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SCP: Secret Laboratory Suggestion Title: Implementation of a new server, SCP: Secret Laboratory! How would it benefit the server: My last suggestion, even though supported by most of the community, had been rejected due to the lack of an available developer who would design and maintain the server. Fortunately, I had another idea, if SCP-RP was a no-go due to the reason mentioned above, then why not implement SCP: Secret Laboratory, which requires literally no maintaining nor developing, since all updates are done by Northwood Studios™... Here is a helpful guide as to how to establish a server - [SCP:SL] Server FAQ
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Warning: Spoiler! [ Click to expand ][ Click to hide ] Section 1: The Classes "Know your enemy..." • Class D • Scientist • Facility Guard (FG) • Nine-Tailed Fox (NTF) • Chaos Insurgency (CI) • SCP Class D Personnel "D BOYS, D BOYS, D BOYS!" Spawn: A cell block in the LCZ Your equipment: N/A Commonly nicknamed "D-Boy", Class D is a challenging class to play at times. You spawn with a few others Class Ds in a cell block, which is located in the Light Containment Zone. Your only objective is to escape using whatever means necessary. That includes killing scientists, scavenging for keycards, and so on. Unfortunately, Class Ds are almost everyone's enemy. The scientists and Class Ds are fierce rivals. Keep that in mind. You're not friends at all. When near scientists, tread carefully. If one of them has a pistol, they surely won't hesitate to shoot you. Though, if you end up finding a pistol, do not hesitate to kill scientists for their keycards and medkits! Another huge threat to the Class Ds are the Facility Guards. They spawn in the EZ and if they navigate the facility quick enough, they'll be in the LCZ quite soon. They also won't hesitate to shoot you, but there's a chance that you'll get disarmed, which is basically being handcuffed. Your only saviors are the Chaos Insurgency. It it wise to have them escort you out of the facility if you run into CI. Here's a rough to-do list of a Class D(This is a simplified version! Things may be a bit more complicated, depending on how the match develops.): • Obtain a keycard, maybe even a pistol • Locate SCP-914 (The Upgrade Machine) • Upgrade keycard to an O5 keycard • Find the armory, get weapons/Gun it for the LCZ checkpoint • Enter the Heavy Containment Zone, and locate the Entrance Zone. • Find Gate A or B, and take the elevator to the surface • Escape! (After escaping, you'll spawn as a member of the Chaos Insurgency.) Scientist "NEEEEERD!" Spawn: Random location in the LCZ (Light Containment Zone) Your equipment: •Scientist keycard •Medkit Being a scientist can be difficult, maybe even annoying, since you and Class Ds spawn in the LCZ. Same as the Class Ds, your objective is to escape. Your only friends are the Facility Guards and NTF. Chaos Insurgency won't hesitate to kill you. Scientists are generally a bit more well off than Class Ds, since they're better equipped. The procedure for escaping is similar to a Class D's. At first, you need to find SCP-914 in order to upgrade your card. This task is harder than it sounds, as if a group of Class Ds run into you, they'll most likely follow you around to 914 and possibly steal your keycard. Worst case scenario is that you get swiftly killed by someone with a pistol. Once you get an O5 card, you can either visit the armory first or just go straight to the HCZ. Then, you navigate through the HCZ, enter the EZ, exit through Gate A/B and escape. When you escape, you become a NTF scientist. Facility Guard "Let's go in and out, and get this over with quickly." Spawn Location: Random location in the EZ (Entrance Zone) Your equipment: • MP7 • Guard keycard • Disarmer • Radio • Medkit • Weapon Manager A Facility Guard is essentially the first responder to the containment breach. The purpose of them is to die fighting SCPs in the HCZ, giving scientists and Class Ds more time to escape without any interference. Though, what's interesting is that it doesn't work that way most of the time. The guards reach the LCZ first, and end up slaughtering the Class Ds. This makes the FGs a huge threat to Class Ds. Normally, the course of action for a Facility Guard is to find the HCZ as soon as possible, and get to the LCZ. The objective of a Facility Guard is the same as NTF's objective. Escort the scientists to the escape zone, kill/disarm Class Ds, recontain/terminate SCPs. The Facility Guards can have one neat trick up their sleeve - and that is getting a high-level keycard very early in the match. If you locate the room in the EZ which has 2 file cabinets in it, go ahead and search them. If you get lucky, you'll get a Facility Manager keycard, which basically unlocks everything except the armories. This allows for quickly recontaining SCP-106, or activating the Alpha warhead early in the match. Nine Tailed Fox "I swear to God, if any of you throw a grenade in the elevator..." Spawn: The surface, near the elevator to Gate B. Your equipment (Depends on rank. Ranks are randomized!): • P90 SMG (Cadet) • Epsilon 11 Rifle (Lieutenant, Scientist, Commander) • MTF Keycard (Access depends on rank) • Disarmer (Lieutenant, Scientist, Commander) • Flash Grenade • Frag Grenade (Lieutenant, Scientist, Commander) • Radio • Weapon Manager The NTF spawn mid-game in waves consisting of several players. If you are spectating, you have a chance to spawn in the next NTF wave! The Nine-Tailed Fox are the heavy artillery. They're elite units tasked with neutralizing various threats. Their main rival is the Chaos Insurgency. The NTF are well armed and close to the facility entrance. They normally get inside through Gate B. The NTF are quite interesting, as they have ranks. There are 4 ranks - Cadet, Scientist, Lieutenant, Commander. A Cadet has the worst equipment, and the Commander has the best equipment, while the Scientists and Lieutenants are roughly in the middle. The NTF ranks are completely randomized. The objective of the NTF is to recontain/terminate SCPs, escort scientists to the escape zone and neutralize Class Ds. Eventually, the NTF may want to detonate the Alpha warhead to flush out any remaining CI or SCPs. Chaos Insurgency *deafening sound of a dozen LMGs firing at once* Spawn: The surface, near the Alpha warhead detonation room and elevator to Gate A. Your equipment: • Logicer LMG • Chaos Insurgency Access Device (Same access level as the MTF Commander card) • Medkit The CI... Well.. They cause chaos! Just like the NTF, they spawn on the surface, in waves. The CI's main objective is to kill every Nine-Tailed Fox and Facility Guard and rescue Class Ds. They are also well-armed, equipped for close-range combat. If they don't obtain a rifle, they will struggle at mid-long range engagements. The CI don't have