SCP: Secret Laboratory

SCP: Secret Laboratory

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Quantum May 20, 2018 @ 5:46pm
Custom Map Creation
Ik the laboratory is supposed to always be random and canon as possibe but creating custom maps imo would be hilarious, a random idea i got was positron grenade plinko.

i also know unity is very basic and with enough knowledge this is already possible, but an official editor would be amazing
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Showing 1-15 of 24 comments
Spoope May 20, 2018 @ 7:35pm 
Thinking of something along the lines of doom snapmap?
ian May 20, 2018 @ 9:47pm 
Positron plinko? Unity allows you to create SCP:SL maps? Okay do you mean create your own rooms as well or organise the rooms how you'd like?
Quantum May 21, 2018 @ 3:56am 
Originally posted by Spoope:
Thinking of something along the lines of doom snapmap?
either that or like hammer
Originally posted by to be continued:
Positron plinko? Unity allows you to create SCP:SL maps? Okay do you mean create your own rooms as well or organise the rooms how you'd like?
basically, everything
ian May 21, 2018 @ 4:35am 
Originally posted by Quantum:
Originally posted by Spoope:
Thinking of something along the lines of doom snapmap?
either that or like hammer
Originally posted by to be continued:
Positron plinko? Unity allows you to create SCP:SL maps? Okay do you mean create your own rooms as well or organise the rooms how you'd like?
basically, everything
Okay, that's not how this works. At all. Okay, I'm fairly sure at the moment, the server sends you a 'seed' (used for RNG) and you can both generate exactly the same map from that. It is made from preset rooms that are connected by doors.

What you are asking for would require a map editor (yes, unity can do this, but it would need quite a bit of tweaking and documentation), and this means we'd have to handle faulty maps, script errors because certain gameobjects aren't there and a load of other problems. Maybe, in the future, we can have custom rooms and a way to put them together in a way we choose, but we won't be able to edit everything. If this were ever to be implemented, this would be in the far future.

Also, it would get boring playing on the same map over and over again, meaning we'd need different ones, meaning a lot more work for the people making maps.

-1
Last edited by ian; May 21, 2018 @ 8:57am
Mad Dog May 21, 2018 @ 8:34am 
-1
Quantum May 21, 2018 @ 12:13pm 
hmm... never gotten -1's before. let me rephrase;

we could create new rooms (either intergrated with vanilla or with eachother) or whole static maps, which imo would be great because even with rng the map is easily memorized

*deep inhale*
(d spawn to lc junctions which have white corner pieces which usually lead to the composition or airlocks, somewhere in there is also the 918 upgrader. ntf/chaos spawn in the same places outside, and take elevators to "office" corridors and such, along with intercom room. all this is connected with the duct system and lifts to the d-boi areas or nuke)
if you remember what links together everything isnt hard to piece together, so creating new pieces or maps could increase the chaos.

mostly i think creating static maps without rng would be amazign for things like minigames or community built tutorials, since the official ones, well, crash.
Quantum May 21, 2018 @ 12:15pm 
also, when i mentioned hammer that gave me an idea...

maybe not source, but when available source 2 could be a great engine for the game, and having that lets us use hammer to build maps, so everything comes full circle
Gunsmith Noob May 21, 2018 @ 12:20pm 
Originally posted by Quantum:
also, when i mentioned hammer that gave me an idea...

maybe not source, but when available source 2 could be a great engine for the game, and having that lets us use hammer to build maps, so everything comes full circle
...except :

- switching game engine this late in development means basically remaking the game from scratch

- source 2 engine definitely would have a high license fee
Quantum May 21, 2018 @ 12:23pm 
Originally posted by Gunsmith Noob:
- switching game engine this late in development means basically remaking the game from scratch
scrap mechanic had done it once after about a year and a half (or more) after starting, but its turned out for the better with optimization and smoother graphics.

Originally posted by Gunsmith Noob:
- source 2 engine definitely would have a high license fee
but this definitively kills engine switching.
maybe unreal?
ian May 21, 2018 @ 12:34pm 
We're not switching the game engine for this one feature. I'm sorry, just...no. That would require so much effort, and the mechanics would feel extremly different, and for what? This one feature? If you want an analagy, swithing game engines is like being shoved into a universe where gravity is inverted, you need to walk backwards and you need to breathe the other way. Yes, you'll acclimatise, but it'll take you ages to get back to where you are and it'll be extremly uncomforatble. All of that time can be used on features, like new SCPs, items, game design and enjoyable stuff. We can't even reuse any of the existing code because Unity uses C# and Source and Unreal both use C++ (and please, don't you dare say they're similar because they both have C in the name. I will kill you).

If you're worried about rooms being together too much, then request to remove those connections. Also, my point still stands: if we have static maps then they aren't randomly generated and are even more predictable.

I do like the idea of custom rooms, and I guess Unity's prefab system could handle that quite nicely, but it would require some documentation and tutorials and every sever would be wiledly different and it would increase load time which needs to be reduced right now. Again, this is probably far into the future, and we're not switching the game engine.
Last edited by ian; May 21, 2018 @ 12:58pm
ian May 21, 2018 @ 12:43pm 
Wait, sorry for adding another post, but did you say that we need an offical editor? -1 * 1000000, okay, that would take AGES and would be used by about 0.1% of the playerbase and would make REPEATIVE maps and that time could be spent on the game! Also, what's wrong with unity?!?! It's the most seamless and easy editor I know!
Last edited by ian; May 21, 2018 @ 12:44pm
Quantum May 21, 2018 @ 1:01pm 
Originally posted by to be continued:
It's the most seamless and easy editor I know!
if youve tried hammer you would know

you practically just drag and drop blocks on an adjustable grid and then add some entities that have a dropdown menu ranging from props to spawnpoints.

sorry but i havent used unity. is it just like this?
ian May 21, 2018 @ 1:05pm 
Originally posted by Quantum:
Originally posted by to be continued:
It's the most seamless and easy editor I know!
if youve tried hammer you would know

you practically just drag and drop blocks on an adjustable grid and then add some entities that have a dropdown menu ranging from props to spawnpoints.

sorry but i havent used unity. is it just like this?
I have tried hammer (used it for a while, actually). It's really irritating to create selectons, fill them in, select textures, apply them, etc. I hate that you have to remember the name of all the entities and the GUI looks like it came from 2003 (feels like it too). Also, with source we have the issue of bunny hopping and crouch jumping. It is draining for creative freedom because you're contsantly on edge checking you have the brush tool and not the select tool, otherwise you have to re-draw it.

Unity is great (not sponsered I swear). You create models in blender/your modelling program of choice (with INCREDABLE freedom), drag them onto the grid, drag a material onto it, drag a script onto it if you need to and you're done. It is nothing like hammer and I am so, so, so very thankful for that.
Last edited by ian; May 21, 2018 @ 1:07pm
Quantum May 21, 2018 @ 1:07pm 
Originally posted by to be continued:
the GUI looks like it came from 2003.
*1998 lol

Originally posted by to be continued:
You create models in blender/your modelling program of choice (with INCREDABLE freedom), drag them onto the grid, drag a material onto it, drag a script onto it if you need to and you're done.
wow. this sounds nice.
i probably wont use it but it sounds nice. maybe in the future
ian May 21, 2018 @ 1:09pm 
Originally posted by Quantum:
Originally posted by to be continued:
the GUI looks like it came from 2003.
*1998 lol

Originally posted by to be continued:
You create models in blender/your modelling program of choice (with INCREDABLE freedom), drag them onto the grid, drag a material onto it, drag a script onto it if you need to and you're done.
wow. this sounds nice.
i probably wont use it but it sounds nice. maybe in the future
It is. Also, it's completly free. Everything. The only drawback is that it says 'powered by unity' for 2 seconds once you export it.
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Date Posted: May 20, 2018 @ 5:46pm
Posts: 24