WARNING!!! THIS POST CONTAINS PRETTY BIG AMOUNT OF SWEAR WORDS (AND RUSSIAN AS WELL)
So
this forum will close in like 2 weeks days [idk when i’ll post it] so i want to make sort of an endpoint/conclusion for all of my SB posts here
Here, in this post, i want to tell about the entire development history of “Snowburgh” map project
I intentionally called it “project” because for me personally it’s something bigger and more significant than just a simple map. Although it is on a physical level. I actually don’t consider SB and its content the most unique thing in this game.
How it all started
The timeline i wrote in 2023. I will deviate from it a bit
I might make mistakes while writing all the past memories stuff, 4 years passed since then after all.
I think the first time i thought of making my own map for this game was the first months after the Elver release. Before Elver i wasn’t even interested in most of curated maps
*(I remember my belgium gameplay experience on my shit ass old pc, i was just constantly getting infinite loading screen, probably because of broken speedtrees on the map back then idk, i was playing on max settings in 3 fps for some reason. Maybe this incident ruined all my curated maps experience before 2020 then)*
Ironically, when i loaded in elver first time i just rejected it in like 30 seconds because i thought “ok it’s probably some cool looking map with absolute shit non vanilla gameplay and cool look was made to just compensate it”. And only when i watched some videos about it i was very excited and actually played on it and was enjoyed and inspired.
But i’m not gonna tell about all of my elver experience here. It’s still far from start of SB’s history from here tho. Just gonna say that bruh is not my first global map idea. There were 3 significant ones: desert map (technical name: Dustyard), tunnels one (technical name: The tunnels) - transition from jungle biome to Dustyard, based entirely on my dreams actually lol, and the Southern/Sochi one (technical name: Candibobber (ХОРОШЕЕ ИМЯ - АЛАКХАКБАР… РОФЛ ЕБАНЫЙ НО ЭТО ПРАВДА)) - was the most deep and significant of them in my mind, based on some of actual elver ideas and my home city’s (Sochi, Krasnodarskiy kray, Russia) setting. All of this projects were lorewise connected as so-called “Regional”, and i added SB to it after as well, but the only one that got some “physical” form and was released is The Tunnels, but just in form of “concept”.
Candibobber art i made in January 2022. Yeah, those fucked up proportions…
Also interesting fact: some of those maps (significant ones) had their regional-name as a second one, according to their geographical position. For example - CB = Southern Regional, Dustyard = Western Regional (although it’s not geographically correct actually). SB also has its regional equivalent - Northern Regional. It’s now unused tho (like all this stuff to be honest).
SB’s first appearance
Year: 2021. February, ~10th. Just a regular winter day in Sochi (no snow, just cloudy). But in some mountains of central district it suddenly started snowing. Pretty unique event for our climate, at least now.
And i got to those mountains on a car, as a passenger of course. Typical North Caucasian landscape: mountainous, with a very steep slopes, and the woods, mostly consists of tall beeches, i guess. I walked here for a while, and for some reason, this particular hike was soooo exciting for me…
Same woods, the spring look of course (their usual winter one is pretty similar to that tho)
Snowy woods. A police car on a dirt road that runs along the cliff. Its siren lights flashes. I don't know why
The thing that suddenly appeared in my head for some reason, and i heavily associate it with this track (i originally found it in winter of 2019 as an Operation: Black Mesa (independent HL:OpFor remake) OST):
Completely dark brown lake that consists of unknown corrosive substance. There's a field research camp of [SOME FOUNDATION] in front of it
It definitely requires some commentary.