any ranks - everyone is equal, everyone gets the same equipment. Since the CI want to cause chaos, they may detonate the Alpha warhead as well. The CI spawn location isn't the most convenient. They can easily be caught by surprise and attacked from above by NTF. What's unique about the CI is that they can befriend the SCPs and win the game with them. If there's only CI and SCPs left alive, the game automatically ends. Section 2: SCP's The part you all have been waiting for... There are a total of 7 SCPs currently in the game, with 6 of them being playable. SCP-173 "The Statue" Our lord and savior, the Peanut. Spawn: 173's chamber (Labeled PT 00), Light Containment Zone Ability: 173 can move at a breaknecking speed (pun intended) when it isn't being looked at. Nicknames: Peanut, The Statue, Captain Crunch So, let's start with Peanut, shall we? SCP-173, or very commonly called Peanut, is a statue made out of concrete and rebar. Because it spawns in the LCZ, Class Ds and scientists are guaranteed to encounter it at some point. SCP-173 has a unique moving sound. Whenever it moves, a stone scraping sound can be heard. 173 kills its targets by snapping their necks. 173 is an interesting SCP. If a person directly looks at 173, it won't be able to move until that person blinks, allowing it to cross some distance. If 173 runs into a NTF squad, it's chance of survival is quite low, even if it is quite durable. The lower 173's HP is, the faster and further it'll move. Tactics: Sneaky sneaky! As SCP-173, you may want to be sneaky, and avoid being looked at. That is, trying to catch your prey from behind, or hiding behind doors. 173's speed allows it to quickly relocate and flee the scene, if there is no one looking at it. Corner hugging Essentially, you'll be hiding in the corners, and waiting for someone to pass by you. When they do, quickly go in for the kill. Teaming up The good old 173+096 combo is very lethal. If the target looks, 096's rage will activate, and if they won't look, you'll be able to snap their neck. SCP-106 "Old Man" "Time to camp my containment chamber!" Spawn: 106's chamber, Heavy Containment Zone. Abilities: Teleportation, ability to pass through closed doors, no matter if they're keycard locked. Nicknames: Radical Larry, Old Man. SCP-106 is a pretty useful SCP. His ability to pass through doors is a godsend at times. For example, if there are a number of people who are hiding in SCP-914, 106 can just pass through the gate and kill them. He also can teleport by putting down portals. (Press TAB) When 106 manages to "kill" someone, they lose around half of their HP and get sent to his pocket dimension. In the pocket dimension, there are several tunnels, and only one tunnel gets you out of the pocket dimension. If you enter a wrong tunnel, you die. However, there are some tips you can use to increase your chances of survival in the pocket dimension. People sometimes "mark" tunnels by dropping an item in front of one before going in. If you don't see a dead body in a marked tunnel, try going in it. It is also wise to mark tunnels yourself. When you choose a tunnel, drop an item in front of it, and then go in. If it is the right tunnel, you'll know which one it is the next time you get caught by 106. If you are careful enough, you can pick up medkits from dead bodies in the pocket dimension to prolong your time there. If you manage to escape the pocket dimension, you get teleported to his containment chamber. Adding up to 106's uniqueness, there are 2 ways to kill him. One way is the good old fashioned "shoot em' up", and the other way is recontaining him. To recontain 106, you need a high-level access keycard (Containment Access must be "All"), and a player who's willing to sacrifice themselves. The first thing you need to do is locate 106's containment chamber, which is located in the HCZ. Then, go straight and you'll see a locked control room, open it. After the sacrifice has entered the sacrifice chamber, you need to press the big red recontainment button. A loud scream of pure pain will be released throughout the entire facility, and shortly after, SCP-106 will be recontained, effectively taking him out of the match. Because of this, if you're playing as 106, it is wise to check up on your containment chamber every once in a while. Feel free to put down a portal there. SCP-106's attack range is really short, you need to be practically hugging your target to capture them. This means that others can easily juke 106. 106 isn't that fast to catch up with his targets. He has a distinct, loud footstep sound which sounds like thunder. Tactics: Support Given the fact that 106 can walk through doors, 106 can work well as a support SCP, since he isn't that tanky. SCPs do not take any fall damage, so feel free to use that to your advantage on the surface. Detonation denial Since 106 can put down portals, he can be a real thorn in the side when it comes to detonating the Alpha warhead. If you put down a portal in the Alpha warhead control room, you can quickly cancel the detonation by teleporting there. The same can be done with the intercom room, which brings hilarious results when someone is using it. (Notice: Camping the Alpha warhead control room is often frowned upon. In some servers, it's even forbidden. Camp the control room at your own risk.) SCP-096 "Shy Guy" "Don't look at me, I'm ugly!" Spawn: Heavy Containment Zone Ability: When someone looks at you, you enter a rage mode, making you very fast and able to kill enemies with 1 hit. Nicknames: Sad boi, Shy Guy SCP-096 is a mixed bag, really. If your rage isn't active, you move at a quite slow pace, which means it takes a fair amount of time to get somewhere. And even then, it is quite difficult to get others to activate your rage. But when it does activate, you become an unstoppable hard-hitting killing machine. 096's rage activates when someone looks at it for a good few seconds. 096 then can't move, enters a buildup phase which lasts about 5 seconds, leaving it vulnerable to attacks. After the buildup is over, 096 can run very quickly and kill people in a single hit. The rage lasts about 15 to 20 seconds, after which 096 will enter a ~10 second long cooldown, leaving it very vulnerable to counter attacks. The Shy Guy cries whenever his rage is ready, so always listen! It is wise to start retreating when your rage is going to end in a few seconds. Overall, 096 can be a powerful SCP when played carefully. Tactics Defensive playstyle A good way to play 096 is to play defensively and carefully. With your slow speed, you won't be able to carry out an offensive. Try and get in a position which would force enemies to look at you. Teaming up As said in 173's description, teaming up with 173 is a good way to make yourself way bigger of a threat. On the other hand, you could stick close to other SCPs. SCP-049 "Plague Doctor" "Welcome to the family!" Spawn: 049's chamber, Heavy Containment Zone Abilities: 049 is able to turn people who he kills into zombies. Nicknames: Ebola boi, Doctor, Daddy SCP-049 is a force to be reckoned with. He is one of the most powerful SCPs in the game, able to kill enemies with only a single click. On top of that, he can turn people who he kills into zombies, giving him the ability to create a zombie army, as there is no limit to how many zombies 049 can have. SCP-049 is on the slow side, but not as slow as 096. 