SCP: Secret Laboratory

SCP: Secret Laboratory

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Update 1 of 14.1
  • Server room has been reimplemented, with an all new layout.

  • Spawned as the dogs#it Marauder with the stupid shotgun? Want something better to do with your time?? Fear not, for the CI card has now been fully implemented, meaning you can now play Snake on it!

  • An interesting change has been made to the mini waves system: After the main wave spawns, if the team doesn’t earn their mini wave within the time limit, the enemy team’s mini wave will spawn (i.e NTF spawns in, they don’t get their mini wave in time? CI mini wave spawns)

  • 939’s teeth now glow. So does the NTF’s goggles, but you won’t see the goggles glow if they’re in a blacked out room (which…I guess is for balance? But, like, the NVG doesn’t work in the dark? Come on). Oh, the goggles also stop glowing when the NTF is dead.

  • Loot changes for HCZ!
    -Across all rooms: “Every reachable shelving unit that is not used purely for decoration” (which I’m unsure what exactly this means???) Have a chance of spawning either some 9mm ammo; a flashlight, a radio, two painkillers and a zone manager keycard (yes this is all one spawn); Some 5.56 ammo; A COM-18 and a 9mm ammo box; Guard keycard and a flashlight; or absolutely nothing.
    -Corner Deep: which I believe is the sharper turn with the funny box you can hide behind. The loot spawns near said funny box. It’s the same possible loot spawns as the previous one, except the 5.56 spawn also has a Combat Armor and the COM-18 spawn also has a Light Armor
    -Testroom: The room with the big pit. Where the table is, either a Scientist Keycard or a COM-18 and 9mm ammo box will spawn.

  • The OPG has been updated to have all the new models. There also new entries for 1344, Jailbird and, of course, 127. The 3-X entry has been made not a secret and normally accesible. The Site-02 and CI entries have been changed and the 1507 entry has been removed (may return later). You can also now see the OPG in game, in the pause menu.
Last edited by Otávio,o avestruz radical; Apr 11 @ 4:16pm
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Showing 1-15 of 24 comments
Ender Apr 11 @ 2:56pm 
Do you have an image of the new server room?
Finally a new update to the beta, love to see it. Although i'm a bit sad they removed the OPG entry on the flamingos, i wish they became a permanent faction for the fun of it.
Originally posted by Ender:
Do you have an image of the new server room?

This video shows it at the beginning (sent in separate comment)

You may notice a door being blocked by a shelf. That is intentional.

There was a bug during 14.0’s beta where a prop could spawn in front of 049/173 elevator, blocking their exit. The person saw a screenshot of that and thought it was funny, so she made it a thing in the new server room. (To clarify, this is not a "spawn prop". Server room will always generate with that shelf blocking the door)

Not shown in the video, there’s a secret area(s?) with a capybara next to a frame of the old server room with “2017-2024” written on it and some candles. There’s also lore with more spiral imagery.
Last edited by Otávio,o avestruz radical; Apr 12 @ 5:43am
Also, here's the new and updated OPG entries. It appears the Micro-HID's OPG entry has also been updated, so I'll include it too.

Originally posted by SCP-1344 OPG Entry:
A pair of welding goggles with needles lining the inside, which pierce through the user's eyes to render the souls of others visible through the astral plane - even through walls.

Don't take them off, though.

"How does it work? In theory, the needles serve as a synaptic connection that allows the brain to read the energy fields given off by living creatures based on the Kirlian Principles of Etheric Resonance. It's a similar, more...visceral, and less sustainable approach to 3rd generation COLLICULUS devices used by our friends in the GOC. However, its compact and seemingly inexpensive build has been deemed very enticing, hence its presence here in Site-02. That, and what happened at Site-44, its previous facility. After all, the eyes are the windows to the soul, though with these deadlines, I'm starting to feel like my boss doesn't have one."

- Dr. Alyssa Warwick, Senior Researcher, Site-02

Originally posted by SCP-127 OPG Entry:
A living submachine gun which seemingly bonds to its wielder. The stronger the bond the more precise and lethal it becomes. Conveniently, killing things seems to be the best way to increase that bond.

"It's been passed around, locked up for years at a time and forgotten more times than anyone here can count. Shoved into tanks and storage crates, dragged between sites and site wide raids like it's just another object. But really, it's not hard to tell there's more going on with it. It doesn't lash out, doesn't resist, even after everything it's been through. I know it's a weapon designed to kill things but it's just not hostile or cruel. If anything, it almost seems...tired. Like all it really wants is for someone to take it out of that tank and give it a reason to exist.

