User:QuaternionMark/Dirtymetal

Dirty Metal, also known as dirtymetal.jpg, are two different textures found in SCP - Containment Breach. They are located in the directory  and   (which will be referred to as dirtymetal1 and dirtymetal2 from here on in this article). They are humorously notable for being one of the most reused textures in the game, often being very out of place.

Design
As the name suggest, the textures are comprised of metal which has become corroded. They are stained with rust, scratches and scuff marks. Dirtymetal2 is similar to dirtymetal1, with the exception of less scruff marks and an overall cleaner design.

Usage
One key aspect of dirtymetal's significance is its overuse in SCP - Containment Breach. Recycling textures isn't a new practice in game design, however dirtymetal’s often sticks out in the environment and can seem out of place often. Compare this to white.jpg, another texture reused many times throughout the game. It is simply a white concrete wall with no significant features, making it always seem in place. However dirtymetal’s more grizzled design make it much more noticeable in the environment, making its recycling seem more frequent and repetitive.

It is not just dirtymetal’s design which makes it stand out, but also its placement as well. A texture like this would presumably be used for rusted pipes or minor storage rooms, to show hints of being poorly maintained. However, its placement can be very bizarre at times; often being used on materials that shouldn’t be in such decrepitude. One good example of this is its use as SCP-914's main texture, covering most of the outer structure as well as the insides of the 'Intake' and 'Output' booths. Since it is an SCP, it would be assumed that the Foundation would keep its structure clean and rust-proof, yet its design shows signs of being worn with age without proper maintenance.

One counterargument to this however, is the fact that several computer monitors seen throughout the facility make mention of the game taking place in a temporary containment site. It was never designed to handle a large number of SCPs and the workload and maintenance that comes along with it. Priorities at this point would be more focused on keeping SCPs secured rather then making sure that walls and miscellaneous props are cleaned and maintained regularly.

This argument does not explain other issues which arrive from dirtymetal's overuse, such as the material's coincidental duplicate uses. Apparently World War II door knobs use the same rustable material as eyepiece coating, light guns use the same metal as fans, and all the aforementioned points use the exact same material as a large tunnel network.

In addition, the texture's use can be flat out random at points. Some of the more random uses include lamp posts, security cameras, desk legs, and an entire warhead dedicated to eradicating the facility; that last one seems very optimal to not be rust-proofed, doesn't it?

SCPs

 * Indents on SCP-008's canister.
 * SCP-173's containment box.
 * SCP-914, including the knob and key.

Items

 * The eyepieces on the gas mask.

Structures

 * The pulley and frame of SCP-012's safe.
 * SCP-106's containment box.
 * Supports beams and the lining on the entrance to the stars in SCP-106's chamber.
 * The underside and supports of the balcony in SCP-173's chamber.
 * The door knobs of two inaccessible doors found during SCP-1123's scenarios.
 * Indents on the side of door frames.
 * Bottom and support beams of the large blast doors' frames.
 * The frames of the windows in SCP-008's chamber and SCP-035's chamber.
 * The metal that mounts the table and sink to the wall in the Class-D cells, including the drain pipe.
 * Control panels.
 * The electrical center.
 * The small server room.
 * The generators in SCP-049's chamber, SCP-106's chamber and the small server room.

Props

 * Heavy Containment Zone-specific doors.
 * The fan seen in a variation of the two-way hallway.
 * Desk legs.
 * Electrical boxes.
 * SCP-106's chamber.
 * The Tesla coil hallways.
 * A variation of the metal corridors.
 * Base of CCTV cameras.
 * Top portion of shelves.
 * The H.I.D. Turret.
 * The Omega warheads.

Fences & Railings

 * Gate surrounding SCP-079's holding cell.
 * Fence gate blocking a metal panel in the T-shaped hallway.
 * Fence gates and lamp posts at Gate B. Wait who even makes a lamp post out of that?
 * No really, why?
 * Every railing in the game.
 * SCP-106's chamber.
 * SCP-173 chamber.
 * The gas catwalk.
 * The three-way gas catwalk.
 * The large testing chamber.
 * The warhead room.
 * Gate A.

Walls, Floors & Ceilings

 * The tunnels near SCP-049's chamber, including the lining on the edges of the ceiling right outside the chamber itself.
 * Floor of SCP-173's chamber.
 * Floor of SCP-372's chamber.
 * The sides of the beam on the ceiling in SCP-513's chamber.
 * Several walls in the large testing chamber.
 * The er...grating in the grated hallway.
 * Pretty much the entirety of the maintenance tunnels.
 * Gate A's ceiling, most notably the SCP logo used to form the skylight seen at the entrance of the main room.
 * The slabs lining the ceiling of the service tunnel at Gate A.

Other

 * The background in certain loading screens.
 * The CharBox on this wiki's homepage.

Trivia

 * In v1.1-1.1.1, a wall comprised of dirtymetal was blocking access to SCP-035's chamber. Regalis later clarified that he placed the wall there to prevent light from leaking out of the main chamber when he was rendering the light maps for that room. However when he exported the mesh he forgot to delete the wall.