Wow! This look, pretty pretty well made, very similar to the real SCP Containment Breach, also, the map will be generate randomly like in the real SCP? I don't know if that's possible with plugins...
I've given it only a little thought making it randomized because of all the different room sizes and sections (light, heavy, entrance).
I will make at least another layout once the first is done and updated a few times if I get enough requests however
Maybe SCP-173 can be a Witch? Just remove the potion effect and change the glass shattering sound, or SCP-173 could be a Snow Golem just remove the snow and change the snowball sound. I have a few ideas for what he can be. Since you use SCP-049-2 as a Zombie, maybe SCP-173 can be a Zombie Villager, or it could be a Wither Skeleton with insane speed, just gotta find out how to remove the Wither if you're gonna do that, and the Custom NPCs mod was a good idea whoever said it, I think you should use it. Also the SCP Minecraft mod can really reduce the amount of SCPs you need to work on, just saying.
I can control many of those aspects in vanilla now with the nbt editing made easy with command blocks so I'll most likely continue in that route rather than a mod. As I already said I'd prefer to keep it in vanilla since it makes it easier on everyone.
I'm actually done with SCP-173 as of now (nbt tags and all, aside from the skinning). SCP-096 I still need some sort of way to stop him from teleporting... changing his base speed to 0 doesn't help and as far as minecraft goes there isnt a tag for him for teleporting, just block pickup which isn't a problem because the blocks he can pick up aren't near him. I found one way but that's w/o editing which is putting him on soul sand during the day but soul sand is used for the pocket dimension so...
I also need to create a much toned down version of the resource pack as the current one takes much too long to load (so ill have this and a lower res)
I was thinking maybe Scp- 682 can be a silverfish.
I decided it best to not make a skin for it since he doesn't appear in game and to just have the sound effects, rumble (yes rumble) and gameplay like it is in SCPCB.
The Meaning of Life, the Universe, and Everything.
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timurovich
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Man, back in 1.5 I did a redstone clock which made yoru character blink. Make a 5-6 seconds clock with command blocks inflicting blindness! You will have blinking! I finally used my idea
Man, back in 1.5 I did a redstone clock which made yoru character blink. Make a 5-6 seconds clock with command blocks inflicting blindness! You will have blinking! I finally used my idea
Man, back in 1.5 I did a redstone clock which made yoru character blink. Make a 5-6 seconds clock with command blocks inflicting blindness! You will have blinking! I finally used my idea
I found that when you have night vision and blindness it completly blinds you, Thst how I found out how to blink.
Man, back in 1.5 I did a redstone clock which made yoru character blink. Make a 5-6 seconds clock with command blocks inflicting blindness! You will have blinking! I finally used my idea
I found that when you have night vision and blindness it completly blinds you, Thst how I found out how to blink.
Lol guys, blink timer is looong since complete
It's a clock that uses exp as a counter that blinks you for a sec after it runs out. Sadly there's no way to auto-blink.
When you give night vision when you have blindness it makes it pitch black so it's literally a blink. There are also a few scares that take advantage of that feature
HELL EFFIN NAW. You're making a Containment Breach map?! Holy balls, I gotta get this when it comes out! And then I'll get 513 and ring it, yelling out, "BING BONG, BRING IT ON!!"
HELL EFFIN NAW. You're making a Containment Breach map?! Holy balls, I gotta get this when it comes out! And then I'll get 513 and ring it, yelling out, "BING BONG, BRING IT ON!!"
So yeah, can't wait.
hahaha. Markiplier? ;P Yeah it's fun ringing the bell. Used a map so you literally can use it ^.^
The problem with the bell though is actually having it affect you when used
I could make an objective that starts after the first ring that tracks entity lifetime and after certain points does stuff
Actually yeah ill do that It'll most likely just cause jump scares atm. Can't really do anything life threatening with that otherwise it wouldn't be any fun ringing it then losing later on.
(Yes you will revive back in the first non-tutorial room after dying with all items and progress anyway)
(Unless you're playing the Keter version of the map )
Maybe SCP-096 being a wither skeleton without a sword and with speed 3 might help with the teleporting.
I'm stupid ._. (I hadn't started working on the mob itself yet though) That's perfect. I can just testfor a player with the wither tag and teleport them
1. I think SCP-049 should be a witch. Just think about it, the witch has the pointy nose and can throw potions which you can probably change to something.
2. Since they have added redstone signals for putting items into item frames for 1.8 you should have a command block let you only put certain things into them such as a key-card.
