Garry's Mod

Garry's Mod

Nuclear Winter 3
A different underground setup
Now, I like the map. Being a mapper who doesn't have much motivation for mapping, I understand something like this would be incredibly difficult to create. However, one of the main reasons I loved the original Nuclear Winter was because of the underground section of the power plant. When you entered, there were pits of radioactive goo you'd have to cross and puzzles you'd have to solve to continue. I'd think that if you added a more adventurous underground section to the map with some sort of finale at the end that the map would be more enjoyable as a fight to the objective map for both singleplayer and multiplayer. If some people find this annoying, you could always keep two version of the map with the seperate undergrounds. What do you think?
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Showing 1-7 of 7 comments
Lt. Dodgy Fox  [developer] 21 Aug, 2014 @ 11:06am 
Thanks. The underground on nw3, and in my opinion nw2 as well, are indeed not as spectacular as they could have been. This is due to the fact that the source engine has a limited amount of resource to run maps by, forcing the developer to make certain decision in the leveldesign. On the previously mentioned maps most of this "space" is taken up by the outdoor areas. I've had thoughts on splitting a single nw title into an outdoor and underground section. And then perhaps run it on two different servers, having players who enter the underground from outside transfer over the "underground" server. That would certainly benefit the elaboration of both experiences. But yeah, I haven't really worked it out. So to summarize, I totally agree with you, but it’s not a thing I’m planning to work on any time soon.
cammando205 25 Jan, 2015 @ 2:43pm 
You could probably get around the limited space by using the doors that basically work as teleporters to move a player to an actual underground puzzel that is sealed off from the rest of the map, and the exit just teleports them to the main area again.
Diabeetus 8 Jan, 2017 @ 4:24pm 
Great map, great start. But I'd like to see more done inside the sarcaphagous, with reactor 4 itself (What's left of it), control room, etc. And even the basement levels to include the resolidified corium, and elephant's foot. In hot areas, an object could be created and hidden to emit rad meter sounds, to emulate the experience as if the player had one on hin. Unless someone wants to make a working one the player can carry. And lastly, in the extreme hotspots, such as near the elephant's floot, create some sort of damaging environmental element to emulate damage from the extreme radiation. Maybe have it operate on some base value to reflect the radiation intensity of the area, and give you DOT. Maybe make it reapply and stack the longer you're in there. Like starting off 1 point per 10 seconds for like 60 secs. For every 30 secs you in the area, add another point per 10 secs, etc. So it'd be 1 per 10 secs, then after he lingers for 30 secs, goes to 2 per 10 secs, and then 3, and so on. I'm sure there's a way to script things of the sort, and a simple formula could determine the damage. For source, I think 5mins (or is it 3?) in the same room with the elephant's foot will cause certain death in 48hrs IRL. And that's 2016, this map seems to depict a time before the construcvtion even began on the new containment. So it'd be likely more agressive.

Maybe a bit much for 1 guy, so maybe others can help. But it'd be great to have a total, acurrate (as much as possible), model of the area of reactor 4. Hell, and there's plenty of maps of the town nearby, so maybe your teleporters coud somehow link to them, should you go to the edge of the map near a road or something. Even if you have to do itvia changelevel type functin, and it reomove all damage and effects from the players, it'd still be pretty cool.

Well done so far man. I may dl an editor and see how it works, and tinker with this myself some. But definately would not share or upload without permission from you, and letting you have a look at it first.
Last edited by Diabeetus; 8 Jan, 2017 @ 4:28pm
Elephant's Foot?
ealsakhria 25 Apr, 2017 @ 2:46pm 
Originally posted by Dr. Gordon Freeman, Ph.D:
Elephant's Foot?
I know this is old, But its a Large Piece of Corium that melted away from Reactor 4's Core. It eventually came to form a Large piece of Corium that Resembles a Elephant Foot it Emitted around 10,000 roentgens. Pretty damn scary if you ask me. Though it has weakend ever so slightly to 8,000 Roentgens its going to continue on burning through earths crust until hitting the water table possibly causing a massive exlposion in Chernobyl.
Last edited by ealsakhria; 25 Apr, 2017 @ 2:47pm
Razvan 31 Mar, 2018 @ 12:34am 
does this map have easter eggs or secrets?
Judas Priest 4 Dec, 2020 @ 1:02am 
Originally posted by {M}arc:
Thanks. The underground on nw3, and in my opinion nw2 as well, are indeed not as spectacular as they could have been. This is due to the fact that the source engine has a limited amount of resource to run maps by, forcing the developer to make certain decision in the leveldesign. On the previously mentioned maps most of this "space" is taken up by the outdoor areas. I've had thoughts on splitting a single nw title into an outdoor and underground section. And then perhaps run it on two different servers, having players who enter the underground from outside transfer over the "underground" server. That would certainly benefit the elaboration of both experiences. But yeah, I haven't really worked it out. So to summarize, I totally agree with you, but it’s not a thing I’m planning to work on any time soon.
I really doubt you care or are interested in even responding but if you do happen to see this. I'm personally a fan of trying to use doorways that teleport players to another extention of the map, or just simply cutting out parts of the current map that would seem in excess to function of the map and expanding the underportion like stated by the original poster of this thread.
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