rough draft of my take on scp 173's design teehee (plus the refs below that inspired said design)

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rough draft of my take on scp 173's design teehee (plus the refs below that inspired said design)

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Shout out to the drafts I've never posted,, because I forget once I stop looking at them,,, this has probably been collecting dust for a year almost,,,, But anywhooooo, 173!! I love this guy, and doing a redesign for him was something I've wanted to do for forever, but I wasn't sure how to go about it because I adore the original design (shout out to Izumi Kato's work <3), and it was hard to imagine 173 any other way...
But after some brainstorming, I ended up with this?? New and improved 173, now with more breakage, distinct fingers, and more legs(???) I know he's not anywhere as scary as the original, but that wasn't really my goal; this is more of a personal redesign for fun/that appeals to me <3 I can't help it, he's so silly and goofy, and he looks like a peanut,, how could I make him anything but cutesy? I used colors from Krylon's catalogue since that's the brand of paint mentioned in his story, I gave him some visible rebar since that's also mentioned in the text, and made his eyes stoplight colored! Cause he's got a sorta redlight-greenlight thing going on already (How clever and original of me-)
Reblogs > Likes, Thank You!
'well fuck that'
another from our drawing myself [a fictive] into things that have happened in my cb playthroughs
Okay, SO. Riddle me this: WHOSE genius-level, Nobel Prize–winning idea was it to—first of all—put a VENT in the room that’s supposed to CONTAIN 173 during a breach? Like yes, let’s give the murder statue an AIR DUCT. Brilliant.
SECOND: why is HEAVY CONTAINMENT basically RIGHT NEXT TO THE ENTRANCE while LIGHT CONTAINMENT is shoved down into the geological core of the facility? Why is the “light” area the deepest, most cursed pit of this entire operation? Who labeled this map.
And WHY. ARE THERE. VENTS. IN 173’S ROOM. HMMM???
Why does the neck-snapping statue that kills you if you blink have ONE (1) blast door, ZERO security, and NO keycard clearance between it and the rest of humanity—yet the laptop with an attitude gets TWO blast doors and LEVEL 5 clearance like it’s guarding national secrets? Okay. In a CAGE no less. Yeah, 173 has a nice open room, so lovely and the LAPTOP IS THE ONE IN A CAGE?!?!
NOW. 049’s containment. Why are there TWO elevators separated by ONE DNA door? Why is the DNA door in the middle like some kind of weird moral test? Why wouldn’t you put DNA doors on BOTH sides so either elevator leads into a secure mini hallway? Why did they overcomplicate the simplest concept known to man.
And WHY is there a LEVEL 4 KEYCARD sitting in his room. WHO PUT THAT THERE. WHO APPROVED THAT. YOU DON'T EVEN NEED A KEYCARD TO GET DOWN THERE!!
Also—where is 939’s containment actually supposed to be? Because clearly it’s not in use. Those things are just speedrunning laps in the basement like it’s their personal gym.
AND EXPLAIN TO ME how 682 escaped when its room is in HEAVY CONTAINMENT, surrounded by gas valves, reinforced walls, pressure seals, like the whole nine yards—except, oh wait, HEAVY CONTAINMENT IS BASICALLY ON THE WAY TO THE LOBBY. Of course the lizard just WALKED OUT.
It’s ALMOST like—bear with me—HEAVY CONTAINMENT SHOULD BE DEEPER IN THE FACILITY instead of being tasked to "contain" a FUCKING BLUE KEY.
Honestly? At this point the entire design team needs to be interviewed for SCP classification, because what the hell is this community-getaway-camp ass facility layout.
Oh yeah. The average Site layout is a mess, ESPECIALLY Site-██
I watched a video last night about scp containment breach's health system. (I loved that game as a teenager.) more first person horror games ought to take a lesson from how it displays the player's health. instead of an actual health bar or a blood splatter overlay, it makes you start limping as you take damage. lose enough blood and your vision blurs. eventually you begin to faint and are forced to crawl. in a combat-focused game where every movement needs precision, this would be very annoying, but in a slow-paced horror game, it's immersive!
(no one should copy the actual damage calculations though, they're jank as fuck and make no sense)

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over a decade has passed and still no sound design in horror games has surpassed the cacophony of carnage that kicks off SCP: Containment Breach
(ignore the other alarm at the end, i don't know why that's there)
how do i love thee? let me count the ways.
Fucked up looking dog
i get so weak in the knees