3. SCP-714 should be an armor chestplate that you can retexture so that it looks like the player is wearing the ring.
4. I think you should be able to make an animation for the monitor screens as a painting or a block so it will look like SCP-173 is in a certain room like the gas chamber thingy.
5. You may also use this command to make SCP-106 leave a trail of corrosion.
/execute @e[type=Skeleton] ~ ~ ~ setblock ~ ~-1 ~ (block)
How about for SCP-173, you re-texture a block to be fully invisible, and have a zombie customized with the summon command to kill you in one hit. You can have a villager in the right wall, so the zombie will be facing it. Then, when the breach occurs, you can TP the zombie out of the invisible box (or kill it and summon an identical one elsewhere) and kill the villager. Or maybe you can summon an immobile zombie with huge health and the one-hit-kill damage, and rig something up with command blocks (or use an MCEdit filter) to TP it 6 blocks closer to the player every few seconds.
1. I think SCP-049 should be a witch. Just think about it, the witch has the pointy nose and can throw potions which you can probably change to something.
2. Since they have added redstone signals for putting items into item frames for 1.8 you should have a command block let you only put certain things into them such as a key-card.
3. SCP-714 should be an armor chestplate that you can retexture so that it looks like the player is wearing the ring.
4. I think you should be able to make an animation for the monitor screens as a painting or a block so it will look like SCP-173 is in a certain room like the gas chamber thingy.
5. You may also use this command to make SCP-106 leave a trail of corrosion.
/execute @e[type=Skeleton] ~ ~ ~ setblock ~ ~-1 ~ (block)
Please let me know if any of these helps.
1. Unfortunately witches have no special data tags that can be customized such as potions. Hopefully in the future. Plus i've already finished 049 as a pzombie with 049-1 as zombies
2. You would be able to put a card in a frame but they would all output the same redstone signal. And as of long ago I had already created a system that checks for your keycard level and will either let you pass or not from the push of a button.
3. I have already set the hazmat suit to be a full body cover, the bullet proof vests as diamond and iron chestplates, and 714 as an equippable but not seeable item (will be leggings so it will stack with all the other items).
4. I had a small animation made a while back that works, but yeah I'd like to get the actual room panning version. Right now it's just static with the old AI showing up for a glimpse every now and then.
5. I'm not sure how it would add to the game especially since it'd muk up the flooring everywhere. If I were to add it though I'd have it be
/execute @e[type=Skeleton] ~ ~ ~ setblock ~ ~ ~ So that way it summons a carpet or some sort that covers the ground. Maybe that has an acidic look to it and it only runs the command every 10 sec?
How about for SCP-173, you re-texture a block to be fully invisible, and have a zombie customized with the summon command to kill you in one hit. You can have a villager in the right wall, so the zombie will be facing it. Then, when the breach occurs, you can TP the zombie out of the invisible box (or kill it and summon an identical one elsewhere) and kill the villager. Or maybe you can summon an immobile zombie with huge health and the one-hit-kill damage, and rig something up with command blocks (or use an MCEdit filter) to TP it 6 blocks closer to the player every few seconds.
Zombies are probably already locked in as 049-1 and pzombs as 049. I have thought about what im going to do for the cutscene with placing scps and class-d's though. I'm planning on spawning a creeper riding some sort of entity that is far enough below with enough push up that the creeper appears on the floor but unable to move. Then ill tp that entity to the class-d's then the guard then out then kill it. SCP similarly to creepers don't give off many sound effects so I feel like that aspect is perfect, plus I can make the explosion sound the scp neck snap. The thing about the map right now is im limited because only so many chunks will be loaded so I can't run the commands to make a perfect system for all the scps and etc. I'm wondering if I set up /testfor @e[type=Creeper] and set it to summon a new 173 with the data tags if it will start summoning mass creepers if it cant find one because the chunk is unloaded. There already have been a bunch of problems with chunks not being loaded; personally I need to play on lowww rendering distance because I get bad lag in general so I try to work around low.
I've given it only a little thought making it randomized because of all the different room sizes and sections (light, heavy, entrance).
I will make at least another layout once the first is done and updated a few times if I get enough requests however
I can control many of those aspects in vanilla now with the nbt editing made easy with command blocks so I'll most likely continue in that route rather than a mod. As I already said I'd prefer to keep it in vanilla since it makes it easier on everyone.
I'm actually done with SCP-173 as of now (nbt tags and all, aside from the skinning). SCP-096 I still need some sort of way to stop him from teleporting... changing his base speed to 0 doesn't help and as far as minecraft goes there isnt a tag for him for teleporting, just block pickup which isn't a problem because the blocks he can pick up aren't near him. I found one way but that's w/o editing which is putting him on soul sand during the day but soul sand is used for the pocket dimension so...
I also need to create a much toned down version of the resource pack as the current one takes much too long to load (so ill have this and a lower res)
I think that's really small. I think he should be a enderdragon but since he rarely appears it's not really a problem
I decided it best to not make a skin for it since he doesn't appear in game and to just have the sound effects, rumble (yes rumble) and gameplay like it is in SCPCB.
Quit possibly march and I mean with full functions and features. I'd prefer not to release it partially done.
I'm actually pretty much done with it. I just need to set up mobs, set up mtf, piece together some more rooms, and do some massive bug testing.
Quote my post so I can reply to it.
I think that's a fantastic idea!
Lol guys, blink timer is looong since complete
It's a clock that uses exp as a counter that blinks you for a sec after it runs out. Sadly there's no way to auto-blink.
When you give night vision when you have blindness it makes it pitch black so it's literally a blink. There are also a few scares that take advantage of that feature
So yeah, can't wait.
hahaha. Markiplier? ;P Yeah it's fun ringing the bell. Used a map so you literally can use it ^.^
Woot!
The problem with the bell though is actually having it affect you when used
I could make an objective that starts after the first ring that tracks entity lifetime and after certain points does stuff
Actually yeah ill do that It'll most likely just cause jump scares atm. Can't really do anything life threatening with that otherwise it wouldn't be any fun ringing it then losing later on.
(Yes you will revive back in the first non-tutorial room after dying with all items and progress anyway)
(Unless you're playing the Keter version of the map )
Wait, there's MULTIPLE DIFFICULTY SETTINGS? And they're named after OBJECT CLASSES? Ohhh, this just keeps getting better and better.
I'm stupid ._. (I hadn't started working on the mob itself yet though) That's perfect. I can just testfor a player with the wither tag and teleport them
1. I think SCP-049 should be a witch. Just think about it, the witch has the pointy nose and can throw potions which you can probably change to something.
2. Since they have added redstone signals for putting items into item frames for 1.8 you should have a command block let you only put certain things into them such as a key-card.
3. SCP-714 should be an armor chestplate that you can retexture so that it looks like the player is wearing the ring.
4. I think you should be able to make an animation for the monitor screens as a painting or a block so it will look like SCP-173 is in a certain room like the gas chamber thingy.
5. You may also use this command to make SCP-106 leave a trail of corrosion.
/execute @e[type=Skeleton] ~ ~ ~ setblock ~ ~-1 ~ (block)
Please let me know if any of these helps.
This site might help: http://www.minecraftupdates.com/commands
Last word of Lazy Purple.
1. Unfortunately witches have no special data tags that can be customized such as potions. Hopefully in the future. Plus i've already finished 049 as a pzombie with 049-1 as zombies
2. You would be able to put a card in a frame but they would all output the same redstone signal. And as of long ago I had already created a system that checks for your keycard level and will either let you pass or not from the push of a button.
3. I have already set the hazmat suit to be a full body cover, the bullet proof vests as diamond and iron chestplates, and 714 as an equippable but not seeable item (will be leggings so it will stack with all the other items).
4. I had a small animation made a while back that works, but yeah I'd like to get the actual room panning version. Right now it's just static with the old AI showing up for a glimpse every now and then.
5. I'm not sure how it would add to the game especially since it'd muk up the flooring everywhere. If I were to add it though I'd have it be
/execute @e[type=Skeleton] ~ ~ ~ setblock ~ ~ ~ So that way it summons a carpet or some sort that covers the ground. Maybe that has an acidic look to it and it only runs the command every 10 sec?
Zombies are probably already locked in as 049-1 and pzombs as 049. I have thought about what im going to do for the cutscene with placing scps and class-d's though. I'm planning on spawning a creeper riding some sort of entity that is far enough below with enough push up that the creeper appears on the floor but unable to move. Then ill tp that entity to the class-d's then the guard then out then kill it. SCP similarly to creepers don't give off many sound effects so I feel like that aspect is perfect, plus I can make the explosion sound the scp neck snap. The thing about the map right now is im limited because only so many chunks will be loaded so I can't run the commands to make a perfect system for all the scps and etc. I'm wondering if I set up /testfor @e[type=Creeper] and set it to summon a new 173 with the data tags if it will start summoning mass creepers if it cant find one because the chunk is unloaded. There already have been a bunch of problems with chunks not being loaded; personally I need to play on lowww rendering distance because I get bad lag in general so I try to work around low.