Hello.
A little over two years ago, I started working on a game project which I decided to call SCP - Containment Breach. It quickly became much more popular than I could have ever imagined, and now it's grown from a simple jumpscarefest revolving around SCP-173 to something I'd call a full blown game. Even though some members of the SCP Wiki have stopped by our forum and even offered their help with the development, I still hadn't bothered to post anything on this forum until now. Now with the release of SCP-CB version 1.0 being a month or two away and the live-action promo video in the making, it's about time I show up here as well. Download cx programmer 9.1 full crack mac. A complete guide to playing SCP: Secret Laboratory OverviewSCP: Secret Laboratory is a game made in the Unity engine, bearing striking resemblance to GMod's 'Breach' gamemode, and bases itself off of the game 'SCP:Containment Breach'. The game is a multiplayer-only action game, which places a large amount of players within an underground facility, which is dedicated to the study of anomalous items. Each class has different goals within the facility, which will be detailed later. The game is still in development, and this guide will most likely be updated as the game matures. BasicsControls
ClassesD-ClassThis is one of the most basic and common classes within the game. D-Class subjects are prisoners within the facility. During the containment breach, the prisoners are let loose in the facility. Their main goal is to escape the facility, and avoid death. They can work with eachother, alone, or with any other class that will willingly help them. It is advised to acquire a keycard and a weapon as soon as possible, as both of these items are necessary to survival. Nine-Tailed FoxA slightly less common class early on in the game, Nine-Tailed fox is a squadron of SCP employed soldiers, with predetermined goals. They spawn outside of the facility from a helicopter, and must enter the facility. Their goals include liberating scientists to the outside, neutralizing D-Class subjects, Chaos Insurgency members, and all SCPs. This class is split into two categories: Commander and subordinate. Commanders have a better keycard compared to their subordinates, and are supposed to command them, but this is not enforced, nor required. All members of this class spawn with a keycard, energy weapon, and radio. Spectators may spawn as this class later in the game, making them the most numerous class of late game. It is advised to stick together, or use a radio to coordinate. Chaos InsurgencyThe Chaos Insurgency is a terrorist organization, their only goal being to cause trouble for the SCP Foundation. Chaos Insurgency members spawn in a truck outside of the facility. Their goals include rescuing D-Class, killing Nine-Tailed Fox members and avoiding SCPs. Although less plentiful then Nine-Tailed Fox, they spawn with an objectively better weapon, and also recruit spectators into their ranks. ScientistsScientists are researchers at the facility, and slightly less useless then the D-Class are. They spawn with a keycard, and have the Nine-Tailed Fox on their side. They can choose to work with the D-Class, or kill them if they so desire. SCP-049SCP-049 is a plague doctor, who only desires to spread a zombie plague among healthy humans. It appears this has not yet been implemented into the game as of yet, and instead the SCP instakills humans upon contact. SCP-049 spawns into the heavy containment zone, and presents a clear but basic threat in that area until he is neutralized. If you play this SCP, setting up ambushes around corners can decimate even the most advanced NTF force. SCP-079SCP-079 is an advanced, sentient computer. It has gained control of the facility during the breach, and uses this to it's advantage. It can shut doors, and toggle tesla gates. It's main goal is to help SCPs kill humans by trapping the humans and setting off traps to turn them around. SCP-106SCP-106 is a rotting old man. A tall, pitch black figure who scares his enemies just by his appearance. SCP-106 has unique abilities compared to other SCPs, and is the only movable SCP that doesn't instantly kill his targets. Instead, he teleports them into a pocket dimension, in which they must use skill to escape from. SCP-106 can walk through any door in the game, and set down a black puddle of rot, to which he can teleport to at any time. This is incredibly useful for camping important rooms and preventing the Alpha Warhead detonation. SCP-106 spawns in Heavy Containment, along with SCP-049. SCP-173SCP-173 is a large statue. This is the fastest moving SCP in the game, but with a catch: It can only move while not under direct observation. This means if a player is looking at it, it can not move. Luckily, humans must blink, and in this version of the game, they all blink at the exact same time, making moving closer and closer to humans a legitimate tactic. You insta-kill humans by snapping their neck. This SCP is extremely easy to kill, by walking around in a circle and shooting it as it moves closer, but if it catches you off guard, it can easily kill an entire team before someone even noticies they were being followed. SCP-173 spawns in Light Containment, making it an early threat to D-Class and Scientists. ItemsPistolThe pistol is the weakest weapon in the game, even being referred to in the tutorial as ♥♥♥. It takes two headshots to kill, and has horrid accuracy and firerate. This is most likely only going to be used by D-Class and Scientists early in the game. SMGThe SMG is found in the armory, and offers a fast firerate in exchange for high recoil and low damage. This is quite a rare weapon, and offers no unique traits over the heavier weapons. It's only real purpose as-of-yet is to be better than the pistol. Energy RifleThe Energy Rifle is the weapon that all NTF start off with. This makes it extremely common in the mid to late game, as many NTF will have died at this point, and their bodies been looted for weapons by other players. The weapons has decent damage, a decent firerate, and god awful recoil. It is, however, better than both the SMG and the pistol. Heavy MGThe Heavy MG is the weapon that all CI start off with. This makes it somewhat common in the mid to late game, as any CI will have died at this point. This is objectively the best weapon in the game. It offers high damage, high firerate, and great accuracy. If you see this weapon, use it, and you will outgun even a full team of NTF. RadioThe radio is used to communicate across the facility, and offers a wide variety of channels to tune into. NTF and CI will use this to coordinate across the map, but anyone may be listening in. AmmometerThe ammometer, it's model commonly being confused with an ammobox, is a machine with a screen displaying all the types of ammo your character currently has on him, as ammo is not stored in the inventory. I suspect this item will be changed or removed as the game matures. DisarmerThe disarmer is given to NTF and CI members, and is used to bound unsuspecting targets. This removed their entire inventory, and disallows them to pick anything up. This weapon is extremely overwhelming against unsuspecting targets, and massively underused within the game itself. KeycardThe keycard is the most important item in the game. The keycard allows you access to different points in the facilty, and is your only key to moving around and escaping. In the game, the keycard works in different tiers and levels. The tiers include military, containment officer, scientist, and administration. Each offer different types of accesses as you progress through the levels. The O5 keycard, or Overseer card, is the highest level keycard in the game. The only way to level up a keycard is through SCP-914, which will be detailed later. Rooms
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