So, the “foundation research camp” part clearly refers to SCP foundation, as well as the lake itself (it particularly refers the SCP-354 - the blood lake, not 100% accurate tho; also if you look at some images of it you’ll notice that it is set in snowy woods as well)
The thing is that i was really interested in SCP universe back then. And actually, the name of foundation i mentioned wasn’t SecureContainProtect. I actually came up with alternative names, such as PCP (PrepareContainProtect i guess), or later - ACP (AdvancedConatinmentProcedures, more like scp’s original name - special containment procedures/protocols i don’t remember)
Interesting fact about the lore’s “development”: from the start of that year i was actively playing Elver in a sort of “creative mode”. I hosted a server on my PC (so i could play with friends and also use rocketmod commands) and instead of regular gameplay i (sometimes with friends) was building many things everywhere, from just woods to a bunkers and subway (using F6 freecam). And most of them were related to the same lore, mostly the Foundation one. Also we recorded several sort of machinimas here (IT WAS SO FUCKING PAINFUL TO RECORD THEM WITH OUR ORGANISATION LEVEL).
The room. I sit right in front of monitor. Decided to go to the balcony. Here i see the yard: ground covered in snow, a few cars. According to height, i'm on second or third floor of the building...
Later i wanted to make this the ending of the map. Also i wanted to add here a room with me as a developer, similar to old Elver’s Nelson. Back then it was just thing in my head.
"Welcome to |||||||||! Here we have snow, a lot of snow! And also we have even more snow!..."
The part i’m not entirely sure about, whether i thought of it back then or later and whether the “Snowburgh” name was already chosen for the map.
Speaking of map, it didn’t exist at all. It was just a bunch of assorted ideas, not even a map’s lore.
Expanding the base further, first implementations to the game
At this point i only had some attempts at mapping and obviously absolutely no modding experience. To be honest, i tried some blender modeling before (since 2019), but it’s hard to call them somehow successfull at all.
So, on February ~19th (i’m pretty sure i created it even earlier, i took this 19 from the last changed date) i started up blender, probably imported unturned character model from extras and tried to make this thing:
It’s the first actual content made for SB. Although i didn’t even use it because of obvious technical problems.
After that i completely abandoned any content development until May of the same year for some reason…
However, i continued “making” lore of the map in my head. By lore i mean both story and quests part.
The next few months i mostly came up with more ideas (such as foundation facility, infinite staircase, “xen portal” - endgame, bunker in mountains, Elver’s “E” bunker based foundation object, lore-related forester’s house and many other assorted shit with ton of context required). Some of them were actually at least somehow gameplay focused, but none of them represented any actual gameplay or at least level design.
You have probably noticed that most of the things for the map i thought about were mostly related not to the map itself, but either to foundation or some assorted things. It was an insane problem when it came to the map development.
Also, it turns out that the original map was based on my minds only and its layout was like “uhm okay it’s like mm huh kavkaz khrebet and of course some city on it and also some city in front of that mountain huh of course some panel apartments (I DIDN’T KNOW PANEL APARTMENTS BACK THEN SO IT’S ALL IS SUBCONSCIOUS) yeahhh oh also i had an idea of destroyed city, it flashed in my mind for like a second probably because of scrap mechanic game’s ruins structure, so i add it and yeah the swamp i thought of 3 months ago and some exclusive to sochi (I DIDN’T KNOW THAT AS WELL) 12-storey apartments because why not and also this sort of building and landscape is native for me oh and of course military base yeah mm gonna call it like “DELTA” because of elver’s alpha-bravo outposts and because yeah it sounds cool hmm the map is ready.”
Speaking of layout. It’s the exact fucking way i made it. It’s not even a joke.
Of course i had to mess with all this later, but for now (2025) base layout remained basically the same, although i obviously tweaked many things towards real-life-based.
And it is actually funny for me now to look at some old messages where people said that this map was based on Murmansk and Noril’sk. It wasn’t. It was closer to fucking sochi than murmansk. But of course there was no way for them to know that. (hello atrau :3)
First attempts in modding (May 2021)
As i said earlier in this post, i had no experience in modding before. So the SB development history is also almost my entire modding history.
3 months had passed since my first unturned modding attempts and i was back. This time i got to the point when the actual modding starts, and also i tried something easier than making a gun model. At this point i hadn’t even watched any unturned related modding tutorials and barely watched any blender ones.