049's footsteps are slow. If you hear slow footsteps, it's either 049 or 096. The Plague Doctor is able to take a fair amount of damage before going down. Though, 049's zombies are supposed to act as meat shields. The zombies can kill enemies in 2 hits. The lower their health is, the faster they can attack. 049 takes around 5-10 seconds to turn someone into a zombie. The lower 049's health is, the faster he can turn people, which makes him dangerous even if he's at low HP. NOTE: If a zombie manages to kill someone, 049 can't turn them into a zombie. Only people killed by 049 can be turned. Tactics: Zombie Army- Self-explanatory. Kill people, turn them into zombies until you have a decent-sized army of them. Corner Hugging - Mentioned in SCP 173's tactics, this works for 049 as well. Camp a corner near a door, and as soon as someone passes, go in for the kill. This tactic works better for 049 than 173. Keep in mind that this tactic is not that effective when people check their corners before advancing. The Elevator Surprise - If Gate B is open and NTF spawns in, make your way to the elevator ASAP and wait till the NTF take the elevator. As soon as the elevator door opens, immediately rush them before they manage to react. This way, you can effectively wipe out more than half of the NTF most of the time. SCP-939 "With Many Voices" WOOF WOOF! Spawn: Heavy Containment Zone Abilities: Can talk to humans, see-through walls. Nicknames: Lizard, Doggo, Scooby-Doo, Clifford SCP-939 is the latest SCP added in the game, and it is quite dangerous. It's vision is based on sound, so if someone makes a lot of sound, 939 can see them from far away, even through walls. SCP-939 attacks by biting the cranium or neck. It takes 2 hits to kill someone as 939. What's special about 939 is that it can voice chat with humans(by pressing V). This means that you can lure people into traps, convince them to open doors, etc.. This ability can also be used to effectively communicate with people you've teamed up with. (For example, Chaos Insurgency) SCP-939 can sprint, bringing it up to the same speed as a human. This makes evading SCP-939 quite difficult if it's already on your tail. If you don't make any sound, SCP-939 will have a hard time being able to see you, as you become completely invisible to it. Though, if it gets in very close, it can see you even if you don't make any sound. Walking is advised when around this SCP. (Hold C) SCP-939 is quite squishy, so caution is advised. Tactics: Lure - Self-explanatory. Use your special ability to pretend that you're human, and kill others. Support - This can be a supporting SCP. Stick with your fellow SCPs, and tell where the enemies are, if they make sound. (Reminder, you can even see enemies through walls) SCP-079 "Old AI" "Got any games on ya?" Spawn: 079's chamber, Heavy Containment Zone. Abilities: Can control the facility. Nicknames: Computer 079 section isn't 100% finished. More info will be added as I get to experience with using it. As of 2018-07-12, 079 is still deactivated. and is being reworked. Please stay patient. Readded in mega patch #1. SCP-079 is a pure support SCP. Its goal is to support other SCPs by controlling the facility. Examples: Opening doors, activating tesla gates, watching the cameras and giving intel on enemy positions. Communicating with fellow SCPs is highly recommended to ensure success. 079 can do things like locking doors to create a dead-end for the enemy when he's being pursued by an SCP, or opening gates, such as the SCP-914 gate. Other things he can do are activating tesla gates and controlling elevators. There are cameras all around the facility. If they're moving around and have a blue light on them, it means that 079 is currently watching through the camera. To use any of its abilities, SCP-079 must use some of its auxiliary power(AP). Certain abilities use up more power. (For example, opening SCP-914's gate eats away more power than just controlling a door.) SCP-079 starts off at access level 1. That level will go up as 079 gains experience points by using its abilities. A higher access level means that 079 will be able to use more of its abilities and recharge AP faster. SCP-079 has a unique recontainment method. There are generators that are located all over the Heavy Containment Zone. If all generators are turned on, SCP-079 will be overloaded with power and will shut down. Though, if only some generators are turned on, 079 will receive a boost to it's AP. In order to activate a generator, you need to have a high level keycard to open it up, and a weapon manager tablet to start the activation process. Once the tablet is attached, wait a few minutes, and the generator will be activated. SCPs, of course, can cancel the activation process. Tactics: Support - Pretty much the only viable strategy here. Help out your fellow SCPs to kill everyone. Communication is important. Lock doors when people are being chased by SCPs, or open gates. Alternatively, you could try and activate the tesla gates to prevent people crossing them. SCP-914 "The Clockworks" "Great, SCPs are behind the door..." Location: 914's chamber, Light Containment Zone Abilities: Can upgrade items. Nicknames: Upgrade room/machine SCP-914 is a crucial part of every match. It can upgrade various items, like keycards and weapons. It is locked behind a keycard-locked gate. To access it, you need a keycard. Any keycard will unlock it. For the most part, people use 914 to upgrade their keycards. Class Ds and scientists normally want to get there ASAP. In the middle, there's a knob and 5 options - Rough, Coarse, 1:1, Fine, Very Fine. Using Rough and Very Fine is not advised. These settings may be faster, but they can completely destroy the item that's being upgraded. Stick to Fine and Coarse. Fine is a safe way to upgrade your items. It normally takes around 3-4 runs to upgrade your keycard to an O5 keycard. 1:1 changes the type of the item. For example, you can change a scientist card to a zone manager card. Coarse downgrades your items. Yes, there's an use for downgrading items. For example, if you want to upgrade your weapon to a Micro HID and you get a Logicer, you downgrade and then try again. Though, you can also use the "Fine" setting to get an Epsilon 11 rifle, which is usually safer. 