This mod of mine vastly improves on many of the broken aspects present in my Five Nights at Freddy's modification. I have been working much more carefully on this project, and it definitely seems to be paying off.
I would like to thank the Ultimate Edition Team, Keter-Class Studios, Team Psykskallar, SCP-C Team, Dark Confinement Studios, ANENPA, KaiserNascitur, Resonance Breach Team, "Project Resurrection" Team, Mleczyk76, Obx1, DL_Baryonyx, and likely many more that I am likely forgetting for allowing me to use properties from their own projects in Terror Hunt, many aesthetical aspects would be very different without their kindness. Be sure to check out their mods and games!
It is NOT recommended that this mod is played on lower-end PCs, due to the possibility of bugs, and FPS issues. It is also not recommended to play this mod at high resolutions and/or fullscreen. This has been proven to cause large lag spikes. My monitor is a size of 1920x1080, but I still play at 1280x720 for better performance.
This mod is intended for audiences 17+.
Terror Hunt has been pretty silent since the latest version, hasn't it been? Well, let me get something out of the way very quickly.
4.5 of Terror Hunt is entirely on the table.
I learned a lot from Terror Hunt's development, just like how I learned from my "efforts" on the Five Nights at Freddy's mod. I seem to have a much better understanding of coding, and I feel as if Terror Hunt would greatly benefit from me going back and cleaning up messier portions of the code. Was spaghetti code the cause of Terror Hunt's lag? Well, not exactly. But it would help! There are also rooms that were left without a remake that I'm sure Kitrod would love to fix. So, yeah. The possibility of a 4.5 is likely. Would it be any time soon? No, probably not. But hey! It's something.
But why not soon? Why can't development on 4.5 start now? Well, my hands have been full. Both with a film project of mine, and another mod! I'm sure most of you have seen the trailer for it by now, but if not, here's a pretty neat teaser!
I'm going to save most of the details for when I make a page for the mod (whenever that will be), but until then, I hope this small bit of news is enough to satisfy you guys! Thanks for sticking around!
Could someone please help me with this? Im losing my mind lmao. How do you get into 006's chamber? Ive tried Glass's face, Walker's id, the burnt badge from light containment, and nothings worked. I know a certain access card is in there, hence why I want to get in so bad, but I can't figure it out
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The player controls a disposable test subject, referred to as D-9341,[4] as they attempt to escape an underground research and containment facility amidst a breach of its numerous anomalies, known as SCPs. During gameplay, the player roams the facility while being pursued by multiple SCPs and MTF units, which must be avoided in order to not die.[2]
One of the game's primary features is procedural generation of the facility.[5] This feature is controlled by a system called seed generation, which is a string of text that controls how a map generates. By design, the layout of the facility in every playthrough will be different, though every playthrough will contain the same key areas and rooms. As the player progresses through the facility, the number of threats present to them increases, including new SCPs which begin to hunt the player. The "Entrance Zone" area also marks the appearance of a Foundation Mobile task force (Epsilon-11 Nine-Tailed Fox), a squad of three soldiers which attempt to recapture SCPs and will shoot the player on sight.[4] The player must then find an exit gate in order to reach the end.
Along the way, the player can find a wide variety of items to assist them in survival. These include tools such as gas masks, various electronic devices, and keycards allowing progression, but there are also items which hinder the player. Some of the items are themselves SCPs, such as SCP-500, which will heal any negative effects.
The game takes place in a containment facility ran by the SCP Foundation, which possesses and researches multiple anomalous artifacts and entities. During gameplay, a breach occurs, allowing numerous entities to exit containment. Throughout the facility, clues in the form of documents and computer terminals are scattered hinting towards how the breach may have occurred.[2]
The player, along with two other test subjects, is forced to perform tests on SCP-173, a concrete statue that can move at high speeds and attack by causing cervical fractures at the base of the skull or strangulation when not in the direct line of sight of a person.[2][4][6] During this testing routine, the system malfunctions, allowing SCP-173 to kill the other two test subjects and escape while D-9341 escapes the containment chamber.[2][4] The site is then put under lockdown, and D-9341 must attempt to escape the facility.
Many other breached SCPs roam the facility, including SCP-106, an entity resembling a decaying old man that attempts to drag the player into a pocket dimension to kill them, and SCP-096, a tall humanoid creature that will chase and kill the player if they view its face.[4] The player must additionally evade an MTF unit (Mobile task force) designation Nine Tailed Fox or E-11, which are the elite Foundation soldiers deployed to recontain the SCPs and secure the facility, as they have been ordered to target and terminate any stray and rogue Class-D personnel. Later in the game, the player encounters SCP-079, a sentient A.I., and learns that it caused a power outage resulting in the containment breach. SCP-079 proposes that the player reactivates the door control system, in exchange for helping the player escape.
After the player follows its demands, four different endings can be reached, depending on choices the player made while playing the game and how the player leaves the facility. After the ending, when returning to the menu, a radio transmission presumably from the Foundation will play detailing events after gameplay. These messages vary largely from ending to ending.[7][better source needed]
The game is highly atmospheric, as Rikkonen felt that the best way to create a truly scary game would be to focus on the environment and soundscape, rather than exclusively the monsters. In an interview with Edge magazine, he said:
When Rikkonen first started working on the game, he was graduating from upper secondary school. While he enjoyed making games, he had always considered it a mere hobby and a "pipe dream". However, after the success of the game, Rikkonen decided to pursue game programming at the University of Turku.
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