So, it’s May 13th, Thursday. I opened up character model from extras again and started drawing on it using blender’s texture paint tool. It turned out like this:
Recreation, because i lost the original model file
And then i tried importing it to the game. I actually watched some basic modding guides at this point. I don’t remember the entire process of me trying to make it work, but the main reason why it didn’t was ID i gave the item (it was like 100000, and as far as unt’s item ID is unsigned short integer value, the max is 65535). Of course i didn’t know that and tried many things to solve this, until a month later i suddenly tried changing its ID to 60000 and it did work (fun fact: the map still uses the ID range from 60000 to 61000).
Despite the first item didn’t work in the game, i continued adding others. I even added some modelled ones:
I added tankman’s outfit as a reference to FNF particularly (not newgrounds), it was popular back then and i did like this character probably because of mil stuff xd
funny shit: i tried applying tankman’s texture (probably his shirt) on the vanilla beret
Also during this time i drew that map of sb i have shown above, so i can officially call May 2021 the start of Snowburgh development.
The start of an actual development (Summer 2021)
BUT on June i suddenly started making “The Tunnels” map. I called it “concept” because i wanted to make its “full” version with many of its own objects in future (once i learn modding/mdling enough). Although i made some objects for this version. This also was a sort of object making, mapping, NPC and flag logic practice for me because it was the first time i made a full-scale map (up to its release) and objects+NPCs for it.
my first object in unt
all the models for the first tunnels (you can see the inverted normals on the speakers, i didn’t know how to fix that back then)
On the one hand: of course the map turned out being not so similar to concept i originally came up with (because it was based on my fucking dream like almost any other thing i make, it’s a real problem for me :tosk:). But on the other it really extended my general lore conception and introduced many lore stuff (such as “ACP-001” mr green guy from elver type shit i probably came up with even before sb’s FAp (first appearance) and also the sb itself, as well as some secondary chars like felina i guess)
the funny thing that i used those targets’ ropes from elver’s metro as a cable, even before arid’s release
i used this box to listen kuwait music (the kwt music’s object is invisible so it’s easy to lose it)
ṣ̶̛̭͎͍͉̼͙̗̭͔̼͉̠̮̖̣̦͓̖̰̼͎̘̋̾̿͑̒͛̀̈̌̈̇b̷̧̡̡̨̛̛̺̟͚̖̙̺͉͕̘͓̤̯̹̮̦͇͙͍͚͇̱̳͚̥̝̜̝̄̂͛̒́͂́̓̇̏͑̒̽̈́̿͌͆͛̔͆̐̈́̎͑̾̀̉̒̍̑͐͌͒͂̑͂̌̋̕͝͝͝͝͠͝͠
and also its trailer, reupload of course
I released it in end of June (the same 2021 year)* and continued its dev in August. The map got polished a bit (i upgraded its landscape and foliage from legacy to devkit one, remember old times) and also i extended its lore/walkthrough a bit (added a helicopter ending that directly connects SB and TT - the heli got crashed in sb region).
sb 2
heli crash
Last update was released on August 31th of 2021, and it’s the end of this “branch” of the map.
Anyway, i wouldn’t recommend playing this map now. It’s rather unclear what to do most of the time, especially the endings part. Also its level design is kinda broken. But it’s still in workshop tho.
So, we’re back to SB’s dev era (starting July). It was still rather a time of experiments, but during this time map (or rather concept) started getting actual content, gameplay ideas and implementations (including TT’s bruhg mentioned above).
BUT let’s go back to June first. I was actually thinking of some of SB’s ideas in parallel with TT’s development. Fun fact: many ideas came to my mind during me walking outside (the best source of ideas tho, right after taking a shower).
I already came up with the map’s endings (each based on the Foundation’s facility and ACP-001) in early June, before even thinking of basic progression of it lol. There were 6 of them, based on player’s interaction on Warhead (reference to alpha from scpsl) and relationship to Felina (important secondary character i mentioned above). And the true one would appear if warhead is on and relationship is positive. To be honest i paid too much attention to the endgame lore at this point, because after that i started to extend it with more and more side things and easter eggs. Anyway, don’t think it’s neccessary to tell that in detail now…
Twelve-storey Sochi-type apartment. You enter it. Staircase on the left, corridor in front. You walk through. In the end there's a big room with an exit door, some power transformers and stairs (the room's floor is a bit lower than corridor's). And you see the cat on the top stair. As you approach, it runs away down the stairs.
