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probably an oversight but 106 swep users still have a random chance to die when taking an exit
hallway pillar hitboxes seem to be incorrect, unlike in v1 i keep getting hit while i barely avoided it. try getting as close as possible without direct touch and you'll see what i mean
lastly, just curious, was the speed in v1 also 100 h/s? if its faster in v2 because of the trench room addition, i'd like to know if its possible to keep the old speed (from what ive seen, i think it was 70 or 80) and 100 speed in the trench room as maybe 70/80 might be too difficult in there (or not)
im asking purely because in v1 i remember escaping with much lower health, now i can easily still have 50+ hp and i like to blame it on the speed, as for the pillar room either keep it at 100 or slightly increase the time you have before 106 spawns
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=140618773
Image of the red dimension:
https://i.ibb.co/hRMKqjTk/image.png
weird that it happens only with the 106 swep and not the puddles, nor 106 npcs. but since it's such a specific bug, I do not really care whether or not this will get looked into.
"Basically, non 106 swep users cannot cycle through weapons"
https://i.ibb.co/pq8SHfW/image.png
Besides all of that, I LOVE the v2, especially the corridor with 4 paths. Amazing work!
I noticed that you can now cycle through weapons in the dimension. I bet this was done to use the 106 swep, which I fully understand. It would be better though, if there was a check for it. Basically, non 106 swep users cannot cycle through weapons. Just a bit of an immersion thing I guess.
The trench room's terrain is a bit subpar, as it's very hard to navigate on and you have to jump constantly to make progress. Not sure if the plane is going too fast; maybe it's because it's too close. It would also be better if it flew a bit further before rebounding as the sound is constantly heard and the plane returns a little too fast.
1. yes
2. yes
3. maybe but I think its funny
4. yes
speaking of the trench room, will the trench room have slower damage threshold? otherwise it would probably be nearly impossible.
also occasionally, when dropping down the corridor onto the stone path (with the rotating pillar), you might instantly die because you will teleport/land exactly where the pillar will hit you. yes i know not moving will teleport on a nearly safe spot, but i think it's better to teleport the player a little further to prevent this accident.
my last question is will there be spawnable sinkholes added? especially ones with different sizes? that would make for an amazing trap or just a hazard
thanks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982547196
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988173290
WARNING! STFU! Or you will die, even if you don't shut up! Clarissa isnt freaking real. Snap back to reality. hopefully, if you copy and paste this comment and spam it in 10 comments in the next 10 minutes, we can hopefully stop these stupid comments. TIC TOC
i was having a idea of using the tardis mod with this mod and when im in scp 106's pocket dimension i could call the tardis to materalize with the sonic screwdriver for the fun of it
anyway this mod is pretty cool i like it