914 is usually, quite literally, a death trap. Most of the time, when you're all set to leave, SCPs will be waiting behind the door, ready to strike. This often results in groups of players being trapped in 914. As of megapatch #1, being in 914 is even more dangerous, as SCP-079 can just open the gate, allowing other SCPs to come in and kill you. Tactics: Minimizing risk of keycard stealing - One tactic is to start up 914, then immediately get in the intake booth before the doors close. When you're in there, drop your keycard till it gets upgraded. Rinse and repeat. This method reduces the chance of your keycard getting stolen. Note: On some servers, this will not work. Only the keycard will get moved to the output booth, and you'll need to run over to it to get your keycard. If this happens, then drop the keycard in the intake booth, and as soon as you activate 914, get in the output booth instead. Keycard stealing - If all else fails, you may want to resort to playing dirty and stealing keycards in 914. This is heavily frowned upon, so do this at your own risk. Section 3: Items This section will be about items in SCP Secret Laboratory. "One keycard to open them all.." Keycards Keycards play a huge part in this game. Without them, you can't even exit the LCZ. There are keycards scattered all over the map in set locations. I'll talk about the locations in another section. Now, here are the card types and the cards themselves. SCP Containment: • Janitor card (Low containment access only) • Scientist card (Med. containment access only) • Major Scientist card (Med. containment, checkpoint access) • Containment Engineer card (All containment, intercom, checkpoint access) Security: • Guard card (Low containment & armory, checkpoint access) • Senior Guard card (Med. containment & armory, checkpoint access) • MTF Lieutenant card (Med. containment & armory, checkpoint, entrance gate access) • MTF Commander card (Med. containment & all armory, intercom, checkpoint and entrance gate access) Administration: • Zone Manager (Low containment, checkpoint access) • Facility Manager (All containment, intercom, checkpoint and entrance gate access) • Chaos Insurgency Access Device (Med. containment & all armory, intercom, checkpoint and entrance gate access) • O5 card (Every keycard locked door can be opened by this card.) Other items - The following items can be found in file cabinets. • Flashlight • Radio • NTF Commander keycard (EZ only) • Facility Manager keycard (EZ only) • COM15 Pistol (EZ only) • Scientist keycard (LCZ only) • Frag Grenade (EZ only) The only item worth explaining here is the radio. With the radio, you can communicate with NTF units or Facility Guards. The radio has a battery that depletes as you use one of the settings. To conserve the battery, you can turn off the radio with the right mouse button. There are 4 settings - SR, MR, LR, UR. • SR - Short Range (low battery usage) • MR - Medium Range (medium battery usage) • LR - Long Range (high battery usage) • UR - Unlimited Range (very high battery usage) Medkit This is a quite valuable item. The medkit heals up to 50% of your HP. It it advised to stock up on as much of them as you can. Scientists, CI, Facility Guards spawn with medkits Section 4: Weapons If you don't want to end up throwing shoes at your enemy, you better be armed. NOTE: All weapon stats are taken from the weapon manager. Weapon list: • COM15 Pistol • MP7 • Epsilon 11 rifle • P90 • Logicer LMG • Micro HID • USP COM15 Pistol Ammo type: 9mm Magazine size: 12 rounds Max damage: 32.76222 Effective damage: 32.524 Shots per second: 6 Available attachments: 2 (Suppressor, flashlight) This pistol can be found in file cabinets, various rooms in the LCZ, and the LCZ armory. In the right hands, this pistol is very potent. Headshots can kill people in 1 hit, and ammo is plentiful, provided you keep killing players. For maximum damage potential, put on a suppressor. Only 2 COM15s spawn in the LCZ. One spawns somewhere in the LCZ, and the other one spawns in the armory. MP7 Ammo type: 7.62mm Magazine size: 35 rounds Max damage: 15.18 Effective damage: 15.0495 Shots per second: 9 Available attachments: 4 (Suppressor, holo/red dot sight, ammo counter, flashlight.) A standard-issue Facility Guard weapon. It gets the job done. The MP7 can be found on Facility Guards and the LCZ armory. Epsilon 11 Rifle Ammo type: 5.56mm Magaine size: 40 rounds Max damage: 15.4275 Effective damage: 15.43982 Shots per second: 8 Available attachments: 8 (Suppressor, muzzle brake, zoom/night vision/holo/red dot sight, flashlight, ammo counter) Standard issue NTF rifle. This is one of the best guns in the game. It's damage is decent, it is very stable with little recoil with the right attachments. Since headshots in the game deal a lot of damage, the best thing to do with this gun is aiming for the head. If you do that, Chaos Insurgency will be dropping like flies at mid-long range. So far, the most stable setup with as little recoil as possible for the Epsilon 11 is the Night Vision scope and the muzzle brake. When you use these 2, you'll have 90% less recoil while zoomed in, and 70% less recoil while not zoomed in. If you don't like the Night Vision scope, then feel free to use the zoom scope. Although, if you use the zoom scope, you'll have 10% more recoil while zoomed in. The Epsilon 11 Rifle can be found on NTF Lieutenants/Commanders and the HCZ. P90 Ammo type: 9mm Magazine size: 50 rounds Max damage: 10.56 Effective Damage: 10.51081 Shots per second: 10 Available attachments: 8 (Muzzle brake, oil filter suppressor, suppressor, red dot/holo sight, ammo counter, laser, flashlight Standard issue SMG for NTF Cadets. The P90 is mediocre at best. Just like the MP7, it gets the job done. If you use a muzzle brake, it has very little recoil and is easy to control. If you come across an Epsilon 11, I suggest you pick it up. The P90 can be found on NTF Cadets and the LCZ armory. Logicer LMG Ammo type: 7.62mm Magazine size: 100 Max damage: 19.8 Effective Damage: 16.81869 Shots per second: 11 Available attachments: 0 Standard issue LMG for the Chaos Insurgency. The Logicer is king at close quarters combat, with it's high rate of fire and decent damage, huge magazine size. Few people will stand a chance. Although, the Logicer suffers because of it's accuracy and recoil at mid-long range and will be easily outclassed by the Epsilon 11. The Logicer can only be found on Chaos Insurgency. Or, you could upgrade an Epsilon 11 rifle in SCP-914 and hope you get one. Micro HID Magazine size: 1 (No reloads!) Max damage: Very high The Micro HID is primarily an anti-SCP weapon. This gun is quite unique, as it can deal a lot of damage in 1 burst. But what's the catch? The HID is a 1 shot only weapon. After you fire it, it becomes pretty much useless, as you can't find ammo for it or reload. After you fire the Micro HID, it starts charging up for about 5-10 seconds and then starts firing. When that happens, stay