I don't think it's bloodthirsty, I think it's just lonely."

- Dr. Alyssa Warwick, Senior Researcher, Site-02

Originally posted by O-2536-2 "Jailbird" OPG Entry:
A strange shock baton of anomalous origin, brought to Site-02 for further research. It enhances the user's capabilities, allowing them to propel themselves forward at great speeds and deal significant damage with a direct swing.

Its unstable power core, however, renders it extremely hazardous after sustained use.

"'It speaks', they said. I initially wrote it off as nonsense - A typical rumor that spreads about these types of mysterious objects. But now, I sense something. A presence. There is this feeling within myself when I get near it, both intriguin and baffling to me. I will continue to observe the Jailbird to gather more information, and maybe it will state this itch I get when I am away from it."

- Dr. Lawrence Cain, Researcher, Site-02

Originally posted by 3-X Particle Disruptor OPG Entry:
A prototype ontokinergy-based weapon further developed by Site-02, capable of reducing any target down to its basic atoms in a matter of seconds. The 3-X Particle Disruptor is equipped with two firing modes:A short burst of energy, and a powerful beam. The energy is powerful enough to disintegrate matter at a molecular level, leaving no trace behind.

"We've tried this thing on just about anything we could think of. It started off small - fruits and other produce paved the way to greater understanding. Then every test subject got bigger, bugs to small animals, and now, unfortunate D-Class. The first time we tried it, it turned into a bloody mess; it was as if all of him and nothing of him remained at once. I often think about the slowed down footage, and of his harrowing expression during those few frames... We still try to clean the bloodstains to this day."

- James Liu, Segmentum Researcher, Site-45.

Originally posted by Micro H.I.D. OPG Entry:
Designated as Project: Segmentum in Foundation registries, the newest prototype by Site-02's Advanced Weapons department is the Micro H.I.D., designed to efficiently terminate most anomalies through intense electrical discharge. The Micro H.I.D. features two firing modes: a quick burst of electricity, and a charged-up beam with a longer start-up, but higher damage.

"So far, this newest iteration of the Micro H.I.D. has been a massive improvement, being around four times more efficient than the previous model, with investigations into possible refinements currently underway. I am hoping this will shine a light on how we could develop Project: Segmentum more efficiently - with more and more anomaly termination requests being accepted, I admit that we could use more firepower to comply with the E.P.C."

- Dr. Katelyn Wright, Head of Project: Segmentum.

At first, I couldn't find what was changed in the OPG entry for the Chaos, but I figured it out. In the first page, the Dates Received are now "2017-07-11 through [REDACTED]" and the CO-Document Type is now "Step Compilation".

Originally posted by Site-02 OPG Entry:
Officially known as 'Top-secret R&D and Emergency Containment Site-02', Site-02 is a hastily renovated Foundation Facility located in [REDACTED], specialising in anomalies altered or created by the aftermath of Site-19's disappearance.

The facility's orignal construction predated the SCP Foundation by a couple of decades. Originally used as a neutral joint storage facility among the Foundation's 13 founding organisations, the facility was decomissioned after the formation of the Foundation in 1901, only to be reactiated in 1951, and once more in 2017.

Underneath everything, and unknown to its secondary staff, Site-02 serves as the secret headquarters for the O5 Council's untold directive, lead by O5-12 and its personal staff.

(The staff quote is the exact same.)
Originally posted by Otávio,o avestruz radical:
https://youtu.be/kDTd0MaE5ok?si=7n7UAb5sjllN3Eny
we got subway suefers for SL players
After playing a little bit of the new update.. the opposing force's mini waves spawn way too ♥♥♥♥♥♥♥ frequently. It seems like my last 4-5 rounds were all 20-30 minutes. It's frustrating bc the game will almost end but then suddenly a mini wave spawns in and now the game goes on for another 10 ♥♥♥♥♥♥♥ minutes where both teams are just whittling each other down. I hope they change it or give it some sorta limit, it is really annoying.
Originally posted by HECU Soldier:
After playing a little bit of the new update.. the opposing force's mini waves spawn way too ♥♥♥♥♥♥♥ frequently. It seems like my last 4-5 rounds were all 20-30 minutes. It's frustrating bc the game will almost end but then suddenly a mini wave spawns in and now the game goes on for another 10 ♥♥♥♥♥♥♥ minutes where both teams are just whittling each other down. I hope they change it or give it some sorta limit, it is really annoying.

