Buttons, doors, walls and other structural elements.

#1
I say in advance that my tone here may be a little aggressive, and if it is perceived as so, be assured that that is not my intention. I'm afraid it may sound a bit (too much) like a rant. Again, that is not my intention.

Now, I've been reading some opinions for some time now on matters like some rooms. I've been noticing that there are aspect that could be improved upon, and some general inconsistencies inside the facility.

The looks of the facility:

It seems that most of the initial site infrastructure seems to have been done ad hoc, i.e. mostly as placeholder to support the game mechanics and to be able to deploy executables of the game. There is little consistency and a mixture of architectural styles (the 3-way and 4-way rooms - inspired by SCP-895, the catwalks, and the solid concrete rooms, for example). There's also too many unfortunate graphical glitches. Right now the facility looks like an abandoned, slightly old industrial complex (some rust, solid metal doors, robust catwalks, machinery). It makes sense for the most underground containment chambers, but not for the overall facility.

The big red button:

I can't see how a bulky switch with a silly screen and a colourful red button fit into a facility that is intended to be "serious" and "scientific". At first it seems the button does not even need any kind of authentication. I can't see why the Foundation would invest in this superfluous technology (along with all the wiring/preparation it would require) instead of a common white polymer door (with an aluminium knob for that matter).

Even if it can be argued that there is some sort of biometric validation associated with the button/screen (i.e. it reads you fingerprint/DNA/other to verify you are facility staff and have proper clearance - and quite frankly, given the looks of the button, this is quite far fetched), it doesn't make sense you need to use such validation every time you want to go to the next corridor. Or to the bathrooms. And if this biometric validation was confirmed, then what would be the point of key-cards?

I might be wrong, but isn't 372's chamber lacking an adequate key-card reader? These might be small issues but they end up contribute significantly on how the overall atmosphere works. Maybe the key-card reader could even be smashed/destroyed - it would seem odd for the almost-safe SCP to be deliberately freed, or for the containment cell to have spontaneously opened.

I think doors would also fit well in the WC's. After all, it makes some sense.

Latch and sliding doors:

I can't see how the latch/sliding door system fits here (the way the doors currently open). I think these types of door are meant for medium-secure closing, not for general purpose - they are these massive metal slabs (which by the color seem to be made of old iron, which wasn't painted or corrosion-protected) which seem to close heavily. It doesn't make much sense that these doors are used throughout the facility in places where more conventional doors would fit better (normal laboratories, offices, etc). In my opinion they should be to Safe what blast doors are to Euclid/Keter. Additionally, don't latch doors give a sense of security? It may have a negative effect on the atmosphere the game wants to recreate.

And the SCP logo is not centered (the horror)!

Floors:

Why are offices, staff facilities and containment cells all mixed in the facility's floors? It seems like a noticeable security flaw. If there's a containment breach, for example, and if dangerous SCP's find the offices, then there could be great material and human loss. It would seem more rational for things to be better organized. Even with the modular design approach of the facility.

Talking about floors; there's just one (maintenance tunnels and high containment cells don't really count). It seems perfectly reasonable for the facility to have more than one floor; multiple floors may even allow the layout of the facility to be more flexible. More space would also exist for modules, and the place would look better organized. Plus it may lead to a smaller facility radius (and thus less heavy walking).

Black fume rooms:

How is the existence of these even explained? They do nicely in making use of the blink mechanics, but how do they fit in the facility? What's this chemical? And what's the purpose of the lockroom, what functional role does it make in the facility?

Tesla gates:

Oh why would the foundation put a bunch of electrified gateways around the facility? Maybe they are there to prevent further containment breach, but still, they hardly fit in, and they are nothing but a nuisance most of the times (though they are very useful against 106 if they are around - which shouldn't be reason enough to add them).

I'm sure that there are many other things related to the facility's interiors that could be discussed, but I think this is enough to stir up debate.
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I confirm you can win SCP:CB on Keter using only a keycard.

Re: Buttons, doors, walls and other structural elements.

#2
I gotta agree with what you say, and I'm pretty sure the excuse of "Its not finished" won't work. However, for know I think it works ok (although the repeating rooms are kinda annoying) and this should be changed once most of the game is completed.

There are somethings that don't really need to be changed. The buttons for example. Sure, they are kinda unrealistic, but I think they are better than normal doors, which would feel kinda weird.

I say that for now, it should be put aside, and once all the other things (SCPs, endings, etc...) are done, then we can look to "fixing" this.
-Resident Bacon Fanatic-

Re: Buttons, doors, walls and other structural elements.

#3
Hakkla wrote:The looks of the facility:
Yes, a lot of it is placeholder textures/models for the game (Hence why it's still in Alpha). The facility is located heavily underground in dug-out caverns for security reasons, Gate A and Gate B serve as the only feasible entrance/exit from the facility currently on overload due to holding so many SCP's right now on short notice. (I think Regalis/other mentioned that this site is housing a lot of SCP's from other Foundation Sites that have been attacked recently as story background..) It does feel empty and lonely right now, because most personnel escaped to evacuation shelters or other safe area's to wait out the breach. Graphical Glitches are due to the low-running BLITZ3D engine it's currently on, it is possible it may be moved to a C++ based engine in some time.