Based on my own experience. Later i extended it a bit with hole in the big room (it actually is in those apartments) that you decide to enter while searching for this cat but then you find yourself in some “hell”-type room and there’s the green guy 001 and he says you something. Honestly speaking, pure mystification. ACP-001 elver green guy is a metacreature of the map tho.
Anyway, i guess all of us already tired of all this LoRe stuff. So, let’s move on some more important material stuff.
July. Map actually started getting some content (could’ve happened earlier if only there were no problems with making things work in game). First items i added were military clothes and snowcannon - that first model (its remake actually).
fucking kazakhstan helmet bruh; glasses i liked very hard tho
this unused shit
обязательно написать про ёбаного дебила который придумал брызги малафьи от снега]
A little bit later and here’s the first supply item.
There’s one interesting thing about this model. Once i came up with idea of crafting this pile of metal details, instead of just splitting each part from this pile in the original model i started creating separate projects for each model and trying to make 1:1 replica of detail i need. It’s the problem that pursued me until June 2022 i guess, when i started using a single project not only for a single model and maybe its LODs (jk i didn’t make lods back then). I honestly don’t know why i did so…
It’s not the only issue of my early models. You can see that i didn’t use shadesmooth (models look sharp), didn’t turn the smooth/specular on the material off. As well as using extrude from the model where it’s not required, using geometry instead of texture and leaving excessive faces that was made with loopcuts. If you aren’t that familliar to modding/modeling, just look at this:
It’s horrible. (also it’s the next supply item i made, luckily i just copied its project and deleted wire and cable from the model instead of making new circuit board from scratch)
Actually, some of those issues are pretty common among many inexperienced mod/model makers, so ||i’m not that dumb probably…||.
Speaking of items,
Also there was this pile of melted NPP debris. It was unused.
And that’s the point where i actually started thinking of gameplay and progression. I finally came up with building materials (wood → bricks → concrete → scrap metal → high tier metal, it was like this back then), started thinking of houses’ interiors more in depth i guess…
some drawing i made back then
Speaking of interiors. I wanted to add a quest which requires you to fix the broken power line. And after completing it, power devices in the city (such as lightbulbs and screens) would turn on.
You would get this quest from Forester - another important character in the storyline.
Also i remember that i wanted to make sort of an official map guide that would explain the gameplay step by step according to Maslow’s hierarchy of needs (because it sounds funny, like, “physiological” level is like “loot shop get food” type shit, “safety” is building and weaponry, “belonging” is “how to find a friend” (it’s impossible) and so on)
Someday in July i woke up with this in my mind:
I need to make 600 items (elver's number, although like half of them are override vanilla) until December, if i make 4 or more of them per day i'll manage to complete them in time...
Heh, so naive and ambitious… Also it was the time when i still thought that sb would be intermediate map which will be followed by [a bigger one]
Speaking of release date, i was struggling with it for a long time. But i’ll tell all this story later.
I wasn’t sure where to write this part, but…
The brick game concept
Sometime in June-July, i wanted to make sort of an arena map in russian yard/garages setting, where you use throwable bricks instead of any weapon. I don’t remember whether i wanted every player to be brickthrower/seeker, or a single. It was based on the joke that sounds like “Catch me brick” (догони меня кирпич in russian). Nothing special, just a funny part.
I even made the brick model back then:
On early August i discovered this track:
which i would consider (rather associate with) the map theme.
I was making some assorted bullshit at this point.
ugly ass 001 green guy
Not so much tho, as i returned to TT’s development. Speaking of which, there was also a bit of sb stuff.
And that’s it. Summer ends along with the most loreful and water-spilling part of map’s dev. Later i’ll mostly make content and invent gameplay on the run. And here comes the…
…32k symbols limit…
so, watch my reply below