close to a SCP and keep your crosshair on it, after a few seconds it'll be dead. The HID's range is short, so you need to get in close to a SCP, which is very dangerous. The SCP has around a 3-4 second time window to kill you before the HID kills it. The Micro HID can be found in the Micro HID chamber located in the HCZ. Or, you can upgrade an Epsilon 11 rifle in SCP-914 and hope you get a Micro HID. If you put a Micro HID in SCP-914 and set it on "Fine", it will recharge the Micro HID. Frag Grenade The Frag grenade, when used correctly, can wreck havoc on both SCPs and humans. Grenades can be used to scare off players, clear rooms, etc.. They're quite effective against SCPs as well. If a grenade detonates close enough, it'll have devastating effects. Another thing that is great about them is that you can use them to blow up keycard locked doors. The only door the grenade can't blow up is the Alpha Warhead detonation room door. Flash Grenade The Flash Grenade is mostly used as a trolling device, but it can help in combat situations. The Flashbang's blinding range is actually quite big, so use that to your advantage. The Flashbang can be useful for tactical offensives. Weapon Workshops If you want to put attachments on your weapon, you need to find a weapon workshop. These are scattered all over the facility. Some spots are: Gate A/B, LCZ armory, Alpha Warhead control & detonation room. To use a weapon workshop, you need to have a weapon manager. After you start using a weapon workshop, it'll load for about 5 seconds. Then, depending on the weapon you're holding, you'll see a list of attachments. Pick as you want. When you want to put on an attachment, just select it in the menu and leave it. Same for other attachments. Your attachments will always save through servers and matches, so you won't need to keep using the weapon workshop. Section 5: Zones and Rooms "Of course it's locked!" This section will be talking about the various rooms, containment zones in the game and the possible loot in them. Light Containment Zone (LCZ) "Light Containment Zone is locked down, and ready for decontamination. The removal of organic substances has now begun." This is the zone where Class Ds, scientists and SCP 173 spawn. After 15 minutes have passed, the Light Containment Zone will be decontaminated, killing anyone who's still in it. In the last 30 seconds, all checkpoint doors are opened automatically, giving a chance to escape for people without keycards. To get out of the LCZ, you need to get past the checkpoint and take the elevator to the HCZ. To unlock the checkpoint, you need a keycard that has checkpoint access. Keep in mind that the COM15 pistol spawns in only one of the rooms listed here! Rooms of interest: • Class D cell block(CD01) - Class Ds spawn here. If you encounter an SCP, you can hide in one of the cells. • SCP-914 - Everyone wants to get in there to upgrade their cards. Once in 914's room, be careful of SCPs waiting behind the door. • SCP-012's chamber - The door to this chamber is keycard locked. To access it, you need a card that has medium containment access or higher. Possible loot: • COM15 pistol (On the counter) • Major Scientist keycard (On the counter) SCP-372's chamber(GR18) - You don't need a keycard to access this chamber. Possible loot: • Zone Manager card (On the counter) • COM15 pistol (In the glass room) • Flashlight/scientist keycard/radio (File cabinet next to the counter) Armory(##00) The armory is keycard locked. To access it, you need a card that has low armory access or higher. Loot: COM15 pistol (Guaranteed spawn) P90 SMG MP7 2 weapon managers 3 Flash Grenades 3 Frag Grenades Ammo SCP-173's chamber (PT00) There is a staircase going up to 173's chamber. No keycard locked doors. Possible loot: COM15 pistol (Control room behind a door. There is also a weapon workshop) Computer room (PC15) The computer room. Not much to say. The keycard is on one of the desks. Loot: • Scientist Keycard Toilets (WC00) Possible loot: • Scientist keycard • Janitor keycard • COM15 pistol Heavy Containment Zone (HCZ) This is by far the most dangerous zone. Numerous SCPs spawn here, so tread carefully. There is also a checkpoint here leading to the Entrance Zone. In addition, there are a few tesla gates in this zone. Rooms of interest: • SCP-049's chamber The entrance to 049's chamber is via an elevator. Once you get down there and look around, you can see a keycard locked door. Behind it, there's some loot. To open the door, you need a keycard with at least medium armory access. Loot: Epsilon 11 rifle Medkit Alpha Warhead control room The entrance to the control room is also via an elevator. Above the elevator door, there's a sign saying "ALPHA WARHEAD CONTROL ROOM". Once you take the elevator, you can see the Alpha warhead itself and the control room that's in front. In the control room, there's a guard keycard, a lever to enable/disable the Alpha warhead and a button to disable the detonation process. There's also another room that's keycard locked. To access it, you need a keycard with medium armory access or higher. Loot: Guard keycard (On the shelf) Epsilon 11 rifle (Inside the keycard locked room. There's also a weapon workshop.) SCP-096's chamber This is where 096 spawns. When you enter it, you'll see a small room with another door in front. That's the actual containment chamber, door is keycard locked. To open it, you need a keycard that has medium containment access or higher. Loot: MTF Commander keycard (Inside the keycard locked room) HCZ Armory This room contains a weapon workshop and a lot of 5.56mm ammo. It's located in the 3-way room with the catwalks. To open it, you need a keycard with low/medium or higher armory access. SCP-079's chamber This room is light-colored. It's nothing special since 079 is removed, but it's very good as a hiding spot. Only keycards with maximum containment access can open it. SCP-106's chamber This is the room where SCP-106 spawns. When you enter this big echoey red-tinted room, you'll see a huge cube-shaped object on the right. That's 106's chamber. If you go straight, you'll see a keycard locked the door. That is the control room where you recontain 106. To open the door, you need a keycard with maximum containment access. As said in 106's description, in the room there's a sacrifice chamber and the recontainment button. Tip: If the door to this room is closed, you can see a bit of red lighting around the door from the outside. This way, you can know that this is 106's chamber. The Server Room This room has 2 staircases. It has a lot of servers and has a Senior Guard keycard. The keycard is on the bottom level, but can also be on the top level. Look around and you'll find it. Entrance Zone (EZ) This zone is quite dangerous as well. NTF and Chaos Insurgency often traverse this zone, so be careful. Rooms of Interest Gate A This is the gate to