#Swimmable lake as well as underwater facility

1 messages · Page 1 of 1 (latest)

clever wadi
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Ah

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Facility Hall ideas, could be dimly lit or bright

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2nd one is more of what I was thinking of

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Risks

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The further out you go from the main corridor, the more hazards that meet you such as turrets which hang from the ceiling with heat-signurature, panning surveillance which would require an item from shop to help hide your presence by making you colder but slower but it's the only way to get past the turret without running the risk of getting shot while trying to run under its blind spot or trying to break it, which upon breaking it, it would have a 25% chance to drop a highly valuable round of revolver bullets which you could use to turn an enemy against other enemies but the effect would only last 2 minutes before they go back to their usual hostility. If the turret spots you, it will give you 3 seconds of grace for you to hide, giving off a red light, but once those 3 seconds are up, it will start shooting you, but if it starts shooting at you and you manage to hide, when it spots you again it won't give you that grace again as it will give you half a second before opening fire.

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The laser traps which are bought in shop are armed on the walls of some corridors so make sure you bring something to throw into the lasers so you don't get blown up.

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The Boomer I mentioned before is a tall wooden mannequin soldier controlled by cysts with deformities where their tentacles weren't sharp enough to pierce gorillas so they squeezed in between the wood cracks of these mannequins and wield a shotgun to deal massive damage, making them be able to one shot if you get caught, however they function much like normal cysts except with less range, they attack twice and they are mobile.

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Now, the blind Charger is the scariest there as it has enhanced hearing and it has the head of an old fashioned TV with an broadcast error screen and it has the body of a bacteria from the backrooms, except the body is made of wires and the hands and feet are split copper wires exposed from the tubing. The charger patrols the outermost corridors of the facility, if it hears something such as a player or a noise that seems foreign to it, it will let out a terrifying screech which is an attempt to frighten a second sound out of their prey, whether it be a person or an object, once it hears a second noise it will begin charging in the direction of the noise while constantly screaming to hear a constant noise of their victims fear, however if they don't hear a sound after 10 seconds after the last sound, the chase they will stop and will resume patrolling the halls with metallic scraping noises as it follows the walls

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But why?

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It opens creative opportunities for BIG updates to keep audience enthralled in the game

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New items?

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There would be items which would allow easier passage through the waters such as oxygen tanks and flippers

At the outer reaches of the maze there is a chance for one of the rooms to have a new Trident melee which sells for 50,000 as it's extremely hard to get and you can't buy it, you can only obtain it.

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Introduction (because message got shot up)

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I think everyone has been waiting and wanting a lake we could swim in, but although the update would make the lake survivable, the deeper you go, the harder it gets for life to thrive... Only the top of the top predators can live down there, such as the angler and other dangerous aquatic entities.
The further you go down the faster your oxygen depletes, you can't make it to the bottom without upgrades or equipment and the sea mines just make it harder.

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If you manage to make it to the bottom, dead or alive, there is a vault/bunker hatch that had a control switch to open the hatch once upon a time... But now it doesn't due to no one going down there to give it maintenance, so you'll need an explosive of some sort, and a lot of it, the hatch would work a lot like ores, where you'd smack it a couple of times and it would break, but this hatch is too strong for that.

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Upon opening the hatch via explosives, you will be met with an elevator covered in a semi-permiable membrane which you can go in and out of as you please.

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If you choose to go into the elevator, it will take you deeper than you already were into a run down facility which served as an underground prison for dangerous entities such as the blind charger and the deaf boomer and the reason why the place is so heavily armed is due to the sheer strength and vitality these monsters have, so there are turrets set up around the place to shoot any of the monsters who break free from containment and decide to roam.

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That being said, most of the dangerous monsters have breached their cells, the chargers in the outermost corridors which they have destroyed almost all of the turrets in that sector.

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And the deaf Boomer which walks around freely in the low containment zone, as the turrets cannot pick up the signature of the cyst as it is hidden inside the wood doll; Although the turrets can't fire upon it, the laser traps will surely reduce the thing to fragments although it does prove very tough it can be taken down within 50 melee hits, but it will have definitely have got you by then, if you prove determined enough you can destroy the mannequin and sell the cyst blob that has a chance to drop from it for 1,000 nuts

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So you may ask, what is the purpose of making it to the end of the endless tree-branched maze of corridors? Well my friend, at the end of the maze there is a green grass field with golden banana trees with golden bananas that can be eaten to increase melee and health as long as you live but increase your weight, making you slower and unable to swim, as you will sink to the bottom, or you can sell the bananas for 5,000 nuts for each banana

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I hope anyone who reads this has a great rest of their day
And if any devs are reading this please do consider adding this to the game

junior kayak
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Yappity yap yip

clever wadi