A few rooms such as the 3 way catwalk are sort of those rooms that were built on short notice for expansion, it shows how incomplete the place is and the sort've rush to get everything together. I admit though that it is odd that a lot of rooms don't make sense next to one another (The Restrooms right next to SCP-106's chamber); I think the best way to combat this is later on implementing new map generation rules for spawning certain rooms next to one another to help organize things a bit. I think an art direction would help as well, concept art, real underground base images, etc.
Hakkla wrote:The big red button:
The button sure beats the old model, someone made a new model for it a bit back on short notice; I always thought it made sense that the facility has double metal/steel doors that slide open on a button press, seems more sturdy, secure and professional than door knobs at least (and requires a sentient being to use in order to easily open). I'm not sure why it has that blank screen on it right above it, It sure fills in and looks better than just a red button on a metal platform, though. Can't think of anything personally myself for a new fill-in for just a button there, it's bright and red and intuitively helps players easily identify a usable object gameplay wise.

I never thought about why 372's chamber was open, I guess to quickly get something following the player that was unidentified and jumpscary-ish. It could be that researchers had to make a break from it's cell really quick and didn't bother with the blast door or something. Perhaps some safe/Euclid SCP blast doors should be possibly randomly generated to be left open if personnel were actively inside of it for work.
Hakkla wrote: Latch and sliding doors:
I think conventional doors have a bad effect on the atmosphere down where the Safe + Euclid + Keter class SCP's are, they're perhaps more suitable for a staff room area or lounge in another section of the facility that could later down the road be implemented in the generation algorithm; just like the Black Mesa Facility in Half-Life. Or perhaps doors can become motion triggered like in Doom 3's Mars Laboratories and locked/closed on demand with keycard panels on the sides. The game is meant to give some rest time to the player by being able to close the latch doors behind them in a chase or to stop another thing from sneaking up behind them or spotting them easily or slow down they're approach by forcing them to re-open the doors themselves. (When the game isn't so much scary for myself, it's always more fascinating).

The uncentered logo kind've fits in the same areas as one would find a door Peephole or knocker, etc though. Better than waist-chest height.
Hakkla wrote:Floors:
I agree with this, there should be more organized map spawning generation but It's going to have to wait until Regalis get's back probably. (Although on a sidenote besides the sometimes odd room spawns that happen sometimes, it is a lot more terrifying/exciting with the SCP's and offices being on the same level :P )
Hakkla wrote:Black fume rooms:
I think they were originally mostly meant for puzzles with SCP-173, it could be a cleaning gas for decontamination, I'm not sure, may be better ways to implement it than on walkways though. The red timed lockroom is actually meant to be a decontamination room/checkpoint I think.
Hakkla wrote:Tesla gates:
I was a bit upset when they were added in originally; but it makes sense as a security measure for keeping escaped Class-D's or other dangerous SCP's at bay when the site enters security lockdown. I think it's more realistic than a laser defense system or something from Resident Evil or automated turret though. I think to help balance it, it should require a keycard (?) to shut it on/off on the sides, I mean, Scientists are almost definitely dead though trying to get past that thing to safety. Perhaps they activate after like 5 minutes into the game as an automated security measure? (The delay being for personnel to find safety before activation).

I think overall we need more art direction in terms of the facility, more idea's can come from studying other game mechanics as well.

Re: Buttons, doors, walls and other structural elements.

#5
Irontaco wrote:The best way they could explain the Tesla gate would be if they were activated after a few minutes/rooms, like the MTFs, followed by a message from the intercom.

''All of the Tesla gates around the facility are now activated. All staff are advised to pay extra attention and enter the emergency shelters inmediately''
That's actually a quite a good idea, it certainly shows that the gates aren't active all the time, only in the event of a breach.
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Re: Buttons, doors, walls and other structural elements.

#6
Let me inject my opinion. I think the facility at the moment looks okay. The oppresive and unsafe atmosphere has been there, but it's a bit plain really. Some areas should have fake window screens or different textures. On the subject of gas catwalks, t rooms, and lockrooms. I always thought the catwalks were just regular pathways that shot gas in the event of a breach. The T-rooms really serve no purpose other than 173 puzzles, and the lockroom is probably a decontamination room, no idea why it locks people in though. In the future we could remove or replace these.


One thing I've desperately wanted is floors. The facility is kind of weird at the moment, the design is usually weird to full on deadly. organized floors would help tremendously. I can't express all my thoughts as I'm typing on my shit phone so I'll post again tomorrow.

EDIT: Gas catwalks and 3 way metal bridge rooms need a cave bottom portion, it would be amazing.
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Re: Buttons, doors, walls and other structural elements.

#7
Omniary wrote:
Irontaco wrote:The best way they could explain the Tesla gate would be if they were activated after a few minutes/rooms, like the MTFs, followed by a message from the intercom.

''All of the Tesla gates around the facility are now activated. All staff are advised to pay extra attention and enter the emergency shelters inmediately''
That's actually a quite a good idea, it certainly shows that the gates aren't active all the time, only in the event of a breach.
Agree
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