the exit. The Gate A elevator is closer to the Chaos Insurgency spawn and the Alpha warhead detonation room. Chaos Insurgency often comes in through Gate A, so keep that in mind. Contains a weapon manager Gate B Gate B isn't much different from Gate A, only that they're in different locations. Gate B elevator is much closer to the escape zone and NTF spawn. NTF often enters through Gate B, so if you're Class D, stay away from it when NTF spawns. Contains a weapon manager File cabinet room I call this room the file cabinet room. Inside this room, there are computers and 2 file cabinets. One near the door, and one up the stairs. The file cabinets can contain a facility manager keycard, which unlocks everything except the armories. Intercom room Ah, yes. The ultimate meme room. The intercom room is keycard locked, so you need a card with intercom access to unlock it. Inside the room and down the stairs, there is the intercom. To use it, hold down the voice chat key. A noise will be heard, and then you can talk to the entire facility. Or, play memes or music. Up to you The Surface If you're escaping, this'll be ultimately your last destination. Areas/Rooms of interest: Escape Zone This location is practically next to the NTF spawn, to the right from NTF's perspective. The escape tunnel is behind 2 doors. Once you reach the end of the tunnel and enter the control room, you'll escape. Alpha Warhead Detonation Room This is where you detonate the Alpha warhead once it's been activated... To open the door and detonate the warhead, you need a keycard with maximum containment access. There's a weapon workshop and a screen either saying "DISABLED" or "READY", depending on the current state of the warhead. CI spawn The CI spawns under a bridge near the detonation room. They arrive via car. NTF spawn The NTF spawn next to the escape zone, and near the Gate B elevator. They arrive via helicopter. Section 6: Combat At some point, you'll be forced to fight. Here are some tips. As said in the items section, stocking up on medkits is important to increase your chances of survival. When you're wounded, don't risk it. Go into cover, heal up and get back to the fight. Tactics Favorable conditions You might want to try and lure the enemy into a location that's more favorable for you. For example, if you're Chaos, you can try and lure NTF into a close range engagement, where you'll ultimately have a huge advantage. Chickening around Since SCP:SL has no movement accuracy penalty, you can run, jump, do whatever you want without taking a hit to your accuracy. So, make yourself a difficult target. Jump around, strafe, etc. Overwhelming Firepower Ever seen one of those Chaos Insurgency rushes towards the NTF after they spawn? Tactics like that are sometimes successful, but with heavy losses. What you'll be doing is bum rush towards the enemies. This tactic is more effective if you have the advantage in numbers. This is more of a novelty tactic, but it can work if the enemy is caught by surprise. Use as a last resort. Teamwork Teamwork is a tried and true tactic. When you work together with your teammates, you'll always have an advantage in combat. Cover each other, work together and you'll make it out against an uncoordinated enemy. Section 7: General Tips General tips to use 1: As a Class D, do not trust any scientist. Try and kill them off whenever you can, as they likely have intentions of doing the same to you. 2: ALWAYS pick up medkits whenever you can. 3: If you're alone and start to hear a voice, think twice! It may be SCP-939 trying to lure you in. 4: Be respectful to other players. 5: If you're a Class D and didn't manage to get a keycard, don't fret! You can hide next to the checkpoint windows and wait for a guard or SCP to open the door. When you think the coast is clear, immediately slip in through the doors before they automatically close. 6: If you're a scientist and 914 seems to be overrun by Class Ds, you can wait till they're gone, and then go upgrade your cards. This will take you longer to get out of the LCZ, but at least you won't get killed or get your keycard stolen. 7: If you're a Class D or a scientist and find a pistol, keep it unequipped. Take it out when you're sure you can kill someone quickly. If you'll always have your pistol out, people will run away from you, making it hard to get kills. 8: Reminder that 939's vision is based on sound. If you're sure that 939 is around, keep quiet till the coast is clear. 9: Found 106's chamber, but you don't have a sacrifice with you? If you have a high level keycard, open the door to the control room and leave. If people escape the pocket dimension, they'll notice that it's open, and probably try to recontain 106. 10: If you're a Class D and hear the NTF announcement, hide. You're severely outnumbered, and can't take on a squad alone unless you have a huge position/aiming advantage. 11: As CI or NTF, try not to shoot your teammates if you don't know if friendly fire is on. Friendly fire can often spark conflict in teams, ending up in half the squad getting teamkilled. 12: If you're in the HCZ and the Alpha warhead is going to be detonated, quickly head to the control room and cancel the detonation. Disable the warhead as well. This way you'll have plenty of time to exit to the surface. 13: Always listen! If you hear slow footsteps, it's either 049 or 096. And if you hear slow, thunder-like footsteps, it's 106. Listening to guns firing in the distance can also give you an idea if either NTF or CI is nearby. 14: Take the ammo off dead enemies. You can never have too much ammo. 15: If you're a Facility Guard, try and disarm Class Ds with the disarmer instead of killing them. 16: If you hear loud screaming in the distance, it means 096 is currently enraged. Wait till the coast is clear, unless 096 is far away. 17: As Chaos Insurgency, try and befriend the SCPs. You can win the game with them! 18: The map is always randomized, keep that in mind! Every match will be different. 19: Study the hiding spots in the facility. Some are: 049's chamber, the intercom room(sometimes), 096's chamber. 20: Don't throw a flash grenade in front of your teammates. Just don't. 21: If you're a Class D or a scientist, it is wise to have 2 weapons. If you run into a fellow Class D/Scientist, you can give them the second weapon to increase your chances of survival. 22: Always aim for the head, especially with the Epsilon 11 rifle. It'll deal a lot of damage to the enemy and make you a force to be reckoned with. 23: If you're holding a strategic point(Alpha warhead control room in the HCZ for example), try and find the best position possible for you to defend. A positioning advantage goes a long way against unsuspecting enemies. 24: The Micro HID charging sound is quite loud. You won't mistake it for anything else. Section 8: Extras Chaos Insurgency spawn under this bridge. This is where you detonate the Alpha Warhead after it's been enabled. NTF spawn. In the distance, you can see the escape zone doors. SCP-106's chamber SCP-939's vision in action Escape zone doors File Cabinet room, EZ Potential Issues/Exploits: It will surely have issues just like every server possible has, we just can't know which ones, at least not this much in advance. Additional notes: This is an example of how the SCP: SL badges on TS, rules and other stuff would look like for the new server:
