Sam the unoofer

Notably Dangerous Demo-Knight
Contributor
the map is now called dr_scprun and I've improved on stuff since the last update i posted here early in development.

I've improved the lighting in LCZ and the overall mood to it. There are 2 different scenarios, LCZ to basement to HCZ, OR LCZ to Pocket dimension to 106's CC in heavy containment. The pocket dimension route is more parkoury overall and there is a 1/3 chance of getting the PD route every round.

Since then I have added freerun mode, plus every single teleporter is 2 way so you can go from one end of the map (in the course of the traps dependant on the scenario) however as you please.

So far I am up to Heavy containment zone and about to start work on the SCP 096 and tesla gate trap.

The SCP traps use models from the game SCP Containment Breach and they are all animated, especially scp 096.

I will post again probably once I am closer to completion.


Second area of the pocket dimension out of the 3 areas.
unknown.png

unknown.png

unknown.png

unknown.png

unknown.png

SCP 939 picks up the player on movement, on the marked areas keep crouched or 939 will chase you and kill you.

unknown.png

unknown.png

POV Larry is laughing at you whilst you are in the femur breaker (106 TRAP)
 

Hiiglane

Notably Dangerous Demo-Knight
Late to reading this but I felt I wanted to comment more than just react:

"the path to escape the facility is subject to change every round (similar to maps such as neonoir_v10_impossible) so that no single round will give the same path."

That is fucking great, as I recently returned to Deathrun, I have realized a big problem w/ map gameplay is how stale and repetitive some maps can get, Neonoirs branching routes w/ different difficulties really gives the map the flair of having polish, and wanting to ensure its never getting stale for the players. I like to hear that this concept of branching is trending w/ map makers because it means more replayability in DR maps.

If I could ask some questions:
1) A bit early, but what minigames do you plan to introduce to this map if at all? I do know that what a lot of players nominate maps for is how fun the ending minigames are if they aren't crazy about the map itself.
2) Will you be constantly updating the map with bugfixes assuming it gets fully finished or will you attempt to make a final version and then leave it at that?
3) Is dr_scprun the final name? I feel dr_containmentbreach is a bit more memorable but thats solely personal.

I'll refrain from saying much until theres a playable test out but I like the concept and environment, the spooky dark lighting reminds me of maps like asylum & horor. Best of luck.
 

Sam the unoofer

Notably Dangerous Demo-Knight
Contributor
Late to reading this but I felt I wanted to comment more than just react:

"the path to escape the facility is subject to change every round (similar to maps such as neonoir_v10_impossible) so that no single round will give the same path."

That is fucking great, as I recently returned to Deathrun, I have realized a big problem w/ map gameplay is how stale and repetitive some maps can get, Neonoirs branching routes w/ different difficulties really gives the map the flair of having polish, and wanting to ensure its never getting stale for the players. I like to hear that this concept of branching is trending w/ map makers because it means more replayability in DR maps.

If I could ask some questions:
1) A bit early, but what minigames do you plan to introduce to this map if at all? I do know that what a lot of players nominate maps for is how fun the ending minigames are if they aren't crazy about the map itself.
2) Will you be constantly updating the map with bugfixes assuming it gets fully finished or will you attempt to make a final version and then leave it at that?
3) Is dr_scprun the final name? I feel dr_containmentbreach is a bit more memorable but thats solely personal.

I'll refrain from saying much until theres a playable test out but I like the concept and environment, the spooky dark lighting reminds me of maps like asylum & horor. Best of luck.
1: I will deal with the minigames once I finish the run itself. However I plan to include a good range of minigames including one maybe 2 easter eggs. I am planning to have a boss you fight at the end as one of the easter egg minigames as well. I am also planning on adding a few humiliations.

2: If there is any bugs with the map which causes significant impact to gameplay I will get a fixed version out ASAP.

3: scp_run is the final name at the moment, the name change was because I was made aware of another couple of mappers via the Death Experiments Discord doing one under that name about a month prior to me starting and it would be impolite to take their name since they started way before me.
 
  • Like
Reactions: Hiiglane and Skull1