Apparently, the mini waves are quite buggy rn, with them happening when they aren’t supposed to.

Even so, yeah, I can see these constant mini waves being potentially…problematic. I’ll wait for them to not be bugged to draw a conclusion, because I appreciate what it’s going for, trying to make people spend less time in spectators.
Last edited by Otávio,o avestruz radical; Apr 13 @ 5:19pm
Alright, now that I’ve played a little bit more of the beta, let’s talk SCP items.

No, not them being basically the only new content we get that isn’t reworks, though that’s also getting ridiculous.

And no, not about the individual balancing of items. There’s still some time, I have faith that 127 isn’t being released with a higher DPS than LMB Micro while almost doubling the health of the user and that 1344 isn’t getting by basically unscathed for another 4-5 months. No, I want to draw attention to something else.

Today, I saw someone running, in their inventory, 127 at Tier 3, the best gun in the game now, 1344, so add wallhacks on top of that, AND they had 268 in the back. Y’know, just to be sure they weren’t gonna lose the game.

Theoretically speaking, they could’ve also been running 1853, for pinpoint accuracy, or A207. They weren’t gonna make use of the AHP because of 127, but death save is still really good. Not SCP items, but they could’ve also had, say for example, Heavy Armor and an FR-MG in the back, why not?

Even in a hypothetical world where the items mentioned were actually balanced, this would still be completely f#cking absurd for one player to be carrying around.

I think the SCP item limit should be lowered to two. Furthermore, I think if you are under the effects of a consumable SCP (207, 1853, A207), that should also count as you having an SCP item in your inventory.
Originally posted by Otávio,o avestruz radical:
Today, I saw someone running, in their inventory, 127 at Tier 3, the best gun in the game now, 1344, so add wallhacks on top of that, AND they had 268 in the back. Y’know, just to be sure they weren’t gonna lose the game.

Theoretically speaking, they could’ve also been running 1853, for pinpoint accuracy, or A207. They weren’t gonna make use of the AHP because of 127, but death save is still really good. Not SCP items, but they could’ve also had, say for example, Heavy Armor and an FR-MG in the back, why not?
At that point the only way to balance is to give everyone an SCP item when they spawn in.
Originally posted by Otávio,o avestruz radical:
I think the SCP item limit should be lowered to two. Furthermore, I think if you are under the effects of a consumable SCP (207, 1853, A207), that should also count as you having an SCP item in your inventory.
Imo I think SCP item limits should be dynamic, so you can only hold 2 if you don't have any armor/only have light armor so civilians can't hog everything at the start of the round

I think having 3 SCP items is fine-ish in the late game, it usually devolves into all out war by that point
Last edited by HECU Soldier; Apr 14 @ 5:00pm
Originally posted by Otávio,o avestruz radical:
Alright, now that I’ve played a little bit more of the beta, let’s talk SCP items.

No, not them being basically the only new content we get that isn’t reworks, though that’s also getting ridiculous.

And no, not about the individual balancing of items. There’s still some time, I have faith that 127 isn’t being released with a higher DPS than LMB Micro while almost doubling the health of the user and that 1344 isn’t getting by basically unscathed for another 4-5 months. No, I want to draw attention to something else.
Since 1344's main gimmick is wallhacks, it should give you a hint of where the enemy is, but not via the orbs. Instead the orbs are gone and replaced with a "hint" notification. Similar to old games like Halo: CE waypoints and TF2's medic ally autocall.

The hint can be a few ticks behind the real player, be located at their torso and BAM! 1344 wouldn't be as unbalanced.
Originally posted by HECU Soldier:
Imo I think SCP item limits should be dynamic, so you can only hold 2 if you don't have any armor/only have light armor so civilians can't hog everything at the start of the round

I think having 3 SCP items is fine-ish in the late game, it usually devolves into all out war by that point
+1
Last edited by Sammadily; Apr 14 @ 5:59pm
I can compromise at 3 SCP items for Heavy Armor and 2 for anything else. I think Combat Armor is too easy to have.
Originally posted by Otávio,o avestruz radical:
939’s teeth now glow
Why??? Who asked for this???
How is the admin panel now?
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