comes back into play.)
You could have an enter script randomly lowering sector ceilings, floors and others stuffs, or placing keys at various locations. Strategic map design for random flow. Probably a very involved process that's hard to get right. I wouldn't know. I never got a map right.
Aside from Oblige levels not suiting the creator's intentions is of course the problem that the level isn't really random once you ship it with the wad. You could create 500 oblige maps, jump to random levelnumbers and use scripts and counters to adjust the presence and power of enemies, but that's a lot of effort and a lumpy wad. (And then the fact that Oblige levels are not up to snuff comes back into play.)
You could have an enter script randomly lowering sector ceilings, floors and others stuffs, or placing keys at various locations. Strategic map design for random flow. Probably a very involved process that's hard to get right. I wouldn't know. I never got a map right.
- twinkieman93
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Re: [WIP Concept] SCP-173 Multiplayer
While randomizing the level itself may be a difficult thing to do, randomizing the placement of items and monsters is relatively simple. Just have different spawn spots for a particular item, and a script randomly selects one of them and spawns the item at that location. As far as I know that's the extent of the randomization for SCP Containment Breach, although I've never played it myself so I dunno.