TeamSpeak Related Stuff
Just like every server in the ZARP community, this server is going to have it's own TeamSpeak staff badges and also it's own unique Staff Templates and Rules too. I'm going to start off from the TeamSpeak staff badges considering this part will be shorter. So, just like for every ZARP server, this one will have its own unique badges for its own staff member(s). Here are some I tried making on my own. SCP: SL Moderator - SCP: SL Administrator - SCP: SL Super Administrator - SCP: SL Head Administrator -
SCP: Secret Laboratory Rules
Just like every server, this too would also need to have its own, unique, set of rules. This was personally my idea of how it would look for this server: 1.0 General Conduct Rules 1.1 Discrimination - Discrimination in any form (racism, sexism, prejudicial remarks, xenophobia) is strictly prohibited on our servers. 1.2 Disrespect - We expect all users on the servers to conduct themselves respectfully and politely at all times. 1.3 Spamming - Spamming is not allowed on our servers, do not repeat messages within a short amount of time. This applies to both text and voice chat. Music may only be played by radio managers. Spamming your camera is not allowed. 1.4 Promotion of non-ZARP services - Promotion of competing communities or services is not allowed on our servers. 1.5 Client-Side Modification & Hacking - Any form of hacking, scripting, cheating or malicious client modification is not allowed on our servers. 1.6 Avoiding Punishment - When being addressed by a staff member out of character, do not disconnect without their permission. Do not attempt to evade your punishments by creating new accounts or rejoining the servers. 1.7 Exploiting - Purposely abusing unintentional game or server features is prohibited. 1.8 Voice Modification/Voice Changers - You may not use any sort of voice modification or voice changing device or software 1.9 Alternate Accounts - Using alternate accounts to simultaneously play in the same session is strictly prohibited. 1.10 Names - Steam names may not be vulgar, offensive or blasphemous. 1.11 Micspam - Spamming the microphone is unacceptable in any format, whether it be screaming, singing, repeating yourself or playing music unless another rule states otherwise. 1.12 Loopholing - The rules have been put in place in order to ensure a fun and safe environment on the servers and as such are not here for anyone to scrutinize or attempt to loophole. The staff has the final word on the rules if you feel like a staff member is abusing you may submit a report against them. Other rules shall be added if I figure out what else can, and should be prohibited on the server.
Staff Application Templates
Introduction for all staff applications: [b]Steam name:[/b]
[b]Time Zone:[/b]
[b]Link to Steam Profile:[/b]
[b]SteamID:[/b]
[b]Estimated Server Time:[/b]
[b]Languages I Speak:[/b] Moderator Application Template [b]Explain what you would do if someone was Text/Mic Spamming on the server:[/b]
[b]Give your explanation as to how you would deal with someone who is failing to conduct themselves politely and respectfully:[/b]
[b]Why I should be chosen(we recommend around 100 words):[/b]
[b]Extra Information: (Not mandatory):[/b] Administrator Application Templates [b]Explain how you feel that your time as a Moderator will contribute to you becoming an Admin:[/b]
[b]Explain a situation where it would be appropriate to ban a certain User/individual:[/b]
[b]Explain how you would handle the following situation:[/b]
[i]Player x appeals their ban in great detail, apology, and effort. You check the ban list and find that you banned them permanently for misconduct and that this is their first ban. How would your response to the appeal be?[/i]
[b]Why I should be promoted (we recommend around 100 words):[/b]
[b]Extra Information: (Not Required) [/b] Super Administrator and Head Administrator application templates should remain the same, they can be located - Here! I'd like to thank you all for taking the time to read through this suggestion. Hopefully, you will like this equally as the previous SCP-RP suggestion, and I truly hope that the Community Team will take this new server suggestion with great seriousness as well as enthusiasm, and one day, establish the new server. |
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Last Edit: 4 years 9 months ago by Mr. Richard.
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Haven't played the game before I'll try it then give a full "review". From what I see you have put a lot of detail into this though, even with a long ass guide of how to play that I don't want to read but I'm going to anyway.
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Ex Deathrun Server Owner Ex SSRP Head Admin Ex TS / Discord Head Admin Ex Forum Section Moderator Ex Community Council Member My Anime List Steam | Discord: Spectrum#0001
Last Edit: 5 years 1 month ago by Spectrum. Reason: Grammar
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The following user(s) said Thank You: Mr. Richard
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Spectrum wrote:
Haven't played the game before I'll try it then give a full "review". From what I see you have put a lot of detail into this though, even with a long ass guide of how to play that I don't want to read but I'm going to anyway. Just to make it clear, I didn’t make the guide, I copy/pasted it but before doing so, I went through it twice, excluded unnecessary parts, corrected it accordingly, and tidied it up significantly, so people will find it easier to analyze it. |
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Honestly after Ive witnessed how easy a server is to set up and maintain in SCP:SL, this isnt such a bad idea. It takes next to no maintenance after the initial creation so I see this being a successful idea.
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The following user(s) said Thank You: Tamaninja, Mr. Richard
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This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc.
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Clarky wrote:
This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setup |
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looking to die with the homies as a d boy
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Last Edit: 5 years 1 month ago by iFreshFruit.
