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.
Buttons, doors, walls and other structural elements.
#1SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.
I confirm you can win SCP:CB on Keter using only a keycard.