Seed map
The facility a seed builds, room by room: where each key card, SCP item, gas mask and battery spawns, which rooms hold SCP-173, SCP-096 and SCP-106's events, and the forest path behind SCP-860's door.
Your seed
Loading the game's rooms…
How this works: the game builds its facility from your seed with a fixed random number sequence. This page runs the same steps in your browser on the game's own data (97 room types, their room files and the forest heightmaps): the hallway layout, the forced dead ends and corners, the rooms placed at fixed points of each zone, the random fill weighted by each room's commonness, the overlap fixes, every item, door, light and floor decal a room adds, and the room events, drawing every random number the game draws in the same order. We checked it against saves the game itself wrote right after starting a new game: rooms, doors, items, decals, the forest and the events come out identical. The loading screen is part of it: when the game picks the CWM screen for a seed, its scrambled text uses up random numbers and changes the map, and the map here does the same. What the seed doesn't decide: Dr. Maynard's door code and the maintenance tunnel code are drawn without the seed, so they differ from one new game to the next even on the same seed.
The facility generator on this page is a port of SCP – Containment Breach'ssource code, licensedCC BY-SA 3.0; our port is available under the same licence (our port's source).
SCP-106's first timer
A new game sets SCP-106's timer to a whole number of minutes from 12 to 17, drawn from the seed. It only runs while you are in a room that can have floor decals and outside Gate A, and it runs twice as fast on Keter (or Esoteric with aggressive NPCs). When it reaches zero, SCP-106 comes for you. Several room events (the SCP-106 ones in the event list) can bring him out sooner.