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The following user(s) said Thank You: Mr. Richard
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Markus Chellwigg wrote:
Clarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either. This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setup |
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Clarky wrote:
Markus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host it Clarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setup |
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The following user(s) said Thank You: Micky
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Tamaninja wrote:
Clarky wrote:
Easier said than done Markus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setup |
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Clarky wrote:
Tamaninja wrote:
Its easy said and done. Even YOU could do this in no time! Clarky wrote:
Easier said than doneMarkus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setup |
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Clarky wrote:
Tamaninja wrote:
Im gonna trust your word for it as you have way more experience than me but I think you are really underestimating how simple scp is Clarky wrote:
Easier said than doneMarkus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setup |
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The following user(s) said Thank You: Micky
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Clarky wrote:
Tamaninja wrote:
Clarky wrote:
Easier said than doneMarkus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setupBelieve it or not, this might be the simplest game when it comes to setting it up. All updates are done by Northwood Studios and the game restarts quite fast after each round which tend to last approximately 20 minutes. The only thing that needs setting up is ranks when first establishing the server, and that’s pretty much it. Feel free to ask around with SO’s of SCP: SL communities. And if you need someone who will “maintain” and “manage” the server whilst being dedicated and consistent, I’ll be fully glad to take the position of this servers SO/“Developer”. |
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Mr. Richard wrote:
Clarky wrote:
Since you're saying it's easy and simple to set up, come to the cm team when you have a server set up to demonstrate it Tamaninja wrote:
Clarky wrote:
Easier said than doneMarkus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setupBelieve it or not, this might be the simplest game when it comes to setting it up. All updates are done by Northwood Studios and the game restarts quite fast after each round which tend to last approximately 20 minutes. The only thing that needs setting up is ranks when first establishing the server, and that’s pretty much it. Feel free to ask around with SO’s of SCP: SL communities. And if you need someone who will “maintain” and “manage” the server whilst being dedicated and consistent, I’ll be fully glad to take the position of this servers SO/“Developer”. |
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Ex Deathrun Server Owner Ex SSRP Head Admin Ex TS / Discord Head Admin Ex Forum Section Moderator Ex Community Council Member My Anime List Steam | Discord: Spectrum#0001
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Clarky wrote:
Mr. Richard wrote:
Clarky wrote:
Since you're saying it's easy and simple to set up, come to the cm team when you have a server set up to demonstrate itTamaninja wrote:
Clarky wrote:
Easier said than doneMarkus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setupBelieve it or not, this might be the simplest game when it comes to setting it up. All updates are done by Northwood Studios and the game restarts quite fast after each round which tend to last approximately 20 minutes. The only thing that needs setting up is ranks when first establishing the server, and that’s pretty much it. Feel free to ask around with SO’s of SCP: SL communities. And if you need someone who will “maintain” and “manage” the server whilst being dedicated and consistent, I’ll be fully glad to take the position of this servers SO/“Developer”. It took me 10 minutes to download and install the game and all the dedicated server tools (Via steam not steam CMD) It took me like 5 minutes to do all the IP jiggery pokery and all the port forwarding and hosted. It was only me on so i had to force start the round, I had no idea what is was doing but it looks like great fun and id definitely play. |
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Studio Banter wrote:
Mage you will always be remembered as the first person to write a fuck you list on Zarp and a bonus for not getting it deleted.
Last Edit: 5 years 1 month ago by Jeppe.
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The following user(s) said Thank You: Mr. Richard
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.uzi wrote:
Your opinion is irrelevant! Jokes aside, Rust too is a good idea, but if anything is going to be hard establishing, maintaining and managing, and is going to take time, it's definitely Rust. Unlike Rust, SCP: SL can be set up with ease and the only management it will need is the one provided by staff to ensure a safe and fun environment for all Users of ZARP. |
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Last Edit: 5 years 1 month ago by Mr. Richard.
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Jeppe wrote:
Warning: Spoiler! [ Click to expand ][ Click to hide ] Clarky wrote:
Mr. Richard wrote:
Clarky wrote:
Since you're saying it's easy and simple to set up, come to the cm team when you have a server set up to demonstrate itTamaninja wrote:
Clarky wrote:
Easier said than doneMarkus Chellwigg wrote:
There is literally almost nothing to work on, all you have to do is make it official and host itClarky wrote:
Okay but again who will work on this? Chute has to heavily focus on SSRP and other things alongside run the community, Xnator is busy with updating PS servers which at this moment is a lot of work since we have been extremely busy with making it MUCH better than what it is right now, uzi is also busy with developing other things for his servers and would take up a lot of his time especially when he isn't an expert at lua coding compared to other languages he is capable of. This needs to be thought through properly because it will require a lot of time and effort to get this going, it took me and DEAD over 10 hours almost everyday to get Jailbreak working properly and add content, this server won't be any different either.This is pretty cool and well detailed but again who will work on this? Gamemodes take a lot of time and you need a good understanding of what the gamemode is all about which none of the ZARP devs know or have the time for as we have a whole bunch of other things to do such as updates, potential new servers, etc etc. Its a completely new game, its one gamemode, It requires next to no work after the setupBelieve it or not, this might be the simplest game when it comes to setting it up. All updates are done by Northwood Studios and the game restarts quite fast after each round which tend to last approximately 20 minutes. The only thing that needs setting up is ranks when first establishing the server, and that’s pretty much it. Feel free to ask around with SO’s of SCP: SL communities. And if you need someone who will “maintain” and “manage” the server whilst being dedicated and consistent, I’ll be fully glad to take the position of this servers SO/“Developer”. It took me 10 minutes to download and install the game and all the dedicated server tools (Via steam not steam CMD) It took me like 5 minutes to do all the IP jiggery pokery and all the port forwarding and hosted. It was only me on so i had to force start the round, I had no idea what is was doing but it looks like great fun and id definitely play. Exactly. Hence why I decided to suggest an SCP server for ZARP yet again, but this time without the flaw of lacking a developer, since the server requires little to no developing and maintaining and all updates are done by Northwood Studios, and the session automatically restarts after every round, which takes up to a few seconds, making the server lag-free as well as ideal and unique. |
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Last Edit: 5 years 1 month ago by Mr. Richard.
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The following user(s) said Thank You: Jeppe
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