Garry's Mod

Garry's Mod

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SCP-106 Pocket Dimension [v2]
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Content Type: Addon
Addon Type: NPC
Addon Tags: Roleplay, Realism
File Size
Posted
Updated
64.773 MB
Feb 6 @ 9:38pm
Jun 15 @ 4:19pm
18 Change Notes ( view )

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SCP-106 Pocket Dimension [v2]

In 1 collection by noskill
DREAMS
3 items
Description
THIS MOD REQUIRES A SCP-106 NPC MOD!!!! THIS DOES NOT INCLUDE NPCS!!
Such as this one or this one or this one
Every single one should work, if there isnt one put it in the comments and i'll add compatbility

This mod adds the ability for SCP-106 NPCs to send players to a pocket dimension, in which they'll have to reach the end to escape. Tries to recreate the feel of SCP:CB as much as possible, please leave any feedback or bug reports in the comments!!
Features:
- Lets any SCP-106 NPC send players to the pocket dimension
- Footsteps, sounds, and movement animation from SCP:CB
- Sinking into floor animation when player is sent to PD
- PD with all the SCP:CB rooms except the coffin and trench rooms (coming soon)
- Slowly kills the player while in the PD
- See other players in the PD! Working on a compatible SCP106 weapon
- NPCs and Players can sink into others sinkholes

NEW!!!
Revamped models made by Waffles based on SCP:CB
Trench & Pillar Room
Comes with working SCP-106 SWEP, and 3 different sized placeable puddles


DREAMS is required and can be found on the side of the workshop page.
DREAMS Github: https://github.com/alexswad/dreams/tree/main/lua
SCP-106 PD Github: https://github.com/alexswad/gm-scp106-pd


Credits
Waffles - rp_scp_site19, modeling & lighting
Cpt. Hazama - NPC Model ported from SCP:CB
SCP:CB - Sounds and Materials
Popular Discussions View All (2)
11
Apr 3 @ 8:31pm
Unsupported NPCs/Nextbots (Unofficial)
GhostSynth
1
Apr 14 @ 6:15pm
What SCP 106 mods (NPC or Nextbot) are compatible?
Elynas_Tem
182 Comments
shackledlee Jun 15 @ 5:47pm 
let me know if you prefer a discussion page for bug reports/questions whatnot because i've been commenting a lot on this mod. anyway here's some bugs i found:

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
noskill  [author] Jun 10 @ 5:35pm 
some maps will apply a tint for whatever reason, I'm not sure if its color correction or something to do with fog
shackledlee Jun 10 @ 5:33pm 
nevermind, only happens on specific maps, at specific locations, most notably on this one in the spawnpoint area (position: -9442,26 -1290,77 10437,03):
https://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.
shackledlee Jun 10 @ 1:54pm 
yeah, you're right. I didn't test it in sandbox, the gamemode had a custom weapon select. Thanks for telling me. By the way was there some silent update recently? I noticed that 106 swep users have a red screen now in the PD, whether or not this is intended, that's pretty sick. I swear that this wasn't present when I tested. Also, thank you for taking your time to update this mod to my liking. I really appreciate it!
noskill  [author] Jun 9 @ 7:15pm 
I can fix everything else but this part should be implemented already
"Basically, non 106 swep users cannot cycle through weapons"
shackledlee Jun 9 @ 12:08pm 
Oh, and one more thing. I apologize for being extremely nitpicky about this one, but the hitboxes of the pools are MUCH smaller than the model and the large one is only slightly bigger than the small one, if you think about it.

https://i.ibb.co/pq8SHfW/image.png
shackledlee Jun 9 @ 11:58am 
My biggest complaint is being able to sprint. I really prefer the old method where the walkspeed is slighlty faster than the current 50 walkspeed but much slower than the whopping 130 runspeed, which feels way too fast. I'm also slightly dissapointed that 106 in the pillar room doesn't do anything. I was hoping that he would instakill you if you took too long. It's also too dark/foggy to see the first platform, I can slightly see it if I move in a way that makes the fog not appear over it.

Besides all of that, I LOVE the v2, especially the corridor with 4 paths. Amazing work!
shackledlee Jun 9 @ 11:58am 
Thank you. The updated has given everything I was hoping for. The throne room is also a lot cooler now, and the hallway with the pillars now matches the SCP:CB one (i liked the old one aswell though). However, I do have some feedback about a few things but whether or not you want to implement them, is up to you as I still love this mod in it's current state.

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.
max70751 Jun 8 @ 7:04pm 
